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@@ -6,6 +6,11 @@ using System.Text;
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namespace BansheeEngine
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{
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+ /// <summary>
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+ /// Camera component that determines how is world geometry projected onto a 2D surface. You may position and orient it
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+ /// in space, set options like aspect ratio and field or view and it outputs view and projection matrices required for
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+ /// rendering.
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+ /// </summary>
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public class Camera : Component
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{
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private NativeCamera native;
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@@ -13,148 +18,326 @@ namespace BansheeEngine
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[SerializeField]
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private SerializableData serializableData = new SerializableData();
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+ /// <summary>
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+ /// Returns the non-component version of Camera that is wrapped by this component.
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+ /// </summary>
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internal NativeCamera Native
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{
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get { return native; }
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}
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+ /// <summary>
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+ /// Ratio between viewport width and height (width / height).
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+ /// </summary>
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public float AspectRatio
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{
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get { return native.aspectRatio; }
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set { native.aspectRatio = value; serializableData.aspectRatio = value; }
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}
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+ /// <summary>
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+ /// Distance from the frustum origin to the near clipping plane. Anything closer than the near clipping plane will
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+ /// not be rendered. Decreasing this value decreases depth buffer precision.
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+ /// </summary>
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public float NearClipPlane
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{
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get { return native.nearClipPlane; }
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set { native.nearClipPlane = value; serializableData.nearClipPlane = value; }
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}
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+ /// <summary>
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+ /// Distance from the frustum origin to the far clipping plane. Anything farther than the far clipping plane will
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+ /// not be rendered. Increasing this value decreases depth buffer precision.
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+ /// </summary>
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public float FarClipPlane
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{
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get { return native.farClipPlane; }
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set { native.farClipPlane = value; serializableData.farClipPlane = value; }
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}
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+ /// <summary>
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+ /// Horizontal field of view. This determines how wide the camera viewing angle is along the horizontal axis.
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+ /// Vertical FOV is calculated from the horizontal FOV and the aspect ratio.
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+ /// </summary>
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public Degree FieldOfView
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{
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get { return native.fieldOfView; }
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set { native.fieldOfView = value; serializableData.fieldOfView = value; }
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}
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+ /// <summary>
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+ /// Returns the area of the render target that the camera renders to, in normalized coordinates.
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+ /// </summary>
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public Rect2 ViewportRect
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{
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get { return native.viewportRect; }
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set { native.viewportRect = value; serializableData.viewportRect = value; }
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}
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+ /// <summary>
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+ /// Projection type that controls how is 3D geometry projected onto a 2D plane.
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+ /// </summary>
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public ProjectionType ProjectionType
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{
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get { return native.projectionType; }
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set { native.projectionType = value; serializableData.projectionType = value; }
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}
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+ /// <summary>
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+ /// Ortographic height that controls the size of the displayed objects. This value is only relevant when projection
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+ /// type is set to orthographic. Setting this value will automatically recalculate ortographic width depending on
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+ /// the aspect ratio.
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+ /// </summary>
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public float OrthoHeight
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{
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get { return native.orthoHeight; }
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set { native.orthoHeight = value; serializableData.orthoHeight = value; }
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}
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+ /// <summary>
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+ /// Returns the ortographic width that controls the size of the displayed object. To change this value modify
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+ /// <see cref="OrthoHeight"/> or <see cref="AspectRatio"/>.
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+ /// </summary>
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public float OrthoWidth
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{
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get { return native.orthoWidth; }
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}
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+ /// <summary>
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+ /// Color that will be used for clearing the camera's viewport before rendering. Only relevant if color clear is
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+ /// enabled.
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+ /// </summary>
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public Color ClearColor
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{
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get { return native.clearColor; }
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set { native.clearColor = value; serializableData.clearColor = value; }
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}
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+ /// <summary>
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+ /// Value that will be used for clearing the camera's depth buffer before rendering. Only relevant if depth clear
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+ /// is enabled.
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+ /// </summary>
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public float ClearDepth
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{
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get { return native.clearDepth; }
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set { native.clearDepth = value; serializableData.clearDepth = value; }
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}
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+ /// <summary>
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+ /// Value that will be used for clearing the camera's stencil buffer before rendering. Only relevant if stencil
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+ /// clear is enabled.
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+ /// </summary>
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public UInt16 ClearStencil
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{
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get { return native.clearStencil; }
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set { native.clearStencil = value; serializableData.clearStencil = value; }
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}
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+ /// <summary>
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+ /// Flags that control which portions of the camera viewport, if any, are cleared before rendering.
