1 /*
2 * Copyright (c) 2024 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #ifndef SCENE_SRC_NODE_CAMERA_NODE_H
17 #define SCENE_SRC_NODE_CAMERA_NODE_H
18
19 #include <scene/ext/intf_create_entity.h>
20 #include <scene/interface/intf_camera.h>
21 #include <scene/interface/intf_raycast.h>
22
23 #include "node.h"
24
SCENE_BEGIN_NAMESPACE()25 SCENE_BEGIN_NAMESPACE()
26
27 class CameraNode : public META_NS::IntroduceInterfaces<Node, ICamera, ICreateEntity, ICameraRayCast> {
28 using Super = IntroduceInterfaces;
29 META_IMPLEMENT_OBJECT_TYPE_INTERFACE(ClassId::CameraNode)
30 META_DEFINE_OBJECT_TYPE_INFO(CameraNode, ClassId::CameraNode)
31 public:
32 SCENE_USE_COMPONENT_PROPERTY(float, FoV, "CameraComponent")
33 SCENE_USE_COMPONENT_PROPERTY(float, AspectRatio, "CameraComponent")
34 SCENE_USE_COMPONENT_PROPERTY(float, NearPlane, "CameraComponent")
35 SCENE_USE_COMPONENT_PROPERTY(float, FarPlane, "CameraComponent")
36 SCENE_USE_COMPONENT_PROPERTY(float, XMagnification, "CameraComponent")
37 SCENE_USE_COMPONENT_PROPERTY(float, YMagnification, "CameraComponent")
38 SCENE_USE_COMPONENT_PROPERTY(float, XOffset, "CameraComponent")
39 SCENE_USE_COMPONENT_PROPERTY(float, YOffset, "CameraComponent")
40 SCENE_USE_COMPONENT_PROPERTY(SceneCameraProjection, Projection, "CameraComponent")
41 SCENE_USE_COMPONENT_PROPERTY(SceneCameraCulling, Culling, "CameraComponent")
42 SCENE_USE_COMPONENT_PROPERTY(SceneCameraPipeline, RenderingPipeline, "CameraComponent")
43 SCENE_USE_COMPONENT_PROPERTY(uint32_t, SceneFlags, "CameraComponent")
44 SCENE_USE_COMPONENT_PROPERTY(uint32_t, PipelineFlags, "CameraComponent")
45 SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Math::Vec4, Viewport, "CameraComponent")
46 SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Math::Vec4, Scissor, "CameraComponent")
47 SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Math::UVec2, RenderTargetSize, "CameraComponent")
48 SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Color, ClearColor, "CameraComponent")
49 SCENE_USE_COMPONENT_PROPERTY(float, ClearDepth, "CameraComponent")
50 SCENE_USE_COMPONENT_PROPERTY(IPostProcess::Ptr, PostProcess, "CameraComponent")
51 SCENE_USE_COMPONENT_PROPERTY(uint64_t, LayerMask, "CameraComponent")
52 SCENE_USE_COMPONENT_PROPERTY(ColorFormat, ColorTargetCustomization, "CameraComponent")
53 SCENE_USE_COMPONENT_PROPERTY(BASE_NS::Math::Mat4X4, CustomProjectionMatrix, "CameraComponent")
54
55 Future<bool> SetActive(bool active = true) override;
56 bool IsActive() const override;
57 Future<bool> SetRenderTarget(const IRenderTarget::Ptr&) override;
58
59 bool SetEcsObject(const IEcsObject::Ptr&) override;
60 public:
61 Future<NodeHits> CastRay(const BASE_NS::Math::Vec2& pos, const RayCastOptions& options) const override;
62 Future<BASE_NS::Math::Vec3> ScreenPositionToWorld(const BASE_NS::Math::Vec3& pos) const override;
63 Future<BASE_NS::Math::Vec3> WorldPositionToScreen(const BASE_NS::Math::Vec3& pos) const override;
64
65 public:
66 bool Build(const META_NS::IMetadata::Ptr&) override;
67
68 CORE_NS::Entity CreateEntity(const IInternalScene::Ptr& scene) override;
69
70 private:
71 ICamera::Ptr camera_;
72 };
73
74 SCENE_END_NAMESPACE()
75
76 #endif