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, */ |
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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 | |