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77 lines
3.6 KiB
C++
77 lines
3.6 KiB
C++
#ifndef GLTF_CAMERA_H
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#define 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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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 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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#include "core/object/resource.h"
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class Camera;
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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::deg2rad(75.0);
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real_t size_mag = 0.5;
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real_t zfar = 4000.0;
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real_t znear = 0.05;
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protected:
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static void _bind_methods();
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public:
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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_size() const { return fov; }
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void set_fov_size(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_zfar() const { return zfar; }
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void set_zfar(real_t p_val) { zfar = p_val; }
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real_t get_znear() const { return znear; }
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void set_znear(real_t p_val) { znear = p_val; }
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static Ref<GLTFCamera> from_node(const Camera *p_camera);
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Camera *to_node() const;
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static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
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Dictionary to_dictionary() const;
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};
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#endif // GLTF_CAMERA_H
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