godot/modules/gltf/structures/gltf_camera.cpp
2022-08-28 11:18:32 -05:00

132 lines
6.4 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_static_method("GLTFCamera", D_METHOD("from_node", "camera_node"), &GLTFCamera::from_node);
ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node);
ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_dictionary", "dictionary"), &GLTFCamera::from_dictionary);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary);
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"), &GLTFCamera::get_fov);
ClassDB::bind_method(D_METHOD("set_fov", "fov"), &GLTFCamera::set_fov);
ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag);
ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag);
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");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov"), "set_fov", "get_fov");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size_mag"), "set_size_mag", "get_size_mag");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near");
}
Ref<GLTFCamera> GLTFCamera::from_node(const Camera3D *p_camera) {
Ref<GLTFCamera> c;
c.instantiate();
c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
c->set_size_mag(p_camera->get_size() * 0.5f);
c->set_depth_far(p_camera->get_far());
c->set_depth_near(p_camera->get_near());
return c;
}
Camera3D *GLTFCamera::to_node() const {
Camera3D *camera = memnew(Camera3D);
camera->set_projection(perspective ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
camera->set_fov(Math::rad_to_deg(fov));
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
camera->set_size(size_mag * 2.0f);
camera->set_near(depth_near);
camera->set_far(depth_far);
return camera;
}
Ref<GLTFCamera> GLTFCamera::from_dictionary(const Dictionary p_dictionary) {
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFCamera>(), "Failed to parse GLTF camera, missing required field 'type'.");
Ref<GLTFCamera> camera;
camera.instantiate();
const String &type = p_dictionary["type"];
if (type == "perspective") {
camera->set_perspective(true);
if (p_dictionary.has("perspective")) {
const Dictionary &persp = p_dictionary["perspective"];
camera->set_fov(persp["yfov"]);
if (persp.has("zfar")) {
camera->set_depth_far(persp["zfar"]);
}
camera->set_depth_near(persp["znear"]);
}
} else if (type == "orthographic") {
camera->set_perspective(false);
if (p_dictionary.has("orthographic")) {
const Dictionary &ortho = p_dictionary["orthographic"];
camera->set_size_mag(ortho["ymag"]);
camera->set_depth_far(ortho["zfar"]);
camera->set_depth_near(ortho["znear"]);
}
} else {
ERR_PRINT("Error parsing GLTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic.");
}
return camera;
}
Dictionary GLTFCamera::to_dictionary() const {
Dictionary d;
if (perspective) {
Dictionary persp;
persp["yfov"] = fov;
persp["zfar"] = depth_far;
persp["znear"] = depth_near;
d["perspective"] = persp;
d["type"] = "perspective";
} else {
Dictionary ortho;
ortho["ymag"] = size_mag;
ortho["xmag"] = size_mag;
ortho["zfar"] = depth_far;
ortho["znear"] = depth_near;
d["orthographic"] = ortho;
d["type"] = "orthographic";
}
return d;
}