Change AR to be shared and stored in camera system #361
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@ -9687,6 +9687,7 @@
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aimingLength: 1
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throwItem: false
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rayDistance: 0.75
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rayHeight: 0.100000001
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- EID: 3
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Name: HoldingPoint
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IsActive: true
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@ -9714,10 +9715,10 @@
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Yaw: 360
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Roll: 1.28065994e-06
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Width: 1920
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Height: 1080
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Near: 0.00999999978
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Far: 10000
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Perspective: true
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FOV: 90
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IsActive: true
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Camera Arm Component:
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Arm Pitch: 0
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@ -10,8 +10,8 @@ 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(0.5f)
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, perspProj(true), dirtyView(true), dirtyProj(true)
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, width(1920.0f), 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), followScreenAR(true)
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, viewMatrix(), perspProjMatrix(), orthoProjMatrix()
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, position(), offset()
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{
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@ -122,11 +122,6 @@ namespace SHADE
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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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@ -176,10 +171,7 @@ namespace SHADE
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return width;
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}
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float SHCameraComponent::GetHeight() const noexcept
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{
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return height;
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}
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float SHCameraComponent::GetNear() const noexcept
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{
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@ -191,10 +183,7 @@ namespace SHADE
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return zFar;
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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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@ -251,11 +240,11 @@ RTTR_REGISTRATION
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.property("Yaw", &SHCameraComponent::GetYaw, &SHCameraComponent::SetYaw)
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.property("Roll", &SHCameraComponent::GetRoll, &SHCameraComponent::SetRoll)
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.property("Width", &SHCameraComponent::GetWidth, &SHCameraComponent::SetWidth)
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.property("Height", &SHCameraComponent::GetHeight, &SHCameraComponent::SetHeight)
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.property("Near", &SHCameraComponent::GetNear, &SHCameraComponent::SetNear)
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.property("Far", &SHCameraComponent::GetFar, &SHCameraComponent::SetFar)
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.property("Perspective", &SHCameraComponent::GetIsPerspective, &SHCameraComponent::SetIsPerspective)
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.property("FOV",&SHCameraComponent::GetFOV, &SHCameraComponent::SetFOV);
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.property("FOV", &SHCameraComponent::GetFOV, &SHCameraComponent::SetFOV);
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}
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@ -19,7 +19,6 @@ namespace SHADE
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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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@ -27,7 +26,6 @@ namespace SHADE
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bool dirtyView;
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bool dirtyProj;
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SHMatrix viewMatrix;
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SHMatrix perspProjMatrix;
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SHMatrix orthoProjMatrix;
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@ -45,6 +43,8 @@ namespace SHADE
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SHCameraComponent();
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virtual ~SHCameraComponent();
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bool followScreenAR;
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//Getters and setters.
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void SetYaw(float yaw) noexcept;
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@ -57,7 +57,6 @@ namespace SHADE
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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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@ -70,11 +69,9 @@ namespace SHADE
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float GetRoll() const noexcept;
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float GetWidth() const noexcept;
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float GetHeight() const noexcept;
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float GetNear() const noexcept;
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float GetFar() const noexcept;
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float GetAspectRatio() const noexcept;
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float GetFOV() const noexcept;
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bool GetIsPerspective() const noexcept;
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@ -99,13 +99,13 @@ namespace SHADE
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return 0.0f;
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}
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float SHCameraDirector::GetHeight() noexcept
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{
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SHCameraComponent* camComponent = GetMainCameraComponent();
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if (camComponent)
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return camComponent->GetHeight();
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else
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return 0.0f;
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}
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//float SHCameraDirector::GetHeight() noexcept
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//{
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// SHCameraComponent* camComponent = GetMainCameraComponent();
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// if (camComponent)
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// return camComponent->GetHeight();
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// else
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// return 0.0f;
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//}
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}
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@ -31,7 +31,7 @@ namespace SHADE
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SHMatrix const& GetOrthoMatrix() noexcept;
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SHMatrix const& GetPerspectiveMatrix() noexcept;
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float GetWidth() noexcept;
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float GetHeight() noexcept;
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//float GetHeight() noexcept;
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private:
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SHMatrix viewMatrix;
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@ -116,7 +116,6 @@ namespace SHADE
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editorCamera.SetYaw(0.0f);
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editorCamera.SetRoll(0.0f);
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editorCamera.SetWidth(1080.0f);
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editorCamera.SetHeight(720.0f);
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editorCamera.SetFar(10000000.0f);
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editorCamera.movementSpeed = 2.0f;
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editorCamera.perspProj = true;
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@ -144,18 +143,7 @@ namespace SHADE
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//std::cout << EVENT_DATA->resizeWidth << std::endl;
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//std::cout << EVENT_DATA->resizeHeight << std::endl;
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for (auto director : directorHandleList)
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{
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auto camera = SHComponentManager::GetComponent_s<SHCameraComponent>(director->mainCameraEID);
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if (camera)
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{
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camera->SetWidth(EVENT_DATA->resizeWidth);
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camera->SetHeight(EVENT_DATA->resizeHeight);
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}
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}
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screenAspectRatio = (float)EVENT_DATA->resizeWidth / (float)EVENT_DATA->resizeHeight;
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return eventPtr->handle;
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@ -340,7 +328,7 @@ namespace SHADE
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if (camera.dirtyProj == true)
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{
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//Perspective projection matrix.
