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+/*************************************************************************/
+/* follow_camera.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/*************************************************************************/
+#ifndef FOLLOW_CAMERA_H
+#define FOLLOW_CAMERA_H
+
+#include "scene/3d/camera.h"
+
+class FollowCamera : public Camera {
+
+ OBJ_TYPE( FollowCamera, Camera );
+
+private:
+
+
+ //used for follow
+ Vector3 follow_pos;
+ //used for fixed
+ Vector2 initial_orbit;
+ Vector2 orbit;
+ float distance;
+
+ float height;
+ float target_width;
+
+ float min_distance;
+ float max_distance;
+
+ float max_orbit_x;
+ float min_orbit_x;
+
+ float inclination;
+ float extraclip;
+ bool fullclip;
+
+ bool clip;
+ bool autoturn;
+ float autoturn_tolerance;
+ float autoturn_speed;
+
+ bool smooth;
+ float smooth_rot_ratio;
+ float smooth_pos_ratio;
+
+
+
+ struct ClipRay {
+ RID query;
+ bool clipped;
+ Vector3 cast_pos;
+ Vector3 clip_pos;
+ };
+
+ ClipRay clip_ray[3];
+ Vector3 target_pos;
+ float clip_len;
+
+ Vector3 up_vector;
+
+
+ virtual RES _get_gizmo_geometry() const;
+
+ Transform ted;
+ Vector3 proposed_pos;
+ Transform accepted;
+ Transform final;
+ RID target_body;
+
+ bool use_lookat_target;
+ Vector3 lookat_target;
+
+ void _compute_camera();
+
+ bool queries_active;
+ void _clear_queries();
+
+ void _set_initial_orbit(const Vector2& p_orbit);
+
+protected:
+
+ virtual void _request_camera_update() {} //ignore
+
+ void _notification(int p_what);
+
+ static void _bind_methods();
+
+ void _ray_collision(Vector3 p_point, Vector3 p_normal, int p_subindex, ObjectID p_against,int p_idx);
+
+public:
+
+
+ void set_orbit(const Vector2& p_orbit);
+ void set_orbit_x(float p_x);
+ void set_orbit_y(float p_y);
+ Vector2 get_orbit() const;
+
+ void set_height(float p_height);
+ float get_height() const;
+
+ void set_inclination(float p_degrees);
+ float get_inclination() const;
+
+ void set_max_orbit_x(float p_max);
+ float get_max_orbit_x() const;
+
+ void set_min_orbit_x(float p_min);
+ float get_min_orbit_x() const;
+
+ void rotate_orbit(const Vector2& p_relative);
+
+ void set_distance(float p_distance);
+ float get_distance() const;
+
+ float get_min_distance() const;
+ float get_max_distance() const;
+ void set_min_distance(float p_min);
+ void set_max_distance(float p_max);
+
+ /** FINISH THIS AND CLEAN IT UP */
+
+ void set_clip(bool p_enabled);
+ bool has_clip() const;
+
+ void set_autoturn(bool p_enabled);
+ bool has_autoturn() const;
+
+ void set_autoturn_tolerance(float p_degrees);
+ float get_autoturn_tolerance() const;
+
+ void set_autoturn_speed(float p_speed);
+ float get_autoturn_speed() const;
+
+ void set_smoothing(bool p_enable);
+ bool has_smoothing() const;
+
+ void set_translation_smoothing(float p_amount);
+ float get_translation_smoothing() const;
+
+ void set_rotation_smoothing(float p_amount);
+ float get_rotation_smoothing() const;
+
+ void set_use_lookat_target(bool p_use, const Vector3 &p_lookat = Vector3());
+
+ void set_up_vector(const Vector3& p_up);
+ Vector3 get_up_vector() const;
+
+ virtual Transform get_camera_transform() const;
+
+ FollowCamera();
+ ~FollowCamera();
+};
+
+
+
+#endif // FOLLOW_CAMERA_H