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GLTF: Fix orthographic cameras, internally store data in GLTF's format
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@ -1,19 +1,30 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFCamera" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Represents a GLTF camera.
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</brief_description>
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<description>
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Represents a camera as defined by the base GLTF spec.
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</description>
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<tutorials>
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<link title="GLTF camera detailed specification">https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-camera</link>
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<link title="GLTF camera spec and example file">https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md</link>
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</tutorials>
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<members>
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<member name="depth_far" type="float" setter="set_depth_far" getter="get_depth_far" default="4000.0">
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The distance to the far culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's [code]zfar[/code] property.
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</member>
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<member name="depth_near" type="float" setter="set_depth_near" getter="get_depth_near" default="0.05">
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The distance to the near culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's [code]znear[/code] property.
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</member>
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<member name="fov_size" type="float" setter="set_fov_size" getter="get_fov_size" default="75.0">
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<member name="fov" type="float" setter="set_fov" getter="get_fov" default="1.309">
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The FOV of the camera. This class and GLTF define the camera FOV in radians, while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. This value is only used for perspective cameras, when [member perspective] is true.
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</member>
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<member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true">
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Whether or not the camera is in perspective mode. If false, the camera is in orthographic/orthogonal mode. This maps to GLTF's camera [code]type[/code] property. See [member Camera3D.projection] and the GLTF spec for more information.
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</member>
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<member name="size_mag" type="float" setter="set_size_mag" getter="get_size_mag" default="0.5">
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The size of the camera. This class and GLTF define the camera size magnitude as a radius in meters, while Godot defines it as a diameter in meters. This maps to GLTF's [code]ymag[/code] property. This value is only used for orthographic/orthogonal cameras, when [member perspective] is false.
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</member>
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</members>
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</class>
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@ -50,7 +50,6 @@
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#include "core/version.h"
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#include "drivers/png/png_driver_common.h"
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#include "scene/2d/node_2d.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/multimesh_instance_3d.h"
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#include "scene/3d/node_3d.h"
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@ -4582,22 +4581,21 @@ Error GLTFDocument::_serialize_cameras(Ref<GLTFState> state) {
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Ref<GLTFCamera> camera = state->cameras[i];
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if (camera->get_perspective() == false) {
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Dictionary og;
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og["ymag"] = Math::deg2rad(camera->get_fov_size());
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og["xmag"] = Math::deg2rad(camera->get_fov_size());
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og["zfar"] = camera->get_depth_far();
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og["znear"] = camera->get_depth_near();
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d["orthographic"] = og;
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d["type"] = "orthographic";
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} else if (camera->get_perspective()) {
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Dictionary ppt;
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// GLTF spec is in radians, Godot's camera is in degrees.
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ppt["yfov"] = Math::deg2rad(camera->get_fov_size());
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ppt["zfar"] = camera->get_depth_far();
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ppt["znear"] = camera->get_depth_near();
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d["perspective"] = ppt;
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if (camera->get_perspective()) {
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Dictionary persp;
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persp["yfov"] = camera->get_fov();
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persp["zfar"] = camera->get_depth_far();
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persp["znear"] = camera->get_depth_near();
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d["perspective"] = persp;
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d["type"] = "perspective";
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} else {
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Dictionary ortho;
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ortho["ymag"] = camera->get_size_mag();
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ortho["xmag"] = camera->get_size_mag();
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ortho["zfar"] = camera->get_depth_far();
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ortho["znear"] = camera->get_depth_near();
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d["orthographic"] = ortho;
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d["type"] = "orthographic";
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}
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cameras[i] = d;
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}
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@ -4680,27 +4678,23 @@ Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
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camera.instantiate();
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ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
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const String &type = d["type"];
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if (type == "orthographic") {
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camera->set_perspective(false);
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if (d.has("orthographic")) {
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const Dictionary &og = d["orthographic"];
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// GLTF spec is in radians, Godot's camera is in degrees.
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camera->set_fov_size(Math::rad2deg(real_t(og["ymag"])));
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camera->set_depth_far(og["zfar"]);
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camera->set_depth_near(og["znear"]);
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} else {
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camera->set_fov_size(10);
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}
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} else if (type == "perspective") {
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if (type == "perspective") {
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camera->set_perspective(true);
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if (d.has("perspective")) {
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const Dictionary &ppt = d["perspective"];
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// GLTF spec is in radians, Godot's camera is in degrees.
