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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/gltf/structures/gltf_camera.h
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/**************************************************************************/
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/* gltf_camera.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/io/resource.h"
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class Camera3D;
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class GLTFObjectModelProperty;
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// Reference and test file:
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// https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md
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class GLTFCamera : public Resource {
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GDCLASS(GLTFCamera, Resource);
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private:
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// glTF has no default camera values, they should always be specified in
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// the glTF file. Here we default to Godot's default camera settings.
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bool perspective = true;
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real_t fov = Math::deg_to_rad(75.0);
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real_t size_mag = 0.5;
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real_t depth_far = 4000.0;
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real_t depth_near = 0.05;
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protected:
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static void _bind_methods();
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public:
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static void set_fov_conversion_expressions(Ref<GLTFObjectModelProperty> &r_obj_model_prop);
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bool get_perspective() const { return perspective; }
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void set_perspective(bool p_val) { perspective = p_val; }
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real_t get_fov() const { return fov; }
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void set_fov(real_t p_val) { fov = p_val; }
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real_t get_size_mag() const { return size_mag; }
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void set_size_mag(real_t p_val) { size_mag = p_val; }
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real_t get_depth_far() const { return depth_far; }
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void set_depth_far(real_t p_val) { depth_far = p_val; }
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real_t get_depth_near() const { return depth_near; }
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void set_depth_near(real_t p_val) { depth_near = p_val; }
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static Ref<GLTFCamera> from_node(const Camera3D *p_camera);
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Camera3D *to_node() const;
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static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
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virtual Dictionary to_dictionary() const;
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};
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