Added Camera Collision WIP #278
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@ -1,4 +1,4 @@
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Start in Fullscreen: false
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Start in Fullscreen: false
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Starting Scene ID: 97158628
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Starting Scene ID: 86098106
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Window Size: {x: 1920, y: 1080}
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
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Window Title: SHADE Engine
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@ -8599,6 +8599,7 @@
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Arm Length: 1
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Arm Length: 1
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Look At Camera Origin: true
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Look At Camera Origin: true
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Target Offset: {x: 0, y: 0, z: 0}
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Target Offset: {x: 0, y: 0, z: 0}
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Camera Collision: true
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IsActive: true
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IsActive: true
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Scripts:
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Scripts:
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- Type: SHADE_Scripting.ThirdPersonCamera
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- Type: SHADE_Scripting.ThirdPersonCamera
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@ -7,8 +7,8 @@ namespace SHADE
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{
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{
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SHCameraArmComponent::SHCameraArmComponent()
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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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:pitch(0.0f), yaw(0.0f), armLength(1.0f), offset(), enableCameraCollision(false), lookAtCameraOrigin(true)
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, targetOffset(0.0f)
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, targetOffset(0.0f),ray()
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{
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{
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}
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}
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@ -39,22 +39,23 @@ namespace SHADE
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return targetOffset;
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return targetOffset;
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}
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}
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void SHCameraArmComponent::SetPitch(float pitch) noexcept
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void SHCameraArmComponent::SetPitch(float pitch) noexcept
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{
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{
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this->pitch = pitch;
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this->pitch = pitch;
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dirty = true;
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}
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}
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void SHCameraArmComponent::SetYaw(float yaw) noexcept
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void SHCameraArmComponent::SetYaw(float yaw) noexcept
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{
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{
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this->yaw = yaw;
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this->yaw = yaw;
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dirty = true;
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//dirty = true;
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}
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}
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void SHCameraArmComponent::SetArmLength(float length) noexcept
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void SHCameraArmComponent::SetArmLength(float length) noexcept
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{
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{
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this->armLength = length;
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this->armLength = length;
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dirty = true;
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//dirty = true;
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}
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}
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void SHCameraArmComponent::SetTargetOffset(SHVec3 offset) noexcept
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void SHCameraArmComponent::SetTargetOffset(SHVec3 offset) noexcept
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@ -62,6 +63,8 @@ namespace SHADE
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this->targetOffset = offset;
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this->targetOffset = offset;
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}
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}
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}//namespace SHADE
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}//namespace SHADE
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@ -76,6 +79,7 @@ RTTR_REGISTRATION
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.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
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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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.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin)
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.property("Target Offset", &SHCameraArmComponent::GetTargetOffset, &SHCameraArmComponent::SetTargetOffset)
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.property("Target Offset", &SHCameraArmComponent::GetTargetOffset, &SHCameraArmComponent::SetTargetOffset)
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.property("Camera Collision", &SHCameraArmComponent::enableCameraCollision)
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;
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;
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}
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}
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@ -5,9 +5,14 @@
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#include "ECS_Base/Components/SHComponent.h"
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#include "ECS_Base/Components/SHComponent.h"
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#include "Math/SHMatrix.h"
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#include "Math/SHMatrix.h"
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#include "SH_API.h"
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#include "SH_API.h"
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#include "Math/SHRay.h"
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namespace SHADE
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namespace SHADE
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{
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{
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class SHBox;
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class SHRay;
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class SH_API SHCameraArmComponent final: public SHComponent
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class SH_API SHCameraArmComponent final: public SHComponent
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{
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{
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private:
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private:
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@ -15,15 +20,18 @@ namespace SHADE
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float yaw;
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float yaw;
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float armLength;
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float armLength;
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bool dirty;
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SHVec3 offset;
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SHVec3 offset;
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SHVec3 targetOffset;
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SHVec3 targetOffset;
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SHRay ray;
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public:
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public:
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friend class SHCameraSystem;
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friend class SHCameraSystem;
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SHCameraArmComponent();
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SHCameraArmComponent();
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virtual ~SHCameraArmComponent() = default;
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virtual ~SHCameraArmComponent() = default;
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bool lookAtCameraOrigin;
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bool lookAtCameraOrigin;
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bool enableCameraCollision;
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//Getters
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//Getters
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//SHMatrix const& GetMatrix() const noexcept;
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//SHMatrix const& GetMatrix() const noexcept;
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SHVec3 const& GetOffset() const noexcept;
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SHVec3 const& GetOffset() const noexcept;
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@ -31,12 +39,14 @@ namespace SHADE
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float GetYaw() const noexcept;
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float GetYaw() const noexcept;
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float GetArmLength() const noexcept;
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float GetArmLength() const noexcept;
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SHVec3 GetTargetOffset() const noexcept;
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SHVec3 GetTargetOffset() const noexcept;
