#ifndef GLTF_CAMERA_H #define GLTF_CAMERA_H /*************************************************************************/ /* gltf_camera.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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/object/resource.h" class Camera; // Reference and test file: // https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md class GLTFCamera : public Resource { GDCLASS(GLTFCamera, Resource); private: // GLTF has no default camera values, they should always be specified in // the GLTF file. Here we default to Godot's default camera settings. bool perspective = true; real_t fov = Math::deg2rad(75.0); real_t size_mag = 0.5; real_t zfar = 4000.0; real_t znear = 0.05; protected: static void _bind_methods(); public: bool get_perspective() const { return perspective; } void set_perspective(bool p_val) { perspective = p_val; } real_t get_fov_size() const { return fov; } void set_fov_size(real_t p_val) { fov = p_val; } real_t get_size_mag() const { return size_mag; } void set_size_mag(real_t p_val) { size_mag = p_val; } real_t get_zfar() const { return zfar; } void set_zfar(real_t p_val) { zfar = p_val; } real_t get_znear() const { return znear; } void set_znear(real_t p_val) { znear = p_val; } static Ref from_node(const Camera *p_camera); Camera *to_node() const; static Ref from_dictionary(const Dictionary p_dictionary); Dictionary to_dictionary() const; }; #endif // GLTF_CAMERA_H