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camera->set_fov_size(Math::rad2deg(real_t(ppt["yfov"])));
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camera->set_depth_far(ppt["zfar"]);
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camera->set_depth_near(ppt["znear"]);
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} else {
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camera->set_fov_size(10);
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const Dictionary &persp = d["perspective"];
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camera->set_fov(persp["yfov"]);
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if (persp.has("zfar")) {
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camera->set_depth_far(persp["zfar"]);
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}
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camera->set_depth_near(persp["znear"]);
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}
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} else if (type == "orthographic") {
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camera->set_perspective(false);
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if (d.has("orthographic")) {
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const Dictionary &ortho = d["orthographic"];
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camera->set_size_mag(ortho["ymag"]);
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camera->set_depth_far(ortho["zfar"]);
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camera->set_depth_near(ortho["znear"]);
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}
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} else {
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ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Camera3D should be in 'orthographic' or 'perspective'");
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@ -5204,12 +5198,13 @@ Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, const GLTFNodeInd
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print_verbose("glTF: Creating camera for: " + gltf_node->get_name());
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Ref<GLTFCamera> c = state->cameras[gltf_node->camera];
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if (c->get_perspective()) {
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camera->set_perspective(c->get_fov_size(), c->get_depth_near(), c->get_depth_far());
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} else {
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camera->set_orthogonal(c->get_fov_size(), c->get_depth_near(), c->get_depth_far());
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}
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camera->set_projection(c->get_perspective() ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
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// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
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camera->set_fov(Math::rad2deg(c->get_fov()));
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// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
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camera->set_size(c->get_size_mag() * 2.0f);
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camera->set_near(c->get_depth_near());
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camera->set_far(c->get_depth_far());
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return camera;
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}
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@ -5218,11 +5213,11 @@ GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_
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Ref<GLTFCamera> c;
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c.instantiate();
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if (p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE) {
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c->set_perspective(true);
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}
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c->set_fov_size(p_camera->get_fov());
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c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
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// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
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c->set_fov(Math::deg2rad(p_camera->get_fov()));
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// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
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c->set_size_mag(p_camera->get_size() * 0.5f);
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c->set_depth_far(p_camera->get_far());
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c->set_depth_near(p_camera->get_near());
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GLTFCameraIndex camera_index = state->cameras.size();
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@ -33,15 +33,18 @@
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void GLTFCamera::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
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ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
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ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size);
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ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size);
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ClassDB::bind_method(D_METHOD("get_fov"), &GLTFCamera::get_fov);
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ClassDB::bind_method(D_METHOD("set_fov", "fov"), &GLTFCamera::set_fov);
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ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag);
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ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag);
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ClassDB::bind_method(D_METHOD("get_depth_far"), &GLTFCamera::get_depth_far);
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ClassDB::bind_method(D_METHOD("set_depth_far", "zdepth_far"), &GLTFCamera::set_depth_far);
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ClassDB::bind_method(D_METHOD("get_depth_near"), &GLTFCamera::get_depth_near);
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ClassDB::bind_method(D_METHOD("set_depth_near", "zdepth_near"), &GLTFCamera::set_depth_near);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov_size"), "set_fov_size", "get_fov_size"); // float
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far"); // float
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near"); // float
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov"), "set_fov", "get_fov");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size_mag"), "set_size_mag", "get_size_mag");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near");
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}
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@ -32,15 +32,22 @@
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#define GLTF_CAMERA_H
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#include "core/io/resource.h"
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#include "scene/3d/camera_3d.h"
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// Reference and test file:
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// https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md
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class GLTFCamera : public Resource {
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GDCLASS(GLTFCamera, Resource);
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private:
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// GLTF has no default camera values, they should always be specified in
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// the GLTF file. Here we default to Godot's default camera settings.
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bool perspective = true;
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float fov_size = 75.0;
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float depth_far = 4000.0;
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float depth_near = 0.05;
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real_t fov = Math::deg2rad(75.0);
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real_t size_mag = 0.5;
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real_t depth_far = 4000.0;
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real_t depth_near = 0.05;
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protected:
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static void _bind_methods();
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@ -48,12 +55,14 @@ protected:
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public:
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bool get_perspective() const { return perspective; }
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void set_perspective(bool p_val) { perspective = p_val; }
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float get_fov_size() const { return fov_size; }
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void set_fov_size(float p_val) { fov_size = p_val; }
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float get_depth_far() const { return depth_far; }
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void set_depth_far(float p_val) { depth_far = p_val; }
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float get_depth_near() const { return depth_near; }
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void set_depth_near(float p_val) { depth_near = p_val; }
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real_t get_fov() const { return fov; }
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void set_fov(real_t p_val) { fov = p_val; }
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real_t get_size_mag() const { return size_mag; }
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void set_size_mag(real_t p_val) { size_mag = p_val; }
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real_t get_depth_far() const { return depth_far; }
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void set_depth_far(real_t p_val) { depth_far = p_val; }
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real_t get_depth_near() const { return depth_near; }
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void set_depth_near(real_t p_val) { depth_near = p_val; }
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};
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#endif // GLTF_CAMERA_H
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