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+ /// </summary>
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public ClearFlags ClearFlags
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{
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get { return native.clearFlags; }
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set { native.clearFlags = value; serializableData.clearFlags = value; }
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}
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+ /// <summary>
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+ /// Determines in which orders are the cameras rendered. This only applies to cameras rendering to the same render
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+ /// target. Higher value means the camera will be processed sooner.
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+ /// </summary>
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public int Priority
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{
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get { return native.priority; }
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set { native.priority = value; serializableData.priority = value; }
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}
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+ /// <summary>
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+ /// Sets layer bitfield that is used when determining which object should the camera render. Renderable objects
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+ /// have their own layer flags that can be set depending on which camera you want to render them in.
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+ /// </summary>
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public UInt64 Layers
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{
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get { return native.layers; }
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set { native.layers = value; serializableData.layers = value; }
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}
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+ /// <summary>
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+ /// Returns the standard projection matrix that determines how are 3D points projected to two dimensions. The layout
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+ /// of this matrix depends on currently used render system.
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+ /// </summary>
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public Matrix4 ProjMatrix
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{
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get { return native.projMatrix; }
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}
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+ /// <summary>
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+ /// Returns the inverse of the standard projection matrix that determines how are 3D points projected to two
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+ /// dimensions. The layout of this matrix depends on currently used render system.
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+ /// </summary>
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public Matrix4 ProjMatrixInverse
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{
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get { return native.projMatrixInv; }
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}
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+ /// <summary>
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+ /// Returns the view matrix that controls camera position and orientation.
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+ /// </summary>
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public Matrix4 ViewMatrix
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{
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get { return native.viewMatrix; }
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}
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+ /// <summary>
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+ /// Returns the inverse of the view matrix that controls camera position and orientation.
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+ /// </summary>
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public Matrix4 ViewMatrixInverse
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{
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get { return native.viewMatrixInv; }
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}
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+ /// <summary>
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+ /// Returns the width of the camera's viewport, in pixels. Only valid if render target is currently set.
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+ /// </summary>
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public int WidthPixels
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{
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get { return native.widthPixels; }
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}
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+ /// <summary>
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+ /// Returns the height of the camera's viewport, in pixels. Only valid if render target is currently set.
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+ /// </summary>
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public int HeightPixels
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{
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get { return native.heightPixels; }
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}
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+ /// <summary>
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+ /// Returns the render target that the camera will output all rendered pixels to.
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+ /// </summary>
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public RenderTarget Target
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{
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get { return native.target; }
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set { native.target = value; }
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}
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+ /// <summary>
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+ /// Converts a point in world space to screen coordinates.
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+ /// </summary>
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+ /// <param name="value">3D point in world space.</param>
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+ /// <returns>2D point on the render target attached to the camera, in pixels.</returns>
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public Vector2I WorldToScreen(Vector3 value) { return native.WorldToScreen(value); }
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+
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+ /// <summary>
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+ /// Converts a point in world space to clip space coordinates.
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+ /// </summary>
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+ /// <param name="value">3D point in world space.</param>
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+ /// <returns>2D point in normalized coordinates ([0, 1] range), relative to the camera's viewport.</returns>
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public Vector2 WorldToClip(Vector3 value) { return native.WorldToClip(value); }
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+
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+ /// <summary>
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+ /// Converts a point in world space to view space coordinates.
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+ /// </summary>
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+ /// <param name="value">3D point in world space.</param>
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+ /// <returns>3D point relative to the camera's coordinate system.</returns>
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public Vector3 WorldToView(Vector3 value) { return native.WorldToView(value); }
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+ /// <summary>
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+ /// Converts a point in screen space to a point in world space.
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+ /// </summary>
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+ /// <param name="value">2D point on the render target attached to the camera, in pixels.</param>
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+ /// <param name="depth">Depth at which place the world point at. The depth is applied to the vector going from
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+ /// camera origin to the point on the near plane.</param>
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+ /// <returns>3D point in world space.</returns>
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public Vector3 ScreenToWorld(Vector2I value, float depth = 0.5f) { return native.ScreenToWorld(value, depth); }
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+
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+ /// <summary>
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+ /// Converts a point in screen space to a point in view space.
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+ /// </summary>
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+ /// <param name="value">2D point on the render target attached to the camera, in pixels.</param>
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+ /// <param name="depth">Depth at which place the view point at. The depth is applied to the vector going from
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+ /// camera origin to the point on the near plane.</param>
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+ /// <returns>3D point in view space.</returns>
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public Vector3 ScreenToView(Vector2I value, float depth = 0.5f) { return native.ScreenToView(value, depth); }
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+
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+ /// <summary>
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+ /// Converts a point in screen space to a point in normalized clip space.