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const float ASPECT_RATIO = (camera.GetAspectRatio());
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const float ASPECT_RATIO = (screenAspectRatio);
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const float TAN_HALF_FOV = tan(SHMath::DegreesToRadians(camera.fov) * 0.5f);
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camera.perspProjMatrix = SHMatrix::Identity;
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camera.perspProjMatrix(0, 0) = 1.0f / (ASPECT_RATIO * TAN_HALF_FOV);
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@ -357,7 +345,7 @@ namespace SHADE
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const float right = camera.GetWidth() * 0.5f;
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const float left = -right;
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const float top = camera.GetHeight() * 0.5f;
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const float top = camera.GetWidth() / screenAspectRatio * 0.5f;
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const float btm = -top;
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const float n = camera.GetNear();
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const float f = camera.GetFar();
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|
@ -574,11 +562,11 @@ namespace SHADE
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auto editor = SHSystemManager::GetSystem<SHEditor>();
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if (editor->editorState != SHEditor::State::PLAY)
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{
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return SHVec2{ GetEditorCamera()->GetWidth(), GetEditorCamera()->GetHeight() };
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return SHVec2{ GetEditorCamera()->GetWidth(), GetEditorCamera()->GetWidth() / screenAspectRatio };
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}
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else
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{
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return SHVec2{ GetDirector(index)->GetWidth(),GetDirector(index)->GetHeight() };
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return SHVec2{ GetDirector(index)->GetWidth(),GetDirector(index)->GetWidth() / screenAspectRatio };
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}
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#else
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|
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@ -21,6 +21,8 @@ namespace SHADE
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SHCameraComponent editorCamera;
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SHCameraArmComponent editorCameraArm;
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float screenAspectRatio{16.0f/9.0f};
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SHResourceLibrary<SHCameraDirector> directorLibrary;
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std::vector<DirectorHandle> directorHandleList;
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|
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@ -1177,7 +1177,7 @@ namespace SHADE
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auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
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#ifdef SHEDITOR
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cameraSystem->GetEditorCamera()->SetWidth(static_cast<float>(resizeWidth));
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cameraSystem->GetEditorCamera()->SetHeight(static_cast<float>(resizeHeight));
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//cameraSystem->GetEditorCamera()->SetAspectRatio(static_cast<float>(resizeWidth) / static_cast<float>(resizeHeight));
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// Create new event and broadcast it
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SHWindowResizeEvent newEvent;
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|
@ -1187,7 +1187,12 @@ namespace SHADE
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SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
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#else
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// Create new event and broadcast it
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SHWindowResizeEvent newEvent;
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newEvent.resizeWidth = resizeWidth;
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newEvent.resizeHeight = resizeHeight;
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SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
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#endif
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|
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}
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|
|
|
@ -50,15 +50,8 @@ namespace SHADE
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{
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GetNativeComponent()->SetWidth(val);
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}
|
||||
float Camera::Height::get()
|
||||
{
|
||||
return (GetNativeComponent()->GetHeight());
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}
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||||
|
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void Camera::Height::set(float val)
|
||||
{
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GetNativeComponent()->SetHeight(val);
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}
|
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|
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float Camera::Near::get()
|
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{
|
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return (GetNativeComponent()->GetNear());
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|
|
|
@ -35,11 +35,7 @@ namespace SHADE
|
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float get();
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void set(float val);
|
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}
|
||||
property float Height
|
||||
{
|
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float get();
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||||
void set(float val);
|
||||
}
|
||||
|
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property float Near
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{
|
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float get();
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||||
|
@ -62,6 +58,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
|
||||
|
||||
void SetMainCamera(size_t directorIndex);
|
||||
void SetMainCamera();
|
||||
void LookAt(Vector3 targetPosition);
|
||||
|
|
Loading…
Reference in New Issue