pandemonium_engine/scene/3d/camera.h
lawnjelly 909acac329 Discrete Level of Detail
Add scene side discrete level of detail.

New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
2024-04-06 12:06:01 +02:00

249 lines
7.1 KiB
C++

#ifndef CAMERA_H
#define CAMERA_H
/*************************************************************************/
/* 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/reference.h"
#include "scene/main/spatial.h"
class SpatialVelocityTracker;
class Viewport;
class Environment3D;
class World;
class Camera : public Spatial {
GDCLASS(Camera, Spatial);
public:
enum ProjectionMode {
PROJECTION_PERSPECTIVE,
PROJECTION_ORTHOGONAL,
PROJECTION_FRUSTUM
};
enum KeepAspect {
KEEP_WIDTH,
KEEP_HEIGHT
};
enum DopplerTracking {
DOPPLER_TRACKING_DISABLED,
DOPPLER_TRACKING_IDLE_STEP,
DOPPLER_TRACKING_PHYSICS_STEP
};
private:
bool force_change;
bool current;
World *world;
ProjectionMode mode;
float fov;
float size;
Vector2 frustum_offset;
float near, far;
float v_offset;
float h_offset;
KeepAspect keep_aspect;
RID camera;
RID scenario_id;
//String camera_group;
uint32_t layers;
Ref<Environment3D> environment;
//void _camera_make_current(Node *p_camera);
friend class Viewport;
void _update_audio_listener_state();
DopplerTracking doppler_tracking;
Ref<SpatialVelocityTracker> velocity_tracker;
bool affect_lod = true;
protected:
void _update_camera();
virtual void _request_camera_update();
void _update_camera_mode();
virtual void _physics_interpolated_changed();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
public:
enum {
NOTIFICATION_BECAME_CURRENT = 50,
NOTIFICATION_LOST_CURRENT = 51
};
void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
void set_orthogonal(float p_size, float p_z_near, float p_z_far);
void set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
void set_projection(Camera::ProjectionMode p_mode);
void make_current();
void clear_current(bool p_enable_next = true);
void set_current(bool p_current);
bool is_current() const;
RID get_camera() const;
float get_fov() const;
float get_size() const;
float get_zfar() const;
float get_znear() const;
Vector2 get_frustum_offset() const;
ProjectionMode get_projection() const;
void set_fov(float p_fov);
void set_size(float p_size);
void set_zfar(float p_zfar);
void set_znear(float p_znear);
void set_frustum_offset(Vector2 p_offset);
virtual Transform get_camera_transform() const;
virtual Vector3 project_ray_normal(const Point2 &p_pos) const;
virtual Vector3 project_ray_origin(const Point2 &p_pos) const;
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
virtual Point2 unproject_position(const Vector3 &p_pos) const;
bool is_position_behind(const Vector3 &p_pos) const;
virtual Vector3 project_position(const Point2 &p_point, float p_z_depth) const;
Vector<Vector3> get_near_plane_points() const;
void set_cull_mask(uint32_t p_layers);
uint32_t get_cull_mask() const;
void set_cull_mask_bit(int p_layer, bool p_enable);
bool get_cull_mask_bit(int p_layer) const;
virtual Vector<Plane> get_frustum() const;
void set_environment(const Ref<Environment3D> &p_environment);
Ref<Environment3D> get_environment() const;
void set_keep_aspect_mode(KeepAspect p_aspect);
KeepAspect get_keep_aspect_mode() const;
void set_v_offset(float p_offset);
float get_v_offset() const;
void set_h_offset(float p_offset);
float get_h_offset() const;
void set_doppler_tracking(DopplerTracking p_tracking);
DopplerTracking get_doppler_tracking() const;
Vector3 get_doppler_tracked_velocity() const;
void set_affect_lod(bool p_enable) { affect_lod = p_enable; }
bool get_affect_lod() const { return affect_lod; }
Camera();
~Camera();
};
VARIANT_ENUM_CAST(Camera::ProjectionMode);
VARIANT_ENUM_CAST(Camera::KeepAspect);
VARIANT_ENUM_CAST(Camera::DopplerTracking);
class ClippedCamera : public Camera {
GDCLASS(ClippedCamera, Camera);
public:
enum ProcessMode {
CLIP_PROCESS_PHYSICS,
CLIP_PROCESS_IDLE,
};
private:
ProcessMode process_mode;
RID pyramid_shape;
float margin;
float clip_offset;
uint32_t collision_mask;
bool clip_to_areas;
bool clip_to_bodies;
RBSet<RID> exclude;
Vector<Vector3> points;
protected:
void _notification(int p_what);
static void _bind_methods();
virtual Transform get_camera_transform() const;
public:
void set_clip_to_areas(bool p_clip);
bool is_clip_to_areas_enabled() const;
void set_clip_to_bodies(bool p_clip);
bool is_clip_to_bodies_enabled() const;
void set_margin(float p_margin);
float get_margin() const;
void set_process_mode(ProcessMode p_mode);
ProcessMode get_process_mode() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
void set_collision_mask_bit(int p_bit, bool p_value);
bool get_collision_mask_bit(int p_bit) const;
void add_exception_rid(const RID &p_rid);
void add_exception(const Object *p_object);
void remove_exception_rid(const RID &p_rid);
void remove_exception(const Object *p_object);
void clear_exceptions();
float get_clip_offset() const;
ClippedCamera();
~ClippedCamera();
};
VARIANT_ENUM_CAST(ClippedCamera::ProcessMode);
#endif