using System; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace BansheeEngine { /** @addtogroup Rendering * @{ */ /// /// Camera determines how is world geometry projected onto a 2D surface. You may position and orient it in space, set /// options like aspect ratio and field or view and it outputs view and projection matrices required for rendering. /// public partial class Camera : Component { private Camera(bool __dummy0) { } protected Camera() { } /// Returns the viewport used by the camera. [ShowInInspector] public Viewport Viewport { get { return Internal_getViewport(mCachedPtr); } } /// /// Determines the camera horizontal field of view. This determines how wide the camera viewing angle is along the /// horizontal axis. Vertical FOV is calculated from the horizontal FOV and the aspect ratio. /// [ShowInInspector] public Radian FieldOfView { get { Radian temp; Internal_getHorzFOV(mCachedPtr, out temp); return temp; } set { Internal_setHorzFOV(mCachedPtr, ref value); } } /// /// Determines the distance from the frustum to the near clipping plane. Anything closer than the near clipping plane /// will not be rendered. Decreasing this value decreases depth buffer precision. /// [ShowInInspector] public float NearClipPlane { get { return Internal_getNearClipDistance(mCachedPtr); } set { Internal_setNearClipDistance(mCachedPtr, value); } } /// /// Determines the distance from the frustum to the far clipping plane. Anything farther than the far clipping plane will /// not be rendered. Increasing this value decreases depth buffer precision. /// [ShowInInspector] public float FarClipPlane { get { return Internal_getFarClipDistance(mCachedPtr); } set { Internal_setFarClipDistance(mCachedPtr, value); } } /// Determines the current viewport aspect ratio (width / height). [ShowInInspector] public float AspectRatio { get { return Internal_getAspectRatio(mCachedPtr); } set { Internal_setAspectRatio(mCachedPtr, value); } } /// /// Returns the standard projection matrix that determines how are 3D points projected to two dimensions. The layout of /// this matrix depends on currently used render system. /// [ShowInInspector] public Matrix4 ProjMatrix { get { Matrix4 temp; Internal_getProjectionMatrixRS(mCachedPtr, out temp); return temp; } } /// Gets the camera view matrix. Used for positioning/orienting the camera. [ShowInInspector] public Matrix4 ViewMatrix { get { Matrix4 temp; Internal_getViewMatrix(mCachedPtr, out temp); return temp; } } /// /// Determines the type of projection used by the camera. Projection type controls how is 3D geometry projected onto a /// 2D plane. /// [ShowInInspector] public ProjectionType ProjectionType { get { return Internal_getProjectionType(mCachedPtr); } set { Internal_setProjectionType(mCachedPtr, value); } } /// /// Determines the orthographic window height, for use with orthographic rendering only. The width of the window will be /// calculated from the aspect ratio. Value is specified in world units. /// [ShowInInspector] public float OrthoHeight { get { return Internal_getOrthoWindowHeight(mCachedPtr); } set { Internal_setOrthoWindowHeight(mCachedPtr, value); } } /// /// Determines the orthographic window width, for use with orthographic rendering only. The height of the window will be /// calculated from the aspect ratio. Value is specified in world units. /// [ShowInInspector] public float OrthoWidth { get { return Internal_getOrthoWindowWidth(mCachedPtr); } set { Internal_setOrthoWindowWidth(mCachedPtr, value); } } /// /// Determines a priority that determines in which orders the cameras are rendered. This only applies to cameras /// rendering to the same render target. Higher value means the camera will be rendered sooner. /// [ShowInInspector] public int Priority { get { return Internal_getPriority(mCachedPtr); } set { Internal_setPriority(mCachedPtr, value); } } /// Determines layer bitfield that is used when determining which object should the camera render. [ShowInInspector] public ulong Layers { get { return Internal_getLayers(mCachedPtr); } set { Internal_setLayers(mCachedPtr, value); } } /// /// Determines number of samples to use when rendering to this camera. Values larger than 1 will enable MSAA rendering. /// [ShowInInspector] public uint SampleCount { get { return Internal_getMSAACount(mCachedPtr); } set { Internal_setMSAACount(mCachedPtr, value); } } /// /// Settings that control rendering for this view. They determine how will the renderer process this view, which effects /// will be enabled, and what properties will those effects use. /// [ShowInInspector] public RenderSettings RenderSettings { get { return Internal_getRenderSettings(mCachedPtr); } set { Internal_setRenderSettings(mCachedPtr, value); } } /// /// Determines whether this is the main application camera. Main camera controls the final render surface that is /// displayed to the user. /// [ShowInInspector] public bool Main { get { return Internal_isMain(mCachedPtr); } set { Internal_setMain(mCachedPtr, value); } } /// Converts a point in world space to screen coordinates. /// 