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https://github.com/Relintai/pandemonium_engine.git
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1be9006ab0
* Moves 3D Camera interpolation scene side. * Automatically switches `get_camera_transform()` to report interpolated transform during `_process()`. * Fixes `ClippedCamera` to work with physics interpolation.
295 lines
8.8 KiB
C++
295 lines
8.8 KiB
C++
#ifndef CAMERA_H
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#define CAMERA_H
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/*************************************************************************/
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/* 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/reference.h"
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#include "scene/main/spatial.h"
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class SpatialVelocityTracker;
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class Viewport;
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class Environment3D;
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class World;
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class Camera : public Spatial {
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GDCLASS(Camera, Spatial);
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public:
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enum ProjectionMode {
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PROJECTION_PERSPECTIVE,
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PROJECTION_ORTHOGONAL,
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PROJECTION_FRUSTUM
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};
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enum KeepAspect {
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KEEP_WIDTH,
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KEEP_HEIGHT
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};
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enum DopplerTracking {
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DOPPLER_TRACKING_DISABLED,
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DOPPLER_TRACKING_IDLE_STEP,
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DOPPLER_TRACKING_PHYSICS_STEP
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};
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private:
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bool force_change;
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bool current;
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World *world;
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Viewport *viewport;
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ProjectionMode mode;
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float fov;
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float size;
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Vector2 frustum_offset;
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float near, far;
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float v_offset;
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float h_offset;
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KeepAspect keep_aspect;
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RID camera;
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RID scenario_id;
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//String camera_group;
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uint32_t layers;
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Ref<Environment3D> environment;
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//void _camera_make_current(Node *p_camera);
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friend class Viewport;
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void _update_audio_listener_state();
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DopplerTracking doppler_tracking;
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Ref<SpatialVelocityTracker> velocity_tracker;
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bool affect_lod = true;
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///////////////////////////////////////////////////////
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// INTERPOLATION FUNCTIONS
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void _physics_interpolation_ensure_transform_calculated(bool p_force = false) const;
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void _physics_interpolation_ensure_data_flipped();
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// These can be set by derived Cameras,
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// if they wish to do processing (while still
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// allowing physics interpolation to function).
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bool _desired_process_internal = false;
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bool _desired_physics_process_internal = false;
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mutable struct InterpolationData {
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Transform xform_curr;
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Transform xform_prev;
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Transform xform_interpolated;
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Transform camera_xform_interpolated; // After modification according to camera type.
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uint32_t last_update_physics_tick = 0;
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uint32_t last_update_frame = UINT32_MAX;
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} _interpolation_data;
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void _update_process_mode();
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protected:
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// Use from derived classes to set process modes instead of setting directly.
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// This is because physics interpolation may need to request process modes additionally.
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void set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal);
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// Opportunity for derived classes to interpolate extra attributes.
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virtual void physics_interpolation_flip_data() {}
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virtual void _physics_interpolated_changed();
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virtual Transform _get_adjusted_camera_transform(const Transform &p_xform) const;
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///////////////////////////////////////////////////////
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void _update_camera();
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virtual void _request_camera_update();
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void _update_camera_mode();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo &p_property) const;
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static void _bind_methods();
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public:
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enum {
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NOTIFICATION_BECAME_CURRENT = 50,
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NOTIFICATION_LOST_CURRENT = 51
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};
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void set_perspective(float p_fovy_degrees, float p_z_near, float p_z_far);
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void set_orthogonal(float p_size, float p_z_near, float p_z_far);
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void set_frustum(float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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void set_projection(Camera::ProjectionMode p_mode);
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void make_current();
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void clear_current(bool p_enable_next = true);
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void set_current(bool p_current);
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bool is_current() const;
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RID get_camera() const;
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float get_fov() const;
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float get_size() const;
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float get_zfar() const;
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float get_znear() const;
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Vector2 get_frustum_offset() const;
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ProjectionMode get_projection() const;
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void set_fov(float p_fov);
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void set_size(float p_size);
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void set_zfar(float p_zfar);
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void set_znear(float p_znear);
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void set_frustum_offset(Vector2 p_offset);
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Transform get_camera_transform() const;
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virtual Vector3 project_ray_normal(const Point2 &p_pos) const;
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virtual Vector3 project_ray_origin(const Point2 &p_pos) const;
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virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const;
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virtual Point2 unproject_position(const Vector3 &p_pos) const;
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bool is_position_behind(const Vector3 &p_pos) const;
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virtual Vector3 project_position(const Point2 &p_point, float p_z_depth) const;
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Vector<Vector3> get_near_plane_points() const;
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void set_cull_mask(uint32_t p_layers);
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uint32_t get_cull_mask() const;
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void set_cull_mask_bit(int p_layer, bool p_enable);
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bool get_cull_mask_bit(int p_layer) const;
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virtual Vector<Plane> get_frustum() const;
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void set_environment(const Ref<Environment3D> &p_environment);
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Ref<Environment3D> get_environment() const;
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void set_keep_aspect_mode(KeepAspect p_aspect);
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KeepAspect get_keep_aspect_mode() const;
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void set_v_offset(float p_offset);
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float get_v_offset() const;
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void set_h_offset(float p_offset);
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float get_h_offset() const;
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void set_doppler_tracking(DopplerTracking p_tracking);
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DopplerTracking get_doppler_tracking() const;
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Vector3 get_doppler_tracked_velocity() const;
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void set_affect_lod(bool p_enable) { affect_lod = p_enable; }
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bool get_affect_lod() const { return affect_lod; }
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Camera();
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~Camera();
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};
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VARIANT_ENUM_CAST(Camera::ProjectionMode);
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VARIANT_ENUM_CAST(Camera::KeepAspect);
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VARIANT_ENUM_CAST(Camera::DopplerTracking);
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class ClippedCamera : public Camera {
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GDCLASS(ClippedCamera, Camera);
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public:
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enum ProcessMode {
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CLIP_PROCESS_PHYSICS,
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CLIP_PROCESS_IDLE,
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};
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private:
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ProcessMode process_mode;
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RID pyramid_shape;
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float margin;
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float clip_offset = 0;
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uint32_t collision_mask;
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bool clip_to_areas;
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bool clip_to_bodies;
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RBSet<RID> exclude;
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Vector<Vector3> points;
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///////////////////////////////////////////////////////
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// INTERPOLATION FUNCTIONS
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struct InterpolatedData {
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float clip_offset_curr = 0;
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float clip_offset_prev = 0;
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} _interpolation_data;
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protected:
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virtual Transform _get_adjusted_camera_transform(const Transform &p_xform) const;
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virtual void physics_interpolation_flip_data();
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virtual void _physics_interpolated_changed();
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///////////////////////////////////////////////////////
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_clip_to_areas(bool p_clip);
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bool is_clip_to_areas_enabled() const;
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void set_clip_to_bodies(bool p_clip);
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bool is_clip_to_bodies_enabled() const;
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void set_margin(float p_margin);
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float get_margin() const;
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void set_process_mode(ProcessMode p_mode);
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ProcessMode get_process_mode() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void add_exception_rid(const RID &p_rid);
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void add_exception(const Object *p_object);
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void remove_exception_rid(const RID &p_rid);
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void remove_exception(const Object *p_object);
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void clear_exceptions();
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float get_clip_offset() const;
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ClippedCamera();
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~ClippedCamera();
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};
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VARIANT_ENUM_CAST(ClippedCamera::ProcessMode);
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#endif
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