/*************************************************************************/
/*  character_camera.h                                                   */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2017 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    */
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/* the following conditions:                                             */
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/*************************************************************************/
#ifndef CHARACTER_CAMERA_H
#define CHARACTER_CAMERA_H


#include "scene/3d/camera.h"
#if 0
class CharacterCamera : public Camera {

	GDCLASS( CharacterCamera, Camera );
public:

	enum CameraType {
		CAMERA_FIXED,
		CAMERA_FOLLOW
	};

private:


	CameraType type;

	//used for follow
	Vector3 follow_pos;
	//used for fixed
	Vector2 orbit;
	float distance;

	float height;

	float min_distance;
	float max_distance;

	float max_orbit_x;
	float min_orbit_x;

	float inclination;

	bool clip;
	bool autoturn;
	float autoturn_tolerance;
	float autoturn_speed;



	struct ClipRay {
		RID query;
		bool clipped;
		Vector3 clip_pos;
	};

	ClipRay clip_ray[3];
	Vector3 target_pos;
	float clip_len;


	Transform accepted;
	Vector3 proposed_pos;

	bool use_lookat_target;
	Vector3 lookat_target;

	void _compute_camera();

	RID ray_query;
	RID left_turn_query;
	RID right_turn_query;
	RID target_body;

protected:

	virtual void _request_camera_update() {} //ignore

	bool _set(const StringName& p_name, const Variant& p_value);
	bool _get(const StringName& p_name,Variant &r_ret) const;
	void _get_property_list( List<PropertyInfo> *p_list) const;
	void _notification(int p_what);

	static void _bind_methods();

	void _ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx);

public:


	void set_camera_type(CameraType p_camera_type);
	CameraType get_camera_type() const;

	void set_orbit(const Vector2& p_orbit);
	void set_orbit_x(float p_x);
	void set_orbit_y(float p_y);
	Vector2 get_orbit() const;

	void set_height(float p_height);
	float get_height() const;

	void set_inclination(float p_degrees);
	float get_inclination() const;

	void set_max_orbit_x(float p_max);
	float get_max_orbit_x() const;

	void set_min_orbit_x(float p_min);
	float get_min_orbit_x() const;

	void rotate_orbit(const Vector2& p_relative);

	void set_distance(float p_distance);
	float get_distance() const;

	float get_min_distance() const;
	float get_max_distance() const;
	void set_min_distance(float p_min);
	void set_max_distance(float p_max);


	void set_clip(bool p_enabled);
	bool has_clip() const;

	void set_autoturn(bool p_enabled);
	bool has_autoturn() const;

	void set_autoturn_tolerance(float p_degrees);
	float get_autoturn_tolerance() const;

	void set_autoturn_speed(float p_speed);
	float get_autoturn_speed() const;

	void set_use_lookat_target(bool p_use, const Vector3 &p_lookat = Vector3());

	virtual Transform get_camera_transform() const;

	CharacterCamera();
	~CharacterCamera();
};

VARIANT_ENUM_CAST( CharacterCamera::CameraType );

#endif
#endif // CHARACTER_CAMERA_H
