Merge pull request #143 from SHADE-DP/SP3-141-Camera-System
Sp3 141 camera system Added Camera Look at. Fixed Camera Arm. Added Camera Set View Matrix. Added ViewMatrix decomposition
This commit is contained in:
commit
d96ba153ed
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@ -108,13 +108,10 @@ namespace Sandbox
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SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
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SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
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SHComponentManager::CreateComponentSparseSet<SHRenderable>();
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SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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SHAssetManager::Load();
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auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
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SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();
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@ -0,0 +1,68 @@
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#include "SHpch.h"
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#include "SHCameraArmComponent.h"
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namespace SHADE
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{
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SHCameraArmComponent::SHCameraArmComponent()
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:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true)
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{
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}
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SHVec3 const& SHCameraArmComponent::GetOffset() const noexcept
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{
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return offset;
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}
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float SHCameraArmComponent::GetPitch() const noexcept
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{
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return pitch;
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}
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float SHCameraArmComponent::GetYaw() const noexcept
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{
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return yaw;
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}
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float SHCameraArmComponent::GetArmLength() const noexcept
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{
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return armLength;
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}
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void SHCameraArmComponent::SetPitch(float pitch) noexcept
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{
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this->pitch = pitch;
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dirty = true;
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}
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void SHCameraArmComponent::SetYaw(float yaw) noexcept
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{
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this->yaw = yaw;
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dirty = true;
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}
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void SHCameraArmComponent::SetArmLength(float length) noexcept
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{
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this->armLength = length;
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dirty = true;
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}
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}//namespace SHADE
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RTTR_REGISTRATION
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{
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using namespace SHADE;
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using namespace rttr;
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registration::class_<SHCameraArmComponent>("Camera Arm Component")
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.property("Arm Pitch", &SHCameraArmComponent::GetPitch, &SHCameraArmComponent::SetPitch)
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.property("Arm Yaw", &SHCameraArmComponent::GetYaw, &SHCameraArmComponent::SetYaw)
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.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
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.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin);
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}
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@ -0,0 +1,44 @@
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#pragma once
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#include <rttr/registration>
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#include "ECS_Base/Components/SHComponent.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 SHCameraArmComponent final: public SHComponent
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{
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private:
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float pitch;
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float yaw;
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float armLength;
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bool dirty;
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SHVec3 offset;
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public:
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friend class SHCameraSystem;
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SHCameraArmComponent();
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virtual ~SHCameraArmComponent() = default;
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bool lookAtCameraOrigin;
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//Getters
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//SHMatrix const& GetMatrix() const noexcept;
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SHVec3 const& GetOffset() const noexcept;
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float GetPitch() const noexcept;
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float GetYaw() const noexcept;
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float GetArmLength() const noexcept;
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//Setters
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void SetPitch(float pitch) noexcept;
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void SetYaw(float yaw) noexcept;
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void SetArmLength(float length) noexcept;
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protected:
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};
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}//namespace SHADE
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@ -13,7 +13,7 @@ namespace SHADE
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, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
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, perspProj(true), dirtyView(true), dirtyProj(true)
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, viewMatrix(), projMatrix()
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, position()
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, position(), offset()
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{
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ComponentFamily::GetID<SHCameraComponent>();
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}
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@ -33,7 +33,7 @@ namespace SHADE
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SHVec3 position;
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bool perspProj;
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SHVec3 offset;
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@ -41,7 +41,7 @@ namespace SHADE
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friend class SHCameraSystem;
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SHCameraComponent();
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~SHCameraComponent();
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virtual ~SHCameraComponent();
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//Getters and setters.
