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139 lines
4.6 KiB
C++
139 lines
4.6 KiB
C++
#ifndef GODOT_CPP_CAMERA_HPP
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#define GODOT_CPP_CAMERA_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Camera.hpp"
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#include "Spatial.hpp"
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namespace godot {
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class Environment;
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class Camera : public Spatial {
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struct ___method_bindings {
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godot_method_bind *mb_clear_current;
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godot_method_bind *mb_get_camera_rid;
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godot_method_bind *mb_get_camera_transform;
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godot_method_bind *mb_get_cull_mask;
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godot_method_bind *mb_get_cull_mask_bit;
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godot_method_bind *mb_get_doppler_tracking;
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godot_method_bind *mb_get_environment;
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godot_method_bind *mb_get_fov;
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godot_method_bind *mb_get_frustum;
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godot_method_bind *mb_get_frustum_offset;
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godot_method_bind *mb_get_h_offset;
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godot_method_bind *mb_get_keep_aspect_mode;
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godot_method_bind *mb_get_projection;
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godot_method_bind *mb_get_size;
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godot_method_bind *mb_get_v_offset;
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godot_method_bind *mb_get_zfar;
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godot_method_bind *mb_get_znear;
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godot_method_bind *mb_is_current;
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godot_method_bind *mb_is_position_behind;
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godot_method_bind *mb_make_current;
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godot_method_bind *mb_project_local_ray_normal;
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godot_method_bind *mb_project_position;
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godot_method_bind *mb_project_ray_normal;
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godot_method_bind *mb_project_ray_origin;
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godot_method_bind *mb_set_cull_mask;
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godot_method_bind *mb_set_cull_mask_bit;
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godot_method_bind *mb_set_current;
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godot_method_bind *mb_set_doppler_tracking;
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godot_method_bind *mb_set_environment;
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godot_method_bind *mb_set_fov;
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godot_method_bind *mb_set_frustum;
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godot_method_bind *mb_set_frustum_offset;
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godot_method_bind *mb_set_h_offset;
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godot_method_bind *mb_set_keep_aspect_mode;
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godot_method_bind *mb_set_orthogonal;
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godot_method_bind *mb_set_perspective;
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godot_method_bind *mb_set_projection;
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godot_method_bind *mb_set_size;
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godot_method_bind *mb_set_v_offset;
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godot_method_bind *mb_set_zfar;
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godot_method_bind *mb_set_znear;
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godot_method_bind *mb_unproject_position;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "Camera"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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enum KeepAspect {
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KEEP_WIDTH = 0,
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KEEP_HEIGHT = 1,
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};
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enum Projection {
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PROJECTION_PERSPECTIVE = 0,
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PROJECTION_ORTHOGONAL = 1,
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PROJECTION_FRUSTUM = 2,
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};
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enum DopplerTracking {
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DOPPLER_TRACKING_DISABLED = 0,
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DOPPLER_TRACKING_IDLE_STEP = 1,
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DOPPLER_TRACKING_PHYSICS_STEP = 2,
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};
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// constants
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static Camera *_new();
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// methods
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void clear_current(const bool enable_next = true);
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RID get_camera_rid() const;
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Transform get_camera_transform() const;
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int64_t get_cull_mask() const;
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bool get_cull_mask_bit(const int64_t layer) const;
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Camera::DopplerTracking get_doppler_tracking() const;
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Ref<Environment> get_environment() const;
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real_t get_fov() const;
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Array get_frustum() const;
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Vector2 get_frustum_offset() const;
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real_t get_h_offset() const;
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Camera::KeepAspect get_keep_aspect_mode() const;
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Camera::Projection get_projection() const;
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real_t get_size() const;
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real_t get_v_offset() const;
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real_t get_zfar() const;
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real_t get_znear() const;
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bool is_current() const;
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bool is_position_behind(const Vector3 world_point) const;
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void make_current();
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Vector3 project_local_ray_normal(const Vector2 screen_point) const;
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Vector3 project_position(const Vector2 screen_point, const real_t z_depth) const;
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Vector3 project_ray_normal(const Vector2 screen_point) const;
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Vector3 project_ray_origin(const Vector2 screen_point) const;
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void set_cull_mask(const int64_t mask);
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void set_cull_mask_bit(const int64_t layer, const bool enable);
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void set_current(const bool arg0);
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void set_doppler_tracking(const int64_t mode);
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void set_environment(const Ref<Environment> env);
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void set_fov(const real_t arg0);
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void set_frustum(const real_t size, const Vector2 offset, const real_t z_near, const real_t z_far);
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void set_frustum_offset(const Vector2 arg0);
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void set_h_offset(const real_t ofs);
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void set_keep_aspect_mode(const int64_t mode);
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void set_orthogonal(const real_t size, const real_t z_near, const real_t z_far);
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void set_perspective(const real_t fov, const real_t z_near, const real_t z_far);
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void set_projection(const int64_t arg0);
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void set_size(const real_t arg0);
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void set_v_offset(const real_t ofs);
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void set_zfar(const real_t arg0);
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void set_znear(const real_t arg0);
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Vector2 unproject_position(const Vector3 world_point) const;
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};
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}
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#endif |