Fixed RTTR registration. Added back Camera Clamp
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0c2d020f89
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@ -103,7 +103,7 @@ namespace SHADE
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}
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dirtyView = true;
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}
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void SHCameraComponent::SetPosition(SHVec3& pos) noexcept
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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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if (SHComponentManager::HasComponent<SHTransformComponent>(GetEID()))
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@ -152,7 +152,7 @@ namespace SHADE
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dirtyProj = true;
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}
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SHVec3 const& SHCameraComponent::GetPosition() const noexcept
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SHVec3 SHCameraComponent::GetPosition() const noexcept
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{
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return position;
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}
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@ -233,7 +233,7 @@ RTTR_REGISTRATION
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using namespace rttr;
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registration::class_<SHCameraComponent>("Camera Component")
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.property("Position", &SHCameraComponent::GetPosition, select_overload<void(SHVec3&)>(&SHCameraComponent::SetPosition))
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.property("Position", &SHCameraComponent::GetPosition, select_overload<void(SHVec3)>(&SHCameraComponent::SetPosition))
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.property("Pitch", &SHCameraComponent::GetPitch, &SHCameraComponent::SetPitch)
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.property("Yaw", &SHCameraComponent::GetYaw, &SHCameraComponent::SetYaw)
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.property("Roll", &SHCameraComponent::GetRoll, &SHCameraComponent::SetRoll)
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@ -52,7 +52,7 @@ namespace SHADE
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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 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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@ -62,7 +62,7 @@ namespace SHADE
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void SetIsPerspective(bool persp) noexcept;
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SHVec3 const& GetPosition() const noexcept;
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SHVec3 GetPosition() const 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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@ -84,12 +84,12 @@ namespace SHADE
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float movementSpeed;
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SHVec3 turnSpeed;
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RTTR_ENABLE()
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protected:
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RTTR_ENABLE()
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};
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@ -154,7 +154,7 @@ namespace SHADE
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SHVec3 view, right, UP;
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//ClampCameraRotation(camera);
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ClampCameraRotation(camera);
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GetCameraAxis(camera, view, right, UP);
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@ -221,8 +221,8 @@ namespace SHADE
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SHVec3 up = { 0.0f,1.0f,0.0f };
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target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
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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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////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
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