godot/modules/gltf/gltf_camera.cpp
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

48 lines
3.3 KiB
C++

/*************************************************************************/
/* gltf_camera.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gltf_camera.h"
void GLTFCamera::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size);
ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size);
ClassDB::bind_method(D_METHOD("get_depth_far"), &GLTFCamera::get_depth_far);
ClassDB::bind_method(D_METHOD("set_depth_far", "zdepth_far"), &GLTFCamera::set_depth_far);
ClassDB::bind_method(D_METHOD("get_depth_near"), &GLTFCamera::get_depth_near);
ClassDB::bind_method(D_METHOD("set_depth_near", "zdepth_near"), &GLTFCamera::set_depth_near);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov_size"), "set_fov_size", "get_fov_size"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near"); // float
}