Merge pull request #194 from SHADE-DP/SP3-141-Camera-System

Sp3 141 camera system
Added EditorCameraArm functionality
Added helper functions in SceneManager to help check scene node and component actives
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XiaoQiDigipen 2022-11-13 11:58:50 +08:00 committed by GitHub
commit 897294426f
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4 changed files with 146 additions and 63 deletions

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@ -7,13 +7,15 @@
#include "ECS_Base/Managers/SHComponentManager.h"
#include "Math/Transform/SHTransformComponent.h"
#include <math.h>
#include "Scene/SHSceneManager.h"
namespace SHADE
{
void SHCameraSystem::UpdateEditorCamera(double dt) noexcept
{
auto& camera = editorCamera;
SHVec3 view, right, UP;
GetCameraAxis(camera, view, right, UP);
@ -62,62 +64,50 @@ namespace SHADE
UpdateCameraComponent(editorCamera);
}
void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::LEFT_ALT))
{
SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
auto& camera = system->editorCamera;
SHVec3 view, right, UP;
system->GetCameraAxis(camera, view, right, UP);
UpdateEditorArm(dt, true, SHVec3{ 0.0f });
}
else
UpdateEditorArm(dt, false, SHVec3{ 0.0f });
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::A))
{
//std::cout << "Camera movement: "<<right.x<<", " << right.y << std::endl;
camera.position -= right * dt * camera.movementSpeed;
camera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::D))
void SHCameraSystem::UpdateEditorArm(double dt,bool active ,SHVec3 const& targetPos) noexcept
{
camera.position += right * dt * camera.movementSpeed;
camera.dirtyView = true;
if (active == false)
{
editorCameraArm.offset = SHVec3{0.0f};
return;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::W))
{
camera.position += view * dt * camera.movementSpeed;
camera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::S))
{
camera.position -= view * dt * camera.movementSpeed;
camera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::Q))
{
camera.position += UP * dt * camera.movementSpeed;
camera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::E))
{
camera.position -= UP * dt * camera.movementSpeed;
camera.dirtyView = true;
}
if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::RMB))
{
editorCamera.SetPosition(targetPos);
double mouseX, mouseY;
SHInputManager::GetMouseVelocity(&mouseX, &mouseY);
//std::cout << camera.yaw << std::endl;
editorCameraArm.pitch -= mouseY * dt * editorCamera.turnSpeed.x;
editorCameraArm.yaw -= mouseX * dt * editorCamera.turnSpeed.y;
constexpr float pitchClamp = 85.0f;
if (editorCameraArm.pitch > pitchClamp)
editorCameraArm.pitch = pitchClamp;
if (editorCameraArm.pitch < -pitchClamp)
editorCameraArm.pitch = -pitchClamp;
editorCameraArm.armLength -= SHInputManager::GetMouseWheelVerticalDelta() * dt;
if (editorCameraArm.armLength < 1.0f)
editorCameraArm.armLength = 1.0f;
UpdatePivotArmComponent(editorCameraArm);
editorCamera.offset = editorCameraArm.GetOffset();
CameraLookAt(editorCamera, targetPos);
camera.pitch -= mouseY * dt * camera.turnSpeed.x;
camera.yaw -= mouseX * dt * camera.turnSpeed.y;
camera.dirtyView = true;
}
//std::cout << "Camera position: " << camera.position.x << " " << camera.position.y << std::endl;
system->UpdateCameraComponent(system->editorCamera);
system->DecomposeViewMatrix(camera.viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
}
void SHCameraSystem::Init(void)
{
@ -164,6 +154,9 @@ namespace SHADE
void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
{
if (camera.isActive == false)
return;
if (SHComponentManager::HasComponent<SHTransformComponent>(camera.GetEID()) == true && &camera != &editorCamera)
{
auto transform = SHComponentManager::GetComponent<SHTransformComponent>(camera.GetEID());
@ -183,11 +176,17 @@ namespace SHADE
if (SHComponentManager::HasComponent<SHCameraArmComponent>(camera.GetEID()))
{
auto arm = SHComponentManager::GetComponent<SHCameraArmComponent>(camera.GetEID());
if (arm->isActive == true)
{
camera.offset = arm->GetOffset();
if (arm->lookAtCameraOrigin)
CameraLookAt(camera, camera.position);
}
}
SHVec3 view, right, UP;
@ -287,11 +286,13 @@ namespace SHADE
for (auto& pivot : pivotDense)
{
if(SHSceneManager::CheckNodeAndComponentsActive<SHCameraArmComponent>(pivot.GetEID()))
system->UpdatePivotArmComponent(pivot);
}
for (auto& cam : dense)
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHCameraComponent>(cam.GetEID()))
system->UpdateCameraComponent(cam);
}
for (auto& handle : system->directorHandleList)
@ -399,7 +400,7 @@ namespace SHADE
SHVec3 up = { 0.0f,1.0f,0.0f };
////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
//SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
//target = SHVec3::Normalise(target);

