feat: Add Camera component / Add cooked model and texture loading

This commit is contained in:
2026-10-13 00:29:17 +02:00
parent fa98bf08e8
commit ce55f75ac3
26 changed files with 930 additions and 194 deletions
@@ -0,0 +1,90 @@
#include <destrum/Components/CameraComponent.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/ObjectModel/Transform.h>
#include <destrum/Scene/Scene.h>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <algorithm>
#include <imgui.h>
CameraComponent::CameraComponent(GameObject& parent)
: Component(parent, "CameraComponent")
{
}
Camera& CameraComponent::GetCamera(float aspectRatio)
{
auto& transform = GetTransform();
const glm::quat rotation = transform.GetWorldRotation();
m_Camera.m_position = transform.GetWorldPosition();
m_Camera.SetOrientation(