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ComponentCamera.cpp
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207 lines (159 loc) · 6.08 KB
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#include "ComponentCamera.h"
ComponentCamera::ComponentCamera(float3 position)
{
type = COMPONENT_CAMERA;
InitFrustum(position);
transform = new ComponentTransform(Quat::identity, { position.x, position.y, position.z }, { 1,1,1 });
ref_dist = INITIAL_REF_DISTANCE;
reference = transform->position + (frustum->Front() * ref_dist);
proj_update = true;
}
ComponentCamera::ComponentCamera()
{
type = COMPONENT_CAMERA;
}
ComponentCamera::~ComponentCamera()
{
delete frustum;
}
void ComponentCamera::InitFrustum(float3 position)
{
frustum = new Frustum();
frustum->SetKind(FrustumProjectiveSpace::FrustumSpaceGL, FrustumHandedness::FrustumRightHanded);
frustum->SetViewPlaneDistances(near_plane_d, far_plane_d);
frustum->SetFrame(position, { 0,0,1 }, { 0,1,0 });
frustum->SetPerspective(horizontal_fov, vertical_fov); //these angles provide an aspect ratio of 16:9
}
void ComponentCamera::LookAt(const float3 &Spot)
{
frustum->Transform(transform->mat.Inverted());
transform->LookAt(transform->position, Spot, frustum->Front(), frustum->Up(), { 0,1,0 });
frustum->Transform(transform->mat);
frustum->WorldMatrixChanged();
reference = Spot;
ref_dist = Spot.Distance(transform->position);
}
void ComponentCamera::LookAround(float dx, float dy)
{
if (dx != 0 || dy != 0) {
float3 new_dir = (reference - transform->position);
new_dir = Quat::FromEulerXYZ(0, dx * DEGTORAD * sensitivity, 0) * new_dir; // rotation over y axis
new_dir = Quat::FromEulerXYZ(-dy * DEGTORAD * sensitivity, 0, 0) * new_dir; // rotation over x axis
LookAt(transform->position + new_dir);
}
}
void ComponentCamera::Orbit(float dx, float dy) {
float3 ref_to_curr_pos = transform->position - reference;
Quat rot = rot.FromEulerXYZ(-dy * DEGTORAD * sensitivity, dx * DEGTORAD * sensitivity, 0);
float3 ref_saved = reference;
SetPosition(reference + (rot * ref_to_curr_pos)); // (rot * ref_to_curr_pos) = ref to new position
LookAt(ref_saved);
}
void ComponentCamera::Move(const float3 &Movement)
{
frustum->Transform(transform->mat.Inverted());
transform->Translate(Movement);
frustum->Transform(transform->mat);
frustum->WorldMatrixChanged();
reference += Movement;
}
void ComponentCamera::Move(float dx, float dy, float dz)
{
if (dx != 0 || dy != 0 || dz != 0) {
float3 delta_x = (Quat::RotateAxisAngle(frustum->Up(), 90 * DEGTORAD) * frustum->Front()) * (dx * speed);
float3 delta_y = frustum->Up() * (dy * speed);
float3 delta_z = frustum->Front() * (dz * speed);
Move(delta_x + delta_y + delta_z);
}
}
void ComponentCamera::Zoom(float delta)
{
if (delta != 0 && ref_dist + delta > 0) {
float3 ref_saved = reference;
ref_dist = ref_dist + (delta * (ref_dist * 0.1));
SetPosition(reference + ((transform->position - reference).Normalized() * ref_dist));
LookAt(ref_saved);
}
}
bool ComponentCamera::FrustumCulling(const ComponentAABB& aabb)
{
Plane* planes = new Plane[6];
frustum->GetPlanes(planes);
for (int i = 0; i < 6; i++) {
int vert_pos_side = 0;
for (int j = 0; j < 8; j++) {
float3 vertex = aabb.vertices[j];
if (planes[i].IsOnPositiveSide(vertex))
vert_pos_side++;
}
if (vert_pos_side == 8)
return true;
}
return false;
}
Ray ComponentCamera::GetRayFromMousePos(float x_normalized, float y_normalized)
{
return frustum->UnProjectLineSegment(x_normalized, y_normalized).ToRay();
}
float* ComponentCamera::ViewMatrix()
{
float4x4 mat = frustum->ViewMatrix();
return mat.Transposed().ptr();
}
float* ComponentCamera::ProjectionMatrix()
{
return frustum->ProjectionMatrix().ptr();
}
void ComponentCamera::SetPosition(const float3& position)
{
Move(position - transform->position);
}
void ComponentCamera::SetSpeed(float speed)
{
this->speed = speed;
}
void ComponentCamera::SetSensitivity(float sensitivity)
{
this->sensitivity = sensitivity;
}
void ComponentCamera::ChangeFOV(float vertical_FOV)
{
frustum->SetVerticalFovAndAspectRatio(vertical_FOV, frustum->AspectRatio());
proj_update = true;
}
void ComponentCamera::ChangeAspectRatio(float aspect_ratio)
{
frustum->SetVerticalFovAndAspectRatio(frustum->VerticalFov(), aspect_ratio);
proj_update = true;
}
void ComponentCamera::RepositionToDisplay(ComponentAABB& aabb)
{
SetPosition(aabb.GetMaxP() * REPOSITION_SCALE);
LookAt({ 0,0,0 });
}
void ComponentCamera::Save(JSON_file& save_file, const char* component_code)
{
save_file.WriteNumber(std::string(".type").insert(0, component_code).c_str(), type);
save_file.WriteNumber(std::string(".speed").insert(0, component_code).c_str(), speed);
save_file.WriteNumber(std::string(".sensitivity").insert(0, component_code).c_str(), sensitivity);
save_file.WriteNumber(std::string(".near_plane").insert(0, component_code).c_str(), frustum->NearPlaneDistance());
save_file.WriteNumber(std::string(".far_plane").insert(0, component_code).c_str(), frustum->FarPlaneDistance());
save_file.WriteNumber(std::string(".horizontal_fov").insert(0, component_code).c_str(), frustum->HorizontalFov());
save_file.WriteNumber(std::string(".vertical_fov").insert(0, component_code).c_str(), frustum->VerticalFov());
transform->Save(save_file, std::string(".transform").insert(0, component_code).c_str());
}
void ComponentCamera::Load(JSON_file& save_file, const char* component_code)
{
speed = save_file.ReadNumber(std::string(".speed").insert(0, component_code).c_str());
sensitivity = save_file.ReadNumber(std::string(".sensitivity").insert(0, component_code).c_str());
near_plane_d = save_file.ReadNumber(std::string(".near_plane").insert(0, component_code).c_str());
far_plane_d = save_file.ReadNumber(std::string(".far_plane").insert(0, component_code).c_str());
horizontal_fov = save_file.ReadNumber(std::string(".horizontal_fov").insert(0, component_code).c_str());
vertical_fov = save_file.ReadNumber(std::string(".vertical_fov").insert(0, component_code).c_str());
transform = new ComponentTransform();
transform->Load(save_file, std::string(".transform").insert(0, component_code).c_str());
InitFrustum(transform->position);
ref_dist = INITIAL_REF_DISTANCE;
reference = transform->position + (frustum->Front() * ref_dist);
proj_update = true;
}