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@@ -1,412 +1,425 @@
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-using System;
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-using System.Collections.Generic;
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-using System.Linq;
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-using System.Runtime.CompilerServices;
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-using System.Text;
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-
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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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- [RunInEditor]
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- public sealed class Camera : Component
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- {
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- private NativeCamera native;
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-
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- [SerializeField]
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- internal SerializableData serializableData = new SerializableData();
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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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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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-
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- /// <summary>
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- /// Determines if this is the main application camera. Main camera controls the final render surface that is
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- /// displayed to the user.
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- /// </summary>
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- public bool Main
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- {
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- get { return native.main; }
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- set { native.main = value; serializableData.main = value; }
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- }
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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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-
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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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-
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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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-
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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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-
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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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-
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- private void OnReset()
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- {
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- if (native != null)
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- native.OnDestroy();
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-
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- native = new NativeCamera(SceneObject);
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-
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- // Restore saved values after reset
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- native.aspectRatio = serializableData.aspectRatio;
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- native.nearClipPlane = serializableData.nearClipPlane;
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- native.farClipPlane = serializableData.farClipPlane;
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- native.fieldOfView = serializableData.fieldOfView;
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- native.viewportRect = serializableData.viewportRect;
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- native.projectionType = serializableData.projectionType;
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- native.orthoHeight = serializableData.orthoHeight;
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- native.clearColor = serializableData.clearColor;
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- native.clearDepth = serializableData.clearDepth;
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- native.clearStencil = serializableData.clearStencil;
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- native.clearFlags = serializableData.clearFlags;
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- native.priority = serializableData.priority;
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- native.layers = serializableData.layers;
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- native.main = serializableData.main;
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-
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- // TODO - Make RenderTexture a resource so I can save/restore it?
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- }
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-
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- private void OnUpdate()
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- {
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- native.UpdateView(SceneObject);
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- }
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-
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- private void OnDestroy()
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- {
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- native.OnDestroy();
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- }
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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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- internal class SerializableData
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- {
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- public float aspectRatio = 1.333f;
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- public float nearClipPlane = 1.0f;
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- public float farClipPlane = 1000.0f;
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- public Degree fieldOfView = new Degree(60);
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- public Rect2 viewportRect = new Rect2(0, 0, 1, 1);
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- public ProjectionType projectionType = ProjectionType.Perspective;
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- public float orthoHeight;
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- public Color clearColor = new Color(143.0f / 255.0f, 111.0f / 255.0f, 0);
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- public float clearDepth = 1.0f;
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- public UInt16 clearStencil;
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- public ClearFlags clearFlags = ClearFlags.Color | ClearFlags.Depth | ClearFlags.Stencil;
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- public int priority;
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- public UInt64 layers = 0xFFFFFFFFFFFFFFFF;
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- public bool main;
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- }
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- }
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-}
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+using System;
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+using System.Collections.Generic;
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+using System.Linq;
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+using System.Runtime.CompilerServices;
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+using System.Text;
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+
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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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+ [RunInEditor]
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+ public sealed class Camera : Component
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+ {
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+ private NativeCamera native;
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+
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+ [SerializeField]
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+ internal SerializableData serializableData = new SerializableData();
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ /// <summary>
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+ /// Determines if this is the main application camera. Main camera controls the final render surface that is
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+ /// displayed to the user.
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+ /// </summary>
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+ public bool Main
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+ {
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+ get { return native.main; }
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+ set { native.main = value; serializableData.main = value; }
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+ }
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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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+
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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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+
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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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+
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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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+
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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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+
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+ /// <summary>
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+ /// Returns the width of the camera's frustum at the specified distance from the camera.
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+ /// </summary>
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+ /// <param name="distance">Distance along the axis the camera is looking at, in world units.</param>
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+ /// <returns>Frustum width, in world units. To find frustum height divide this by camera's aspect ratio. </returns>
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+ public float GetFrustumWidth(float distance)
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+ {
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+ if (ProjectionType == ProjectionType.Perspective)
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+ return distance * 2.0f * MathEx.Tan(FieldOfView * 0.5f);
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+ else
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+ return distance * 0.5f;
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+ }
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+
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+ private void OnReset()
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+ {
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+ if (native != null)
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+ native.OnDestroy();
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+
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+ native = new NativeCamera(SceneObject);
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+
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+ // Restore saved values after reset
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+ native.aspectRatio = serializableData.aspectRatio;
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+ native.nearClipPlane = serializableData.nearClipPlane;
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+ native.farClipPlane = serializableData.farClipPlane;
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+ native.fieldOfView = serializableData.fieldOfView;
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+ native.viewportRect = serializableData.viewportRect;
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+ native.projectionType = serializableData.projectionType;
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+ native.orthoHeight = serializableData.orthoHeight;
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+ native.clearColor = serializableData.clearColor;
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+ native.clearDepth = serializableData.clearDepth;
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+ native.clearStencil = serializableData.clearStencil;
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+ native.clearFlags = serializableData.clearFlags;
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+ native.priority = serializableData.priority;
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+ native.layers = serializableData.layers;
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+ native.main = serializableData.main;
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+
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+ // TODO - Make RenderTexture a resource so I can save/restore it?
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|
|
+ }
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+
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|
|
+ private void OnUpdate()
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|
|
+ {
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|
|
+ native.UpdateView(SceneObject);
|
|
|
+ }
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|
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+
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|
|
+ private void OnDestroy()
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|
|
+ {
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|
|
+ native.OnDestroy();
|
|
|
+ }
|
|
|
+
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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>
|
|
|
+ [SerializeObject]
|
|
|
+ internal class SerializableData
|
|
|
+ {
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|
|
+ public float aspectRatio = 1.333f;
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|
|
+ public float nearClipPlane = 1.0f;
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|
|
+ public float farClipPlane = 1000.0f;
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|
|
+ public Degree fieldOfView = new Degree(90);
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|
|
+ public Rect2 viewportRect = new Rect2(0, 0, 1, 1);
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|
|
+ public ProjectionType projectionType = ProjectionType.Perspective;
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|
|
+ public float orthoHeight;
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|
|
+ public Color clearColor = new Color(83.0f / 255.0f, 83.0f / 255.0f, 83.0f / 255.0f);
|
|
|
+ public float clearDepth = 1.0f;
|
|
|
+ public UInt16 clearStencil;
|
|
|
+ public ClearFlags clearFlags = ClearFlags.Color | ClearFlags.Depth | ClearFlags.Stencil;
|
|
|
+ public int priority;
|
|
|
+ public UInt64 layers = 0xFFFFFFFFFFFFFFFF;
|
|
|
+ public bool main;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|