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@ -5,6 +5,7 @@
#include "ECS_Base/System/SHSystemRoutine.h"
#include "Resource/SHResourceLibrary.h"
#include "SHCameraDirector.h"
#include "SHCameraArmComponent.h"
#include "SH_API.h"
namespace SHADE
@ -18,6 +19,7 @@ namespace SHADE
//A camera component that represents editor camera.
//This is not tied to any entity. Hence this EID should not be used.
SHCameraComponent editorCamera;
SHCameraArmComponent editorCameraArm;
SHResourceLibrary<SHCameraDirector> directorLibrary;
std::vector<DirectorHandle> directorHandleList;
@ -34,14 +36,7 @@ namespace SHADE
void Init (void);
void Exit (void);
class SH_API EditorCameraUpdate final : public SHSystemRoutine
{
public:
EditorCameraUpdate() : SHSystemRoutine("Editor Camera Update", true) { };
virtual void Execute(double dt) noexcept override final;
};
friend class EditorCameraUpdate;
class SH_API CameraSystemUpdate final: public SHSystemRoutine
@ -63,6 +58,7 @@ namespace SHADE
void DecomposeViewMatrix(SHMatrix const& matrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept;
void SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept;
void CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept;
void UpdateEditorArm(double dt,bool active ,SHVec3 const& targetPos) noexcept;
};

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@ -21,6 +21,7 @@
#include "SH_API.h"
#include "ECS_Base/General/SHFamily.h"
#include "Assets/SHAssetMacros.h"
#include "ECS_Base/Managers/SHComponentManager.h"
namespace SHADE
{
@ -116,6 +117,56 @@ namespace SHADE
sceneChanged = true;
}
/********************************************************************
* \brief
* Check if the Entity's scene node is active and all the
* components specified are active.
* This does not check if the entity HasComponent. Please use
* CheckNodeAndHasComponentActive for that.
* \param eid
* EntityID of the entity to check for.
* \return
* true if scene node is active and all the components specified
* are also active.
********************************************************************/
template<typename ...ComponentTypes>
static std::enable_if_t<(... && std::is_base_of_v<SHComponent, ComponentTypes>), bool> CheckNodeAndComponentsActive(EntityID eid)
{
return CheckNodeActive(eid) && (... && SHComponentManager::GetComponent_s<ComponentTypes>(eid)->isActive);
}
/********************************************************************
* \brief
* Check if the Entity's scene node is active and all the
* components specified are active.
* This also checks to verify that the entity has such components.
* \param eid
* EntityID of the entity to check for.
* \return
* true if scene node is active and all the components specified
* are also active.
********************************************************************/
template<typename ...ComponentTypes>
static std::enable_if_t<(... && std::is_base_of_v<SHComponent, ComponentTypes>), bool> CheckNodeAndHasComponentsActive(EntityID eid)
{
return CheckNodeActive(eid)
&& (... && SHComponentManager::HasComponent<ComponentTypes>(eid))
&& (... && SHComponentManager::GetComponent_s<ComponentTypes>(eid)->isActive);
}
/********************************************************************
* \brief
* Check if Scene node is active.
* \param eid
* EntityID of the entity to check for.
* \return
* true if scene node is active
********************************************************************/
static bool CheckNodeActive(EntityID eid)
{
return GetCurrentSceneGraph().IsActiveInHierarchy(eid);
}
/*!*************************************************************************
* \brief

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@ -0,0 +1,35 @@
#pragma once
#include "SH_API.h"
#include "ECS_Base/Components/SHComponent.h"
namespace SHADE
{
class SH_API SHCanvasComponent final: public SHComponent
{
using CanvasSizeType = uint32_t;
public:
SHCanvasComponent();
~SHCanvasComponent() = default;
void SetCanvasSize(CanvasSizeType width, CanvasSizeType height) noexcept;
void SetCanvasWidth(CanvasSizeType width) noexcept;
void SetCanvasHeight(CanvasSizeType height) noexcept;
CanvasSizeType const GetCanvasWidth() const noexcept;
CanvasSizeType const GetCanvasHeight() const noexcept;
private:
CanvasSizeType width;
CanvasSizeType height;
};
}