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+ /// </summary>
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+ /// <param name="value">2D point on the render target attached to the camera, in pixels.</param>
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+ /// <returns>2D point in normalized cliped space ([0, 1] range), relative to the camera's viewport.</returns>
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public Vector2 ScreenToClip(Vector2I value) { return native.ScreenToClip(value); }
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+ /// <summary>
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+ /// Converts a point relative to camera's coordinate system (view space) into a point in world space.
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+ /// </summary>
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+ /// <param name="value">3D point in view space.</param>
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+ /// <returns>3D point in world space.</returns>
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public Vector3 ViewToWorld(Vector3 value) { return native.ViewToWorld(value); }
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+
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+ /// <summary>
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+ /// Converts a point relative to camera's coordinate system (view space) to screen coordinates.
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+ /// </summary>
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+ /// <param name="value">3D point in view space.</param>
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+ /// <returns>2D point on the render target attached to the camera, in pixels.</returns>
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public Vector2I ViewToScreen(Vector3 value) { return native.ViewToScreen(value); }
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+
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+ /// <summary>
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+ /// Converts a point relative to camera's coordinate system (view space) to normalized clip space.
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+ /// </summary>
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+ /// <param name="value">3D point in view space.</param>
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+ /// <returns>2D point in normalized cliped space ([0, 1] range), relative to the camera's viewport.</returns>
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public Vector2 ViewToClip(Vector3 value) { return native.ViewToClip(value); }
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+ /// <summary>
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+ /// Converts a point relative to camera's viewport in normalized clip space ([0, 1] range) into a point in
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+ /// world space.
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+ /// </summary>
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+ /// <param name="value">2D point in normalized clip space.</param>
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+ /// <param name="depth">Depth at which place the world point at. The depth is applied to the vector going from
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+ /// camera origin to the point on the near plane.</param>
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+ /// <returns>3D point in world space.</returns>
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public Vector3 ClipToWorld(Vector2 value, float depth = 0.5f) { return native.ClipToWorld(value, depth); }
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+
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+ /// <summary>
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+ /// Converts a point relative to camera's viewport in normalized clip space ([0, 1] range) into a point in
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+ /// view space.
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+ /// </summary>
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+ /// <param name="value">2D point in normalized clip space.</param>
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+ /// <param name="depth">Depth at which place the world point at. The depth is applied to the vector going from
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+ /// camera origin to the point on the near plane.</param>
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+ /// <returns>3D point in view space.</returns>
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public Vector3 ClipToView(Vector2 value, float depth = 0.5f) { return native.ClipToView(value, depth); }
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+
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+ /// <summary>
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+ /// Converts a point relative to camera's viewport in normalized clip space ([0, 1] range) to screen space.
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+ /// </summary>
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+ /// <param name="value">2D point in normalized clip space.</param>
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+ /// <returns>2D point on the render target attached to the camera, in pixels.</returns>
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public Vector2I ClipToScreen(Vector2 value) { return native.ClipToScreen(value); }
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+ /// <summary>
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+ /// Converts a point in screen space in a ray in world space.
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+ /// </summary>
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+ /// <param name="value">2D point on the render target attached to the camera, in pixels.</param>
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+ /// <returns>A ray in world space with it's origin the selected point at the near frustum plane, pointing in the
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+ /// direction going from camera's origin towards a point on the near frustum plane.</returns>
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public Ray ScreenToWorldRay(Vector2I value) { return native.ScreenToWorldRay(value); }
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+
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+ /// <summary>
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+ /// Projects a point in view space to a point in clip space. Similar to <see cref="ViewToClip"/> but preserves
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+ /// the depth component.
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+ /// </summary>
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+ /// <param name="value">3D point in view space.</param>
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+ /// <returns>3D point in normalized cliped space ([0, 1] range), relative to the camera's viewport. Z value
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+ /// range depends on active render API.</returns>
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public Vector3 ProjectPoint(Vector3 value) { return native.ProjectPoint(value); }
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+
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+ /// <summary>
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+ /// Un-rpojects a point in clip space to a point in view space.
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+ /// </summary>
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+ /// <param name="value">3D point in normalized cliped space ([0, 1] range), relative to the camera's viewport.
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+ /// Z value range depends on active render API.</param>
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+ /// <returns>3D point in view space.</returns>
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public Vector3 UnprojectPoint(Vector3 value) { return native.UnprojectPoint(value); }
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private void OnInitialize()
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@@ -206,6 +389,9 @@ namespace BansheeEngine
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native.OnDestroy();
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}
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+ /// <summary>
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+ /// Holds all data the camera component needs to persist through serialization.
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+ /// </summary>
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[SerializeObject]
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private struct SerializableData
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{
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