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- /**************************************************************************/
- /* gltf_camera.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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. */
- /**************************************************************************/
- #ifndef GLTF_CAMERA_H
- #define GLTF_CAMERA_H
- #include "core/io/resource.h"
- class Camera3D;
- // 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::deg_to_rad(75.0);
- real_t size_mag = 0.5;
- real_t depth_far = 4000.0;
- real_t depth_near = 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() const { return fov; }
- void set_fov(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_depth_far() const { return depth_far; }
- void set_depth_far(real_t p_val) { depth_far = p_val; }
- real_t get_depth_near() const { return depth_near; }
- void set_depth_near(real_t p_val) { depth_near = p_val; }
- static Ref<GLTFCamera> from_node(const Camera3D *p_camera);
- Camera3D *to_node() const;
- static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
- Dictionary to_dictionary() const;
- };
- #endif // GLTF_CAMERA_H
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