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@ -1,6 +1,7 @@
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#include "SHpch.h"
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#include "SHCameraDirector.h"
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#include "SHCameraComponent.h"
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#include "SHCameraArmComponent.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "ECS_Base/SHECSMacros.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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@ -48,6 +49,7 @@ namespace SHADE
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viewMatrix = camComponent->GetViewMatrix();
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projMatrix = camComponent->GetProjMatrix();
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}
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}
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void SHCameraDirector::SetMainCamera(SHCameraComponent& camera) noexcept
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@ -21,6 +21,7 @@ namespace SHADE
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EntityID mainCameraEID;
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EntityID transitionCameraEID;
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SHMatrix GetViewMatrix() const noexcept;
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SHMatrix GetProjMatrix() const noexcept;
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@ -35,7 +36,7 @@ namespace SHADE
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protected:
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SHMatrix viewMatrix;
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SHMatrix projMatrix;
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};
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typedef Handle<SHCameraDirector> DirectorHandle;
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@ -1,10 +1,12 @@
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#include "SHpch.h"
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#include "SHCameraSystem.h"
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#include "SHCameraArmComponent.h"
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#include "Math/SHMathHelpers.h"
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#include "Input/SHInputManager.h"
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#include "Math/Vector/SHVec2.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include <math.h>
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namespace SHADE
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@ -59,6 +61,7 @@ namespace SHADE
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}
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UpdateCameraComponent(editorCamera);
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}
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void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
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{
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@ -112,6 +115,8 @@ namespace SHADE
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//std::cout << "Camera position: " << camera.position.x << " " << camera.position.y << std::endl;
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system->UpdateCameraComponent(system->editorCamera);
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system->DecomposeViewMatrix(camera.viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
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}
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void SHCameraSystem::Init(void)
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@ -121,6 +126,9 @@ namespace SHADE
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editorCamera.SetYaw(0.0f);
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editorCamera.SetRoll(0.0f);
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editorCamera.movementSpeed = 2.0f;
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SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
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SHComponentManager::CreateComponentSparseSet<SHCameraArmComponent>();
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}
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@ -134,6 +142,26 @@ namespace SHADE
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return &editorCamera;
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}
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void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept
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{
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if (pivot.dirty)
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{
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SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() };
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offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
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offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
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//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
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// * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
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// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
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pivot.offset = offset;
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// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
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}
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}
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void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
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{
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if (SHComponentManager::HasComponent<SHTransformComponent>(camera.GetEID()) == true && &camera != &editorCamera)
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@ -151,6 +179,15 @@ namespace SHADE
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if (camera.dirtyView)
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{
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camera.offset = SHVec3{ 0.0f };
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if (SHComponentManager::HasComponent<SHCameraArmComponent>(camera.GetEID()))
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{
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auto arm = SHComponentManager::GetComponent<SHCameraArmComponent>(camera.GetEID());
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camera.offset = arm->GetOffset();
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if(arm->lookAtCameraOrigin)
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CameraLookAt(camera, camera.position);
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}
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SHVec3 view, right, UP;
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@ -171,9 +208,12 @@ namespace SHADE
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camera.viewMatrix(2, 1) = view[1];
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camera.viewMatrix(2, 2) = view[2];
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camera.viewMatrix(0, 3) = -right.Dot(camera.position);
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camera.viewMatrix(1, 3) = -UP.Dot(camera.position);
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camera.viewMatrix(2, 3) = -view.Dot(camera.position);
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camera.viewMatrix(0, 3) = -right.Dot(camera.position + camera.offset);
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camera.viewMatrix(1, 3) = -UP.Dot(camera.position + camera.offset);
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camera.viewMatrix(2, 3) = -view.Dot(camera.position + camera.offset);
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camera.dirtyView = false;
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}
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@ -221,6 +261,8 @@ namespace SHADE
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SHVec3 up = { 0.0f,1.0f,0.0f };
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target = SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
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target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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target += camera.position;
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@ -241,6 +283,13 @@ namespace SHADE
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{
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SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
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auto& dense = SHComponentManager::GetDense<SHCameraComponent>();
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auto& pivotDense = SHComponentManager::GetDense<SHCameraArmComponent>();
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for (auto& pivot : pivotDense)
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{
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system->UpdatePivotArmComponent(pivot);
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}
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for (auto& cam : dense)
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{
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system->UpdateCameraComponent(cam);
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@ -274,18 +323,115 @@ namespace SHADE
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}
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void SHCameraSystem::ClampCameraRotation(SHCameraComponent& camera) noexcept
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{
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constexpr float clampVal = 85.0f;
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if (camera.pitch > clampVal)
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camera.SetPitch(clampVal);
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if (camera.pitch < -clampVal)
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camera.SetPitch(-clampVal);
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if (camera.roll > clampVal)
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camera.SetRoll(clampVal);
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if (camera.roll < -clampVal)
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camera.SetRoll(-clampVal);
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if (camera.pitch > 85)
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camera.SetPitch(85);
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if (camera.pitch < -85)
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camera.SetPitch(-85);
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if (camera.roll > 85)
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camera.SetRoll(85);
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if (camera.roll < -85)
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camera.SetRoll(-85);
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while (camera.yaw > 360)
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camera.yaw -= 360;
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while (camera.yaw < -360)
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camera.yaw += 360;
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}
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void SHCameraSystem::SetMainCamera(EntityID eid, size_t directorIndex) noexcept
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{
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if (SHComponentManager::HasComponent<SHCameraComponent>(eid) && directorIndex < directorHandleList.size())
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directorHandleList[directorIndex]->SetMainCamera(*SHComponentManager::GetComponent<SHCameraComponent>(eid));
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else
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{
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SHLOG_WARNING("Set Main Camera warning: Entity does not have camera component or director does not exist.")
