#comment Added camera component and system
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#include "SHpch.h"
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#include "SHCameraComponent.h"
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namespace SHADE
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{
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SHCameraComponent::SHCameraComponent()
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:yaw(0.0f), pitch(0.0f), roll(0.0f)
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(1.0f)
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, perspProj(false), dirtyView(true), dirtyProj(true)
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, viewMatrix(), projMatrix()
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, position()
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{
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}
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SHCameraComponent::~SHCameraComponent()
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{
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}
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void SHCameraComponent::SetYaw(float yaw) noexcept
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{
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this->yaw = yaw;
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dirtyView = true;
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}
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void SHCameraComponent::SetPitch(float pitch) noexcept
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{
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this->pitch = pitch;
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dirtyView = true;
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}
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void SHCameraComponent::SetRoll(float roll) noexcept
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{
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this->roll = roll;
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dirtyView = true;
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}
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void SHCameraComponent::SetPositionX(float x) noexcept
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{
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position[0] = x;
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dirtyView = true;
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}
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void SHCameraComponent::SetPositionY(float y) noexcept
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{
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position[1] = y;
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dirtyView = true;
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}
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void SHCameraComponent::SetPositionZ(float z) noexcept
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{
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position[2] = z;
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dirtyView = true;
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}
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void SHCameraComponent::SetPosition(float x,float y, float z) noexcept
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{
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position[0] = x;
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position[1] = y;
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position[2] = z;
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dirtyView = true;
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}
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void SHCameraComponent::SetPosition(SHVec3& pos) noexcept
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{
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this->position = pos;
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dirtyView = true;
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}
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void SHCameraComponent::SetWidth(float width) noexcept
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{
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this->width = width;
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dirtyProj = true;
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}
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void SHCameraComponent::SetHeight(float height) noexcept
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{
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this->height = height;
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dirtyProj = true;
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}
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void SHCameraComponent::SetNear(float znear) noexcept
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{
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this->zNear = znear;
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dirtyProj = true;
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}
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void SHCameraComponent::SetFar(float zFar) noexcept
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{
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this->zFar = zFar;
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dirtyProj = true;
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}
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void SHCameraComponent::SetFOV(float fov) noexcept
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{
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this->fov = fov;
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dirtyProj = true;
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}
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float SHCameraComponent::GetYaw() const noexcept
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{
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return yaw;
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}
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float SHCameraComponent::GetPitch() const noexcept
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{
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return pitch;
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}
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float SHCameraComponent::GetRoll() const noexcept
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{
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return roll;
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}
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float SHCameraComponent::GetAspectRatio() const noexcept
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{
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return width/height;
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}
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float SHCameraComponent::GetFOV() const noexcept
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{
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return fov;
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}
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const SHMatrix& SHCameraComponent::GetViewMatrix() const noexcept
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{
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return viewMatrix;
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}
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const SHMatrix& SHCameraComponent::GetProjMatrix() const noexcept
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{
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return projMatrix;
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}
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}
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#pragma once
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#include "ECS_Base/Components/SHComponent.h"
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#include "Math/Vector/SHVec3.h"
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#include "Math/SHMatrix.h"
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#include "SH_API.h"
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namespace SHADE
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{
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class SH_API SHCameraComponent : public SHComponent
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{
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private:
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float yaw;
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float pitch;
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float roll;
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float width;
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float height;
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float zNear;
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float zFar;
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float fov;
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bool dirtyView;
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bool dirtyProj;
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SHMatrix viewMatrix;
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SHMatrix projMatrix;
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SHVec3 position;
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bool perspProj;
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public:
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friend class SHCameraSystem;
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SHCameraComponent();
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~SHCameraComponent();
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//Getters and setters.