3D point in world space. /// 2D point on the render target attached to the camera's viewport, in pixels. public Vector2I WorldToScreenPoint(Vector3 worldPoint) { Vector2I temp; Internal_worldToScreenPoint(mCachedPtr, ref worldPoint, out temp); return temp; } /// Converts a point in world space to normalized device coordinates. /// 3D point in world space. /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. public Vector2 WorldToNdcPoint(Vector3 worldPoint) { Vector2 temp; Internal_worldToNdcPoint(mCachedPtr, ref worldPoint, out temp); return temp; } /// Converts a point in world space to view space coordinates. /// 3D point in world space. /// 3D point relative to the camera's coordinate system. public Vector3 WorldToViewPoint(Vector3 worldPoint) { Vector3 temp; Internal_worldToViewPoint(mCachedPtr, ref worldPoint, out temp); return temp; } /// Converts a point in screen space to a point in world space. /// 2D point on the render target attached to the camera's viewport, in pixels. /// /// Depth to place the world point at, in world coordinates. The depth is applied to the vector going from camera origin /// to the point on the near plane. /// /// 3D point in world space. public Vector3 ScreenToWorldPoint(Vector2I screenPoint, float depth = 0.5f) { Vector3 temp; Internal_screenToWorldPoint(mCachedPtr, ref screenPoint, depth, out temp); return temp; } /// Converts a point in screen space to a point in view space. /// 2D point on the render target attached to the camera's viewport, in pixels. /// /// Depth to place the world point at, in device depth. The depth is applied to the vector going from camera origin to /// the point on the near plane. /// /// 3D point relative to the camera's coordinate system. public Vector3 ScreenToViewPoint(Vector2I screenPoint, float depth = 0.5f) { Vector3 temp; Internal_screenToViewPoint(mCachedPtr, ref screenPoint, depth, out temp); return temp; } /// Converts a point in screen space to normalized device coordinates. /// 2D point on the render target attached to the camera's viewport, in pixels. /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. public Vector2 ScreenToNdcPoint(Vector2I screenPoint) { Vector2 temp; Internal_screenToNdcPoint(mCachedPtr, ref screenPoint, out temp); return temp; } /// Converts a point in view space to world space. /// 3D point relative to the camera's coordinate system. /// 3D point in world space. public Vector3 ViewToWorldPoint(Vector3 viewPoint) { Vector3 temp; Internal_viewToWorldPoint(mCachedPtr, ref viewPoint, out temp); return temp; } /// Converts a point in view space to screen space. /// 3D point relative to the camera's coordinate system. /// 2D point on the render target attached to the camera's viewport, in pixels. public Vector2I ViewToScreenPoint(Vector3 viewPoint) { Vector2I temp; Internal_viewToScreenPoint(mCachedPtr, ref viewPoint, out temp); return temp; } /// Converts a point in view space to normalized device coordinates. /// 3D point relative to the camera's coordinate system. /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. public Vector2 ViewToNdcPoint(Vector3 viewPoint) { Vector2 temp; Internal_viewToNdcPoint(mCachedPtr, ref viewPoint, out temp); return temp; } /// Converts a point in normalized device coordinates to world space. /// /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. /// /// /// Depth to place the world point at. The depth is applied to the vector going from camera origin to the point on the /// near plane. /// /// 3D point in world space. public Vector3 NdcToWorldPoint(Vector2 ndcPoint, float depth = 0.5f) { Vector3 temp; Internal_ndcToWorldPoint(mCachedPtr, ref ndcPoint, depth, out temp); return temp; } /// Converts a point in normalized device coordinates to view space. /// /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. /// /// /// Depth to place the world point at. The depth is applied to the vector going from camera origin to the point on the /// near plane. /// /// 3D point relative to the camera's coordinate system. public Vector3 NdcToViewPoint(Vector2 ndcPoint, float depth = 0.5f) { Vector3 temp; Internal_ndcToViewPoint(mCachedPtr, ref ndcPoint, depth, out temp); return temp; } /// Converts a point in normalized device coordinates to screen space. /// /// 2D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. /// /// 2D point on the render target attached to the camera's viewport, in pixels. public Vector2I NdcToScreenPoint(Vector2 ndcPoint) { Vector2I temp; Internal_ndcToScreenPoint(mCachedPtr, ref ndcPoint, out temp); return temp; } /// Converts a point in screen space to a ray in world space. /// 2D point on the render target attached to the camera's viewport, in pixels. /// Ray in world space, originating at the selected point on the camera near plane. public Ray ScreenPointToRay(Vector2I screenPoint) { Ray temp; Internal_screenPointToRay(mCachedPtr, ref screenPoint, out temp); return temp; } /// /// Projects a point in view space to normalized device coordinates. Similar to viewToNdcPoint() but preserves the depth /// component. /// /// 