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//Setters
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//Setters
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void SetPitch(float pitch) noexcept;
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void SetPitch(float pitch) noexcept;
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void SetYaw(float yaw) noexcept;
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void SetYaw(float yaw) noexcept;
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void SetArmLength(float length) noexcept;
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void SetArmLength(float length) noexcept;
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void SetTargetOffset(SHVec3 offset)noexcept;
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void SetTargetOffset(SHVec3 offset) noexcept;
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protected:
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protected:
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@ -10,6 +10,10 @@
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#include "Scene/SHSceneManager.h"
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#include "Scene/SHSceneManager.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Editor/SHEditor.h"
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#include "Editor/SHEditor.h"
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#include "Math/Geometry/SHBox.h"
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#include "Math/SHRay.h"
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#include "Physics/System/SHPhysicsSystem.h"
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namespace SHADE
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namespace SHADE
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{
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{
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@ -96,7 +100,7 @@ namespace SHADE
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if (editorCameraArm.armLength < 1.0f)
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if (editorCameraArm.armLength < 1.0f)
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editorCameraArm.armLength = 1.0f;
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editorCameraArm.armLength = 1.0f;
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UpdatePivotArmComponent(editorCameraArm);
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UpdateCameraArmComponent(editorCameraArm);
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editorCamera.offset = editorCameraArm.GetOffset();
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editorCamera.offset = editorCameraArm.GetOffset();
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@ -132,10 +136,12 @@ namespace SHADE
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return &editorCamera;
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return &editorCamera;
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}
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}
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void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept
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void SHCameraSystem::UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept
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{
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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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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::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
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@ -145,10 +151,61 @@ namespace SHADE
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//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
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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::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
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// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
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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.offset = offset;
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if (!pivot.enableCameraCollision)
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{
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return;
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}
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SHCameraComponent* camera = SHComponentManager::GetComponent_s<SHCameraComponent>(pivot.GetEID());
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SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(pivot.GetEID());
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auto physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
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if (camera == nullptr || transform == nullptr)
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return;
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/*if (SHComponentManager::HasComponent<SHTransformComponent>(camera->GetEID()) == true && camera != &editorCamera)
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{
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auto transform = SHComponentManager::GetComponent<SHTransformComponent>(camera->GetEID());
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SHVec3 rotation = transform->GetWorldRotation();
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camera->pitch = SHMath::RadiansToDegrees(rotation.x);
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camera->yaw = SHMath::RadiansToDegrees(rotation.y);
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camera->roll = SHMath::RadiansToDegrees(rotation.z);
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camera->position = transform->GetWorldPosition();
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camera->dirtyView = true;
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}*/
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pivot.ray.position = camera->GetPosition() + pivot.targetOffset;
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pivot.ray.direction = SHVec3::Normalise((camera->position + offset)- pivot.ray.position);
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//SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z)
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|
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auto result = physicsSystem->Raycast(pivot.ray );
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if (result && result.distance < pivot.GetArmLength())
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{
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|
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SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
|
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|
newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
|
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newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
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|
pivot.offset = newOffset;
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//SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
|
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|
}
|
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|
else
|
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|
{
|
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|
//SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
|
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|
}
|
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|
|
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|
|
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|
|
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|
|
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// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
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}
|
|
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}
|
}
|
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|
|
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|
|
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|
@ -291,7 +348,7 @@ namespace SHADE
|
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for (auto& pivot : pivotDense)
|
for (auto& pivot : pivotDense)
|
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{
|
{
|
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if(SHSceneManager::CheckNodeAndComponentsActive<SHCameraArmComponent>(pivot.GetEID()))
|
if(SHSceneManager::CheckNodeAndComponentsActive<SHCameraArmComponent>(pivot.GetEID()))
|
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system->UpdatePivotArmComponent(pivot);
|
system->UpdateCameraArmComponent(pivot);
|
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}
|
}
|
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|
|
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for (auto& cam : dense)
|
for (auto& cam : dense)
|
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|
@ -390,7 +447,9 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
|
void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
|
||||||
{
|
{
|
||||||
|
SHVec3 pos;
|
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DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
|
DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
|
||||||
|
|
||||||
camera.dirtyView = true;
|
camera.dirtyView = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -26,7 +26,7 @@ namespace SHADE
|
||||||
|
|
||||||
|
|
||||||
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
||||||
void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept;
|
void UpdateCameraArmComponent(SHCameraArmComponent& pivot) noexcept;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -49,6 +49,16 @@ namespace SHADE
|
||||||
GetNativeComponent()->lookAtCameraOrigin = val;
|
GetNativeComponent()->lookAtCameraOrigin = val;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool CameraArm::EnableCameraCollision::get()
|
||||||
|
{
|
||||||
|
return GetNativeComponent()->enableCameraCollision;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CameraArm::EnableCameraCollision::set(bool val)
|
||||||
|
{
|
||||||
|
GetNativeComponent()->enableCameraCollision = val;
|
||||||
|
}
|
||||||
|
|
||||||
Vector3 CameraArm::TargetOffset::get()
|
Vector3 CameraArm::TargetOffset::get()
|
||||||
{
|
{
|
||||||
return Convert::ToCLI(GetNativeComponent()->GetTargetOffset());
|
return Convert::ToCLI(GetNativeComponent()->GetTargetOffset());
|
||||||
|
|
|
@ -36,6 +36,12 @@ namespace SHADE
|
||||||
void set(bool val);
|
void set(bool val);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
property bool EnableCameraCollision
|
||||||
|
{
|
||||||
|
bool get();
|
||||||
|
void set(bool val);
|
||||||
|
}
|
||||||
|
|
||||||
property Vector3 TargetOffset
|
property Vector3 TargetOffset
|
||||||
{
|
{
|
||||||
Vector3 get();
|
Vector3 get();
|
||||||
|
|
Loading…
Reference in New Issue