godot/scene/3d/camera_3d.cpp

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/*  camera_3d.cpp                                                         */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "camera_3d.h"

#include "core/math/projection.h"
#include "core/math/transform_interpolator.h"
#include "scene/main/viewport.h"
#include "servers/rendering/rendering_server_constants.h"

void Camera3D::_update_audio_listener_state() {}

void Camera3D::_request_camera_update() {}

void Camera3D::_update_camera_mode() {}

void Camera3D::_validate_property(PropertyInfo &p_property) const {}

void Camera3D::_update_camera() {}

void Camera3D::_physics_interpolated_changed() {}

void Camera3D::_physics_interpolation_ensure_data_flipped() {}

void Camera3D::_physics_interpolation_ensure_transform_calculated(bool p_force) const {}

void Camera3D::set_desired_process_modes(bool p_process_internal, bool p_physics_process_internal) {}

void Camera3D::_update_process_mode() {}

void Camera3D::_notification(int p_what) {}

Transform3D Camera3D::_get_adjusted_camera_transform(const Transform3D &p_xform) const {}

Transform3D Camera3D::get_camera_transform() const {}

Projection Camera3D::_get_camera_projection(real_t p_near) const {}

Projection Camera3D::get_camera_projection() const {}

void Camera3D::set_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far) {}

void Camera3D::set_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far) {}

void Camera3D::set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, real_t p_z_far) {}

void Camera3D::set_projection(ProjectionType p_mode) {}

RID Camera3D::get_camera() const {
	return camera;
};

void Camera3D::make_current() {}

void Camera3D::clear_current(bool p_enable_next) {}

void Camera3D::set_current(bool p_enabled) {}

bool Camera3D::is_current() const {}

Vector3 Camera3D::project_ray_normal(const Point2 &p_pos) const {
	Vector3 ray = project_local_ray_normal(p_pos);
	return get_camera_transform().basis.xform(ray).normalized();
};

Vector3 Camera3D::project_local_ray_normal(const Point2 &p_pos) const {
	ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene.");

	Size2 viewport_size = get_viewport()->get_camera_rect_size();
	Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
	Vector3 ray;

	if (mode == PROJECTION_ORTHOGONAL) {
		ray = Vector3(0, 0, -1);
	} else {
		Projection cm = _get_camera_projection(_near);
		Vector2 screen_he = cm.get_viewport_half_extents();
		ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -_near).normalized();
	}

	return ray;
};

Vector3 Camera3D::project_ray_origin(const Point2 &p_pos) const {
	ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene.");

	Size2 viewport_size = get_viewport()->get_camera_rect_size();
	Vector2 cpos = get_viewport()->get_camera_coords(p_pos);
	ERR_FAIL_COND_V(viewport_size.y == 0, Vector3());

	if (mode == PROJECTION_ORTHOGONAL) {
		Vector2 pos = cpos / viewport_size;
		real_t vsize, hsize;
		if (keep_aspect == KEEP_WIDTH) {
			vsize = size / viewport_size.aspect();
			hsize = size;
		} else {
			hsize = size * viewport_size.aspect();
			vsize = size;
		}

		Vector3 ray;
		ray.x = pos.x * (hsize)-hsize / 2;
		ray.y = (1.0 - pos.y) * (vsize)-vsize / 2;
		ray.z = -_near;
		ray = get_camera_transform().xform(ray);
		return ray;
	} else {
		return get_camera_transform().origin;
	};
};

bool Camera3D::is_position_behind(const Vector3 &p_pos) const {}

Vector<Vector3> Camera3D::get_near_plane_points() const {}

Point2 Camera3D::unproject_position(const Vector3 &p_pos) const {}

Vector3 Camera3D::project_position(const Point2 &p_point, real_t p_z_depth) const {}

void Camera3D::set_environment(const Ref<Environment> &p_environment) {}

Ref<Environment> Camera3D::get_environment() const {}

void Camera3D::set_attributes(const Ref<CameraAttributes> &p_attributes) {}

Ref<CameraAttributes> Camera3D::get_attributes() const {}

void Camera3D::_attributes_changed() {}

void Camera3D::set_compositor(const Ref<Compositor> &p_compositor) {}

Ref<Compositor> Camera3D::get_compositor() const {}

void Camera3D::set_keep_aspect_mode(KeepAspect p_aspect) {}

Camera3D::KeepAspect Camera3D::get_keep_aspect_mode() const {}

void Camera3D::set_doppler_tracking(DopplerTracking p_tracking) {}

Camera3D::DopplerTracking Camera3D::get_doppler_tracking() const {}

void Camera3D::_bind_methods() {}

real_t Camera3D::get_fov() const {}

real_t Camera3D::get_size() const {}

real_t Camera3D::get_near() const {}

Vector2 Camera3D::get_frustum_offset() const {}

real_t Camera3D::get_far() const {}

Camera3D::ProjectionType Camera3D::get_projection() const {}

void Camera3D::set_fov(real_t p_fov) {}

void Camera3D::set_size(real_t p_size) {}

void Camera3D::set_near(real_t p_near) {}

void Camera3D::set_frustum_offset(Vector2 p_offset) {}

void Camera3D::set_far(real_t p_far) {}

void Camera3D::set_cull_mask(uint32_t p_layers) {}

uint32_t Camera3D::get_cull_mask() const {}

void Camera3D::set_cull_mask_value(int p_layer_number, bool p_value) {}

bool Camera3D::get_cull_mask_value(int p_layer_number) const {}

Vector<Plane> Camera3D::get_frustum() const {}

TypedArray<Plane> Camera3D::_get_frustum() const {}

bool Camera3D::is_position_in_frustum(const Vector3 &p_position) const {}

void Camera3D::set_v_offset(real_t p_offset) {}

real_t Camera3D::get_v_offset() const {}

void Camera3D::set_h_offset(real_t p_offset) {}

real_t Camera3D::get_h_offset() const {}

Vector3 Camera3D::get_doppler_tracked_velocity() const {}

RID Camera3D::get_pyramid_shape_rid() {}

Camera3D::Camera3D() {}

Camera3D::~Camera3D() {}