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C_Camera.cpp
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C_Camera.cpp
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#include "Globals.h"
#include "Application.h"
#include "C_Camera.h"
//#include "Gizmo.h"
C_Camera::C_Camera(GameObject* gameobject, Component_Type type) : Component(type, gameobject)
{
name = "Camera";
frustum.type = FrustumType::PerspectiveFrustum;
frustum.pos = float3(0, 0, 0);
frustum.front = float3::unitZ;
frustum.up = float3::unitY;
frustum.nearPlaneDistance = 1.0f;
frustum.farPlaneDistance = 2000.0f;
if (gameobject == nullptr) {
frustum.verticalFov = 1.0f;
frustum.horizontalFov = 1.0f;
}
else {
SetFOV(60);
}
GetPlanes();
}
C_Camera::~C_Camera()
{
}
bool C_Camera::Enable()
{
ID = App->RandomNumberGenerator.GetIntRNInRange();
active = true;
App->scene_intro->AddFrustum(&frustum, Color(1.0f, 0.0f, 0.0f, 1.0f));
return true;
}
void C_Camera::Update()
{
if (gameobject != nullptr) {
if (ImGui::CollapsingHeader("Camera"), open_camera_info)
{
ImGui::DragInt("FOV", &fov, 1, 1, 200);
if (ImGui::IsItemEdited()) { SetFOV(fov); }
ImGui::SameLine();
ImGui::Checkbox("Culling", &culling);
}
}
else {
if(App->input->GetKey(SDL_SCANCODE_T)==KEY_DOWN)
OnClick();
glBegin(GL_LINES);
glColor3f(1.f,0.f,1.f);
glVertex3f(picking.a.x, picking.a.y, picking.a.z);
glVertex3f(picking.b.x, picking.b.y, picking.b.z);
glEnd();
}
}
void C_Camera::UpdateTransformPosition(float4x4 global) {
frustum.front = global.WorldZ();
frustum.up = global.WorldY();
float3 position;
float3 scale;
Quat quat;
global.Decompose(position, quat, scale);
SetPos(position);
GetPlanes();
}
bool C_Camera::Disable()
{
active = false;
return true;
}
void C_Camera::GetPlanes()
{
frustum.GetPlanes(planes);
}
void C_Camera::SetNearPlane(float distance) {
if (distance > 0 && distance < frustum.farPlaneDistance)
frustum.nearPlaneDistance = distance;
GetPlanes();
}
void C_Camera::SetFarPlane(float distance) {
if (distance > 0 && distance > frustum.nearPlaneDistance)
frustum.farPlaneDistance = distance;
GetPlanes();
}
float C_Camera::GetFOV() {
return frustum.verticalFov * RADTODEG;
}
float C_Camera::GetAspectRatio() {
return frustum.AspectRatio();
}
void C_Camera::SetFOV(float fov, float width, float height) {
float ar = height / width;
frustum.verticalFov = fov * DEGTORAD;
frustum.horizontalFov = 2.f * Atan(Tan(frustum.verticalFov*0.5f) / ar);
GetPlanes();
}
void C_Camera::SetPos(float3 position) {
frustum.pos = position;
GetPlanes();
}
void C_Camera::SetPos(vec3 position) {
frustum.pos = float3(position.x, position.y, position.z);
GetPlanes();
}
void C_Camera::SetAspectRatio(float ar) {
frustum.verticalFov = 2.f * Atan(Tan(frustum.horizontalFov*0.5f) / ar);
GetPlanes();
}
float* C_Camera::ViewMatrix() {
float4x4 m = frustum.ViewMatrix();
m.Transpose();
return (float*)m.v;
}
mat4x4 C_Camera::ViewMatrix4x4() {
float4x4 m = frustum.ViewMatrix();
m.Transpose();
mat4x4 m4 = { m.At(0,0), m.At(0,1), m.At(0,2), m.At(0,3),
m.At(1,0), m.At(1,1), m.At(1,2), m.At(1,3),
m.At(2,0), m.At(2,1), m.At(2,2), m.At(2,3),
m.At(3,0), m.At(3,1), m.At(3,2), m.At(3,3) };
return m4;
}
float* C_Camera::ProjectionMatrix() {
float4x4 m = frustum.ProjectionMatrix();
m.Transpose();
return (float*)m.v;
}
mat4x4 C_Camera::ProjectionMatrix4x4() {
float4x4 m = frustum.ProjectionMatrix();
m.Transpose();
mat4x4 m4 = { m.At(0,0), m.At(0,1), m.At(0,2), m.At(0,3),
m.At(1,0), m.At(1,1), m.At(1,2), m.At(1,3),
m.At(2,0), m.At(2,1), m.At(2,2), m.At(2,3),
m.At(3,0), m.At(3,1), m.At(3,2), m.At(3,3) };
return m4;
}
void C_Camera::Look(const float3 &Spot) {
float3 v = Spot - frustum.pos;
float3x3 matrix = float3x3::LookAt(frustum.front, v.Normalized(), frustum.up, float3::unitY);
frustum.front = (matrix.MulDir(frustum.front).Normalized());
frustum.up = (matrix.MulDir(frustum.up).Normalized());
GetPlanes();
}
bool C_Camera::CullFace(GameObject * gameobject)
{
if (culling) {
float3 vCorner[8];
int iTotalIn = 0;
gameobject->aabb.GetCornerPoints(vCorner); // get the corners of the box into the vCorner array
// test all 8 corners against the 6 sides
// if all points are behind 1 specific plane, we are out
// if we are in with all points, then we are fully in
for (int p = 0; p < 6; ++p) {
int iInCount = 8;
int iPtIn = 1;
for (int i = 0; i < 8; ++i) {
// test this point against the planes
if (planes[p].IsOnPositiveSide(vCorner[i])) {
iPtIn = 0;
--iInCount;
}
}
// were all the points outside of plane p?
if (iInCount == 0)
return(false);
// check if they were all on the right side of the plane
iTotalIn += iPtIn;
}
// so if iTotalIn is 6, then all are inside the view
if (iTotalIn == 6)
return(true);
// we must be partly in then otherwise
}
return(true);
}
void C_Camera::OnClick() {
vec2 pos;
pos.x = App->input->GetMouseX();
pos.y = App->input->GetMouseY();
ImVec2 g_p = App->gui->game->position;
ImVec2 g_w = App->gui->game->size_Game;
vec2 t;
float mouseX = -(1.0f - ((float(App->input->GetMouseX()) * 2.0f) / SCREEN_WIDTH));
float mouseY = 1.0f - ((float(App->input->GetMouseY()) * 2.0f) / SCREEN_HEIGHT);
t.x = -1.0f - ((g_p.x - pos.x) * 2 / g_w.x);
t.y = 1.0f + ((g_p.y + 40 - pos.y) * 2 / (g_w.y)); //40 is the offset of image
picking = frustum.UnProjectLineSegment(t.x, t.y);
}
void C_Camera::Save(const char * _name, json & file)
{
file["Game Objects"][_name]["Components"]["Camera"]["Active"] = active;
file["Game Objects"][_name]["Components"]["Camera"]["FOV"] = frustum.verticalFov;
file["Game Objects"][_name]["Components"]["Camera"]["Culling"] = culling;
}
void C_Camera::Load(const char * _name, const json & file)
{
active = file["Game Objects"][_name]["Components"]["Camera"]["Active"].get<bool>();
int fov = file["Game Objects"][_name]["Components"]["Camera"]["FOV"].get<float>() * RADTODEG;
SetFOV(fov);
culling = file["Game Objects"][_name]["Components"]["Camera"]["Culling"].get<bool>();
}