gltf_camera.cpp 7.4 KB

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  1. /**************************************************************************/
  2. /* gltf_camera.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "gltf_camera.h"
  31. #include "gltf_object_model_property.h"
  32. #include "scene/3d/camera_3d.h"
  33. void GLTFCamera::_bind_methods() {
  34. ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_node", "camera_node"), &GLTFCamera::from_node);
  35. ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node);
  36. ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_dictionary", "dictionary"), &GLTFCamera::from_dictionary);
  37. ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary);
  38. ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
  39. ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
  40. ClassDB::bind_method(D_METHOD("get_fov"), &GLTFCamera::get_fov);
  41. ClassDB::bind_method(D_METHOD("set_fov", "fov"), &GLTFCamera::set_fov);
  42. ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag);
  43. ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag);
  44. ClassDB::bind_method(D_METHOD("get_depth_far"), &GLTFCamera::get_depth_far);
  45. ClassDB::bind_method(D_METHOD("set_depth_far", "zdepth_far"), &GLTFCamera::set_depth_far);
  46. ClassDB::bind_method(D_METHOD("get_depth_near"), &GLTFCamera::get_depth_near);
  47. ClassDB::bind_method(D_METHOD("set_depth_near", "zdepth_near"), &GLTFCamera::set_depth_near);
  48. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective");
  49. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov"), "set_fov", "get_fov");
  50. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size_mag"), "set_size_mag", "get_size_mag");
  51. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far");
  52. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near");
  53. }
  54. void GLTFCamera::set_fov_conversion_expressions(Ref<GLTFObjectModelProperty> &r_obj_model_prop) {
  55. // Expression to convert glTF yfov in radians to Godot fov in degrees.
  56. Ref<Expression> gltf_to_godot_expr;
  57. gltf_to_godot_expr.instantiate();
  58. PackedStringArray gltf_to_godot_args = { "yfov_rad" };
  59. gltf_to_godot_expr->parse("rad_to_deg(yfov_rad)", gltf_to_godot_args);
  60. r_obj_model_prop->set_gltf_to_godot_expression(gltf_to_godot_expr);
  61. // Expression to convert Godot fov in degrees to glTF yfov in radians.
  62. Ref<Expression> godot_to_gltf_expr;
  63. godot_to_gltf_expr.instantiate();
  64. PackedStringArray godot_to_gltf_args = { "fov_deg" };
  65. godot_to_gltf_expr->parse("deg_to_rad(fov_deg)", godot_to_gltf_args);
  66. r_obj_model_prop->set_godot_to_gltf_expression(godot_to_gltf_expr);
  67. }
  68. Ref<GLTFCamera> GLTFCamera::from_node(const Camera3D *p_camera) {
  69. Ref<GLTFCamera> c;
  70. c.instantiate();
  71. ERR_FAIL_NULL_V_MSG(p_camera, c, "Tried to create a GLTFCamera from a Camera3D node, but the given node was null.");
  72. c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
  73. // glTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
  74. c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
  75. // glTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
  76. c->set_size_mag(p_camera->get_size() * 0.5f);
  77. c->set_depth_far(p_camera->get_far());
  78. c->set_depth_near(p_camera->get_near());
  79. return c;
  80. }
  81. Camera3D *GLTFCamera::to_node() const {
  82. Camera3D *camera = memnew(Camera3D);
  83. camera->set_projection(perspective ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
  84. // glTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
  85. camera->set_fov(Math::rad_to_deg(fov));
  86. // glTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
  87. camera->set_size(size_mag * 2.0f);
  88. camera->set_near(depth_near);
  89. camera->set_far(depth_far);
  90. return camera;
  91. }
  92. Ref<GLTFCamera> GLTFCamera::from_dictionary(const Dictionary &p_dictionary) {
  93. ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFCamera>(), "Failed to parse glTF camera, missing required field 'type'.");
  94. Ref<GLTFCamera> camera;
  95. camera.instantiate();
  96. const String &type = p_dictionary["type"];
  97. if (type == "perspective") {
  98. camera->set_perspective(true);
  99. if (p_dictionary.has("perspective")) {
  100. const Dictionary &persp = p_dictionary["perspective"];
  101. camera->set_fov(persp["yfov"]);
  102. if (persp.has("zfar")) {
  103. camera->set_depth_far(persp["zfar"]);
  104. }
  105. camera->set_depth_near(persp["znear"]);
  106. }
  107. } else if (type == "orthographic") {
  108. camera->set_perspective(false);
  109. if (p_dictionary.has("orthographic")) {
  110. const Dictionary &ortho = p_dictionary["orthographic"];
  111. camera->set_size_mag(ortho["ymag"]);
  112. camera->set_depth_far(ortho["zfar"]);
  113. camera->set_depth_near(ortho["znear"]);
  114. }
  115. } else {
  116. ERR_PRINT("Error parsing glTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic.");
  117. }
  118. return camera;
  119. }
  120. Dictionary GLTFCamera::to_dictionary() const {
  121. Dictionary d;
  122. if (perspective) {
  123. Dictionary persp;
  124. persp["yfov"] = fov;
  125. persp["zfar"] = depth_far;
  126. persp["znear"] = depth_near;
  127. d["perspective"] = persp;
  128. d["type"] = "perspective";
  129. } else {
  130. Dictionary ortho;
  131. ortho["ymag"] = size_mag;
  132. ortho["xmag"] = size_mag;
  133. ortho["zfar"] = depth_far;
  134. ortho["znear"] = depth_near;
  135. d["orthographic"] = ortho;
  136. d["type"] = "orthographic";
  137. }
  138. return d;
  139. }