| 1 | /**************************************************************************/ |
| 2 | /* gltf_camera.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef GLTF_CAMERA_H |
| 32 | #define GLTF_CAMERA_H |
| 33 | |
| 34 | #include "core/io/resource.h" |
| 35 | |
| 36 | class Camera3D; |
| 37 | |
| 38 | // Reference and test file: |
| 39 | // https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md |
| 40 | |
| 41 | class GLTFCamera : public Resource { |
| 42 | GDCLASS(GLTFCamera, Resource); |
| 43 | |
| 44 | private: |
| 45 | // GLTF has no default camera values, they should always be specified in |
| 46 | // the GLTF file. Here we default to Godot's default camera settings. |
| 47 | bool perspective = true; |
| 48 | real_t fov = Math::deg_to_rad(75.0); |
| 49 | real_t size_mag = 0.5; |
| 50 | real_t depth_far = 4000.0; |
| 51 | real_t depth_near = 0.05; |
| 52 | |
| 53 | protected: |
| 54 | static void _bind_methods(); |
| 55 | |
| 56 | public: |
| 57 | bool get_perspective() const { return perspective; } |
| 58 | void set_perspective(bool p_val) { perspective = p_val; } |
| 59 | real_t get_fov() const { return fov; } |
| 60 | void set_fov(real_t p_val) { fov = p_val; } |
| 61 | real_t get_size_mag() const { return size_mag; } |
| 62 | void set_size_mag(real_t p_val) { size_mag = p_val; } |
| 63 | real_t get_depth_far() const { return depth_far; } |
| 64 | void set_depth_far(real_t p_val) { depth_far = p_val; } |
| 65 | real_t get_depth_near() const { return depth_near; } |
| 66 | void set_depth_near(real_t p_val) { depth_near = p_val; } |
| 67 | |
| 68 | static Ref<GLTFCamera> from_node(const Camera3D *p_camera); |
| 69 | Camera3D *to_node() const; |
| 70 | |
| 71 | static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary); |
| 72 | Dictionary to_dictionary() const; |
| 73 | }; |
| 74 | |
| 75 | #endif // GLTF_CAMERA_H |
| 76 | |