pandemonium_engine/editor_modules/gltf/structures/gltf_camera.h

75 lines
3.5 KiB
C++

#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/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<GLTFCamera> from_node(const Camera *p_camera);
Camera *to_node() const;
static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
Dictionary to_dictionary() const;
};
#endif // GLTF_CAMERA_H