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void SetYaw(float yaw) noexcept;
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void SetPitch(float pitch) noexcept;
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void SetRoll(float roll) noexcept;
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void SetPositionX(float x) noexcept;
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void SetPositionY(float y) noexcept;
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void SetPositionZ(float z) noexcept;
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void SetPosition(float x, float y, float z) noexcept;
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void SetPosition(SHVec3& pos) noexcept;
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void SetWidth(float width) noexcept;
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void SetHeight(float height) noexcept;
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void SetNear(float znear) noexcept;
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void SetFar(float zfar) noexcept;
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void SetFOV(float fov) noexcept;
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float GetYaw() const noexcept;
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float GetPitch() const noexcept;
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float GetRoll() const noexcept;
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float GetAspectRatio() const noexcept;
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float GetFOV() const noexcept;
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const SHMatrix& GetViewMatrix() const noexcept;
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const SHMatrix& GetProjMatrix() const noexcept;
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float movementSpeed;
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SHVec3 turnSpeed;
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protected:
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};
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}
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@ -0,0 +1,95 @@
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#include "SHpch.h"
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#include "SHCameraSystem.h"
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#include "Math/SHMathHelpers.h"
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#include "Input/SHInputManagerSystem.h"
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namespace SHADE
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{
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void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
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{
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SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
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if (SHInputManagerSystem::GetKey(SHInputManagerSystem::SH_KEYCODE::A))
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{
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system->editorCamera.SetPositionX(system->editorCamera.position[0] - dt * system->editorCamera.movementSpeed);
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}
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system->UpdateCameraComponent(system->editorCamera);
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}
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void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
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{
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if (camera.dirtyView)
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{
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SHVec3 target{ 0.0f,0.0f,1.0f };
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SHVec3 up = { 0.0f,1.0f,0.0f };
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SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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//SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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target = SHVec3::Normalise(target);
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SHVec3::RotateZ(up, camera.roll);
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up = SHVec3::Normalise(up);
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SHVec3 view = target - camera.position; view = SHVec3::Normalise(view);
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SHVec3 right = SHVec3::Cross(view, up); right = SHVec3::Normalise(right);
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const SHVec3 UP = SHVec3::Cross(right, view);
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camera.viewMatrix = SHMatrix::Identity;
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camera.viewMatrix(0, 0) = UP[0];
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camera.viewMatrix(1, 0) = UP[1];
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camera.viewMatrix(2, 0) = UP[2];
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camera.viewMatrix(0, 1) = right[0];
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camera.viewMatrix(1, 1) = right[1];
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camera.viewMatrix(2, 1) = right[2];
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camera.viewMatrix(0, 2) = view[0];
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camera.viewMatrix(1, 2) = view[1];
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camera.viewMatrix(2, 2) = view[2];
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camera.viewMatrix(3, 0) = -UP.Dot(camera.position);
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camera.viewMatrix(3, 1) = -right.Dot(camera.position);
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camera.viewMatrix(3, 2) = -view.Dot(camera.position);
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camera.dirtyView = false;
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}
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if (camera.dirtyProj == true)
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{
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if (camera.perspProj == true)
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{
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const float ASPECT_RATIO = camera.GetAspectRatio();
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const float TAN_HALF_FOV = tan(camera.fov * 0.5f);
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camera.projMatrix = SHMatrix::Identity;
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camera.projMatrix(0, 0) = 1.0f / (ASPECT_RATIO * TAN_HALF_FOV);
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camera.projMatrix(1, 1) = 1.0f / TAN_HALF_FOV;
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camera.projMatrix(2, 2) = camera.zFar / (camera.zFar - camera.zNear);
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camera.projMatrix(2, 3) = 1.0f;
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camera.projMatrix(3, 2) = -(camera.zFar * camera.zNear) / (camera.zFar - camera.zNear);
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camera.dirtyProj = false;
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}
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else
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{
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const float R = camera.width * 0.5f;
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const float L = -R;
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const float T = camera.height * 0.5f;
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const float B = -T;
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camera.projMatrix = SHMatrix::Identity;
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camera.projMatrix(0, 0) = 2.0f / (R - L);
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camera.projMatrix(1, 1) = 2.0f / (B - T);
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camera.projMatrix(2, 2) = 1.0f / (camera.zFar - camera.zNear);
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camera.projMatrix(3, 0) = -(R + L) / (R - L);
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camera.projMatrix(3, 1) = -(B + T) / (B - T);
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camera.projMatrix(3, 2) = -camera.zNear / (camera.zFar - camera.zNear);
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camera.dirtyProj = false;
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}
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}
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}
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}
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#pragma once
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#include "ECS_Base/System/SHSystem.h"
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#include "SHCameraComponent.h"
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#include "ECS_Base/System/SHSystemRoutine.h"
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namespace SHADE
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{
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class SHCameraSystem :public SHSystem
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{
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private:
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//A camera component that represents editor camera.
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//This is not tied to any entity. Hence this EID should not be used.
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SHCameraComponent editorCamera;
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public:
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class EditorCameraUpdate final : public SHSystemRoutine
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{
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public:
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EditorCameraUpdate() : SHSystemRoutine("Editor Camera Update", true) { };
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virtual void Execute(double dt) noexcept override final;
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};
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friend class EditorCameraUpdate;
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protected:
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void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
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};
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}
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@ -47,6 +47,9 @@ namespace SHADE
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{
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}
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public:
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//Whether or not this component is active.
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//Systems using this component should are responsible for checking the active state of the component before running their functionality.
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@ -58,7 +61,7 @@ namespace SHADE
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* \return uint32_t
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* The entityID that this component belongs to.
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***************************************************************************/
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uint32_t GetEID()const
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uint32_t GetEID()const noexcept
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{
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return this->entityID;
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}
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