#ifndef GLTF_CAMERA_H #define GLTF_CAMERA_H /*************************************************************************/ /* gltf_camera.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/io/resource.h" class GLTFCamera : public Resource { GDCLASS(GLTFCamera, Resource); private: bool perspective = true; float fov_size = 75.0; float depth_far = 4000.0; float depth_near = 0.05; protected: static void _bind_methods(); public: bool get_perspective() const { return perspective; } void set_perspective(bool p_val) { perspective = p_val; } float get_fov_size() const { return fov_size; } void set_fov_size(float p_val) { fov_size = p_val; } float get_depth_far() const { return depth_far; } void set_depth_far(float p_val) { depth_far = p_val; } float get_depth_near() const { return depth_near; } void set_depth_near(float p_val) { depth_near = p_val; } }; #endif // GLTF_CAMERA_H