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}
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}
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void SHCameraSystem::DecomposeViewMatrix(SHMatrix const& viewMatrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept
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{
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float initPitch = pitch;
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SHVec3 initPos = pos;
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SHVec3 translate3, scale;
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SHQuaternion quat;
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//SHMatrix viewInverse = viewMatrix;
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viewMatrix.Decompose(translate3, quat, scale);
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yaw = 180+ SHMath::RadiansToDegrees(quat.ToEuler().y);
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pitch = -SHMath::RadiansToDegrees(quat.ToEuler().x);
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SHVec4 dotPos{ -viewMatrix(0,3),-viewMatrix(1,3), -viewMatrix(2,3), 1.0f };
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SHMatrix mtx = viewMatrix;
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mtx(0, 3) = 0.0f;
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mtx(1, 3) = 0.0f;
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mtx(2, 3) = 0.0f;
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mtx.Transpose();
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mtx = SHMatrix::Inverse(mtx);
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SHVec4 translate = mtx* dotPos;
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pos.x = translate.x;
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pos.y = translate.y;
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pos.z = translate.z;
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}
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void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
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{
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DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
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camera.dirtyView = true;
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}
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void SHCameraSystem::CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept
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{
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if (camera.position == target)
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{
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//lets off set it abit so the view is nt fked
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target.z -= 0.0001f;
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}
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SHVec3 forward, right, upVec;
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SHVec3 up = { 0.0f,1.0f,0.0f };
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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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forward = target - (camera.position + camera.offset); forward = SHVec3::Normalise(forward);
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right = SHVec3::Cross(forward, up); right = SHVec3::Normalise(right);
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upVec = SHVec3::Cross(forward, right);
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SHMatrix viewMtx;
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viewMtx = SHMatrix::Identity;
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viewMtx(0, 0) = right[0];
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viewMtx(0, 1) = right[1];
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viewMtx(0, 2) = right[2];
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viewMtx(1, 0) = upVec[0];
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viewMtx(1, 1) = upVec[1];
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viewMtx(1, 2) = upVec[2];
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viewMtx(2, 0) = forward[0];
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viewMtx(2, 1) = forward[1];
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viewMtx(2, 2) = forward[2];
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viewMtx(0, 3) = -right.Dot(camera.position + camera.offset);
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viewMtx(1, 3) = -upVec.Dot(camera.position + camera.offset);
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viewMtx(2, 3) = -forward.Dot(camera.position + camera.offset);
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SetCameraViewMatrix(camera, viewMtx);
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}
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}
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@ -9,6 +9,9 @@
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namespace SHADE
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{
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class SHCameraArmComponent;
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class SH_API SHCameraSystem final : public SHSystem
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{
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private:
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@ -19,6 +22,11 @@ namespace SHADE
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SHResourceLibrary<SHCameraDirector> directorLibrary;
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std::vector<DirectorHandle> directorHandleList;
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void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
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void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept;
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public:
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SHCameraSystem(void) = default;
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virtual ~SHCameraSystem(void) = default;
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@ -39,7 +47,7 @@ namespace SHADE
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class SH_API CameraSystemUpdate final: public SHSystemRoutine
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{
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public:
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CameraSystemUpdate() : SHSystemRoutine("Camera System Update", false) {};
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CameraSystemUpdate() : SHSystemRoutine("Camera System Update", true) {};
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virtual void Execute(double dt)noexcept override final;
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};
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friend class CameraSystemUpdate;
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|
@ -51,12 +59,10 @@ namespace SHADE
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DirectorHandle GetDirector(size_t index) noexcept;
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void ClampCameraRotation(SHCameraComponent& camera) noexcept;
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void UpdateEditorCamera(double dt) noexcept;
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protected:
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void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
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void SetMainCamera(EntityID eid, size_t directorIndex) noexcept;
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void DecomposeViewMatrix(SHMatrix const& matrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept;
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void SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept;
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void CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept;
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};
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@ -17,6 +17,7 @@
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#include "Physics/Components/SHRigidBodyComponent.h"
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#include "Physics/Components/SHColliderComponent.h"
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#include "Camera/SHCameraComponent.h"
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#include "Camera/SHCameraArmComponent.h"
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#include "SHEditorComponentView.h"
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namespace SHADE
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|
@ -126,6 +127,9 @@ namespace SHADE
|
|||
if (auto cameraComponent = SHComponentManager::GetComponent_s<SHCameraComponent>(eid))
|
||||
{
|
||||
DrawComponent(cameraComponent);
|
||||
}if (auto cameraArmComponent = SHComponentManager::GetComponent_s<SHCameraArmComponent>(eid))
|
||||
{
|
||||
DrawComponent(cameraArmComponent);
|
||||
}
|
||||
ImGui::Separator();
|
||||
// Render Scripts
|
||||
|
@ -136,6 +140,7 @@ namespace SHADE
|
|||
{
|
||||
DrawAddComponentButton<SHTransformComponent>(eid);
|
||||
DrawAddComponentButton<SHCameraComponent>(eid);
|
||||
DrawAddComponentButton<SHCameraArmComponent>(eid);
|
||||
DrawAddComponentButton<SHLightComponent>(eid);
|
||||
|
||||
// Components that require Transforms
|
||||
|
|
Loading…
Reference in New Issue