using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; namespace BansheeEngine { public class Camera : Component { private NativeCamera native; [SerializeField] private SerializableData serializableData = new SerializableData(); internal NativeCamera Native { get { return native; } } public float AspectRatio { get { return native.aspectRatio; } set { native.aspectRatio = value; serializableData.aspectRatio = value; } } public float NearClipPlane { get { return native.nearClipPlane; } set { native.nearClipPlane = value; serializableData.nearClipPlane = value; } } public float FarClipPlane { get { return native.farClipPlane; } set { native.farClipPlane = value; serializableData.farClipPlane = value; } } public Degree FieldOfView { get { return native.fieldOfView; } set { native.fieldOfView = value; serializableData.fieldOfView = value; } } public Rect2 ViewportRect { get { return native.viewportRect; } set { native.viewportRect = value; serializableData.viewportRect = value; } } public ProjectionType ProjectionType { get { return native.projectionType; } set { native.projectionType = value; serializableData.projectionType = value; } } public float OrthoHeight { get { return native.orthoHeight; } set { native.orthoHeight = value; serializableData.orthoHeight = value; } } public float OrthoWidth { get { return native.orthoWidth; } } public Color ClearColor { get { return native.clearColor; } set { native.clearColor = value; serializableData.clearColor = value; } } public float ClearDepth { get { return native.clearDepth; } set { native.clearDepth = value; serializableData.clearDepth = value; } } public UInt16 ClearStencil { get { return native.clearStencil; } set { native.clearStencil = value; serializableData.clearStencil = value; } } public ClearFlags ClearFlags { get { return native.clearFlags; } set { native.clearFlags = value; serializableData.clearFlags = value; } } public int Priority { get { return native.priority; } set { native.priority = value; serializableData.priority = value; } } public UInt64 Layers { get { return native.layers; } set { native.layers = value; serializableData.layers = value; } } public Matrix4 ProjMatrix { get { return native.projMatrix; } } public Matrix4 ProjMatrixInverse { get { return native.projMatrixInv; } } public Matrix4 ViewMatrix { get { return native.viewMatrix; } } public Matrix4 ViewMatrixInverse { get { return native.viewMatrixInv; } } public int WidthPixels { get { return native.widthPixels; } } public int HeightPixels { get { return native.heightPixels; } } public RenderTarget Target { get { return native.target; } set { native.target = value; } } public Vector2I WorldToScreen(Vector3 value) { return native.WorldToScreen(value); } public Vector2 WorldToClip(Vector3 value) { return native.WorldToClip(value); } public Vector3 WorldToView(Vector3 value) { return native.WorldToView(value); } public Vector3 ScreenToWorld(Vector2I value, float depth = 0.5f) { return native.ScreenToWorld(value, depth); } public Vector3 ScreenToView(Vector2I value, float depth = 0.5f) { return native.ScreenToView(value, depth); } public Vector2 ScreenToClip(Vector2I value) { return native.ScreenToClip(value); } public Vector3 ViewToWorld(Vector3 value) { return native.ViewToWorld(value); } public Vector2I ViewToScreen(Vector3 value) { return native.ViewToScreen(value); } public Vector2 ViewToClip(Vector3 value) { return native.ViewToClip(value); } public Vector3 ClipToWorld(Vector2 value, float depth = 0.5f) { return native.ClipToWorld(value, depth); } public Vector3 ClipToView(Vector2 value, float depth = 0.5f) { return native.ClipToView(value, depth); } public Vector2I ClipToScreen(Vector2 value) { return native.ClipToScreen(value); } public Ray ScreenToWorldRay(Vector2I value) { return native.ScreenToWorldRay(value); } public Vector3 ProjectPoint(Vector3 value) { return native.ProjectPoint(value); } public Vector3 UnprojectPoint(Vector3 value) { return native.UnprojectPoint(value); } private void OnInitialize() { serializableData.aspectRatio = 1.333f; serializableData.nearClipPlane = 1.0f; serializableData.farClipPlane = 1000.0f; serializableData.fieldOfView = new Degree(60); serializableData.viewportRect = new Rect2(0, 0, 1, 1); serializableData.projectionType = ProjectionType.Perspective; serializableData.layers = 0xFFFFFFFFFFFFFFFF; serializableData.clearColor = new Color(143.0f / 255.0f, 111.0f / 255.0f, 0); serializableData.clearDepth = 1.0f; serializableData.clearFlags = ClearFlags.Color | ClearFlags.Depth | ClearFlags.Stencil; } private void OnReset() { if (native != null) native.OnDestroy(); native = new NativeCamera(SceneObject); // Restore saved values after reset native.aspectRatio = serializableData.aspectRatio; native.nearClipPlane = serializableData.nearClipPlane; native.farClipPlane = serializableData.farClipPlane; native.fieldOfView = serializableData.fieldOfView; native.viewportRect = serializableData.viewportRect; native.projectionType = serializableData.projectionType; native.orthoHeight = serializableData.orthoHeight; native.clearColor = serializableData.clearColor; native.clearDepth = serializableData.clearDepth; native.clearStencil = serializableData.clearStencil; native.clearFlags = serializableData.clearFlags; native.priority = serializableData.priority; native.layers = serializableData.layers; // TODO - Make RenderTexture a resource so I can save/restore it? } private void Update() { native.UpdateView(SceneObject); } private void OnDestroy() { native.OnDestroy(); } [SerializeObject] private struct SerializableData { public float aspectRatio; public float nearClipPlane; public float farClipPlane; public Degree fieldOfView; public Rect2 viewportRect; public ProjectionType projectionType; public float orthoHeight; public Color clearColor; public float clearDepth; public UInt16 clearStencil; public ClearFlags clearFlags; public int priority; public UInt64 layers; } } }