3D point relative to the camera's coordinate system. /// /// 3D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. Z value range depends /// on active render API. /// public Vector3 ProjectPoint(Vector3 point) { Vector3 temp; Internal_projectPoint(mCachedPtr, ref point, out temp); return temp; } /// Un-projects a point in normalized device space to view space. /// /// 3D point in normalized device coordinates ([-1, 1] range), relative to the camera's viewport. Z value range depends /// on active render API. /// /// 3D point relative to the camera's coordinate system. public Vector3 UnprojectPoint(Vector3 point) { Vector3 temp; Internal_unprojectPoint(mCachedPtr, ref point, out temp); return temp; } [MethodImpl(MethodImplOptions.InternalCall)] private static extern Viewport Internal_getViewport(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setHorzFOV(IntPtr thisPtr, ref Radian fovy); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_getHorzFOV(IntPtr thisPtr, out Radian __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setNearClipDistance(IntPtr thisPtr, float nearDist); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_getNearClipDistance(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setFarClipDistance(IntPtr thisPtr, float farDist); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_getFarClipDistance(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setAspectRatio(IntPtr thisPtr, float ratio); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_getAspectRatio(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_getProjectionMatrixRS(IntPtr thisPtr, out Matrix4 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_getViewMatrix(IntPtr thisPtr, out Matrix4 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setProjectionType(IntPtr thisPtr, ProjectionType pt); [MethodImpl(MethodImplOptions.InternalCall)] private static extern ProjectionType Internal_getProjectionType(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setOrthoWindowHeight(IntPtr thisPtr, float h); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_getOrthoWindowHeight(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setOrthoWindowWidth(IntPtr thisPtr, float w); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_getOrthoWindowWidth(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setPriority(IntPtr thisPtr, int priority); [MethodImpl(MethodImplOptions.InternalCall)] private static extern int Internal_getPriority(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setLayers(IntPtr thisPtr, ulong layers); [MethodImpl(MethodImplOptions.InternalCall)] private static extern ulong Internal_getLayers(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setMSAACount(IntPtr thisPtr, uint count); [MethodImpl(MethodImplOptions.InternalCall)] private static extern uint Internal_getMSAACount(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setRenderSettings(IntPtr thisPtr, RenderSettings settings); [MethodImpl(MethodImplOptions.InternalCall)] private static extern RenderSettings Internal_getRenderSettings(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_worldToScreenPoint(IntPtr thisPtr, ref Vector3 worldPoint, out Vector2I __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_worldToNdcPoint(IntPtr thisPtr, ref Vector3 worldPoint, out Vector2 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_worldToViewPoint(IntPtr thisPtr, ref Vector3 worldPoint, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_screenToWorldPoint(IntPtr thisPtr, ref Vector2I screenPoint, float depth, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_screenToViewPoint(IntPtr thisPtr, ref Vector2I screenPoint, float depth, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_screenToNdcPoint(IntPtr thisPtr, ref Vector2I screenPoint, out Vector2 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_viewToWorldPoint(IntPtr thisPtr, ref Vector3 viewPoint, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_viewToScreenPoint(IntPtr thisPtr, ref Vector3 viewPoint, out Vector2I __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_viewToNdcPoint(IntPtr thisPtr, ref Vector3 viewPoint, out Vector2 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_ndcToWorldPoint(IntPtr thisPtr, ref Vector2 ndcPoint, float depth, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_ndcToViewPoint(IntPtr thisPtr, ref Vector2 ndcPoint, float depth, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_ndcToScreenPoint(IntPtr thisPtr, ref Vector2 ndcPoint, out Vector2I __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_screenPointToRay(IntPtr thisPtr, ref Vector2I screenPoint, out Ray __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_projectPoint(IntPtr thisPtr, ref Vector3 point, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_unprojectPoint(IntPtr thisPtr, ref Vector3 point, out Vector3 __output); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setMain(IntPtr thisPtr, bool main); [MethodImpl(MethodImplOptions.InternalCall)] private static extern bool Internal_isMain(IntPtr thisPtr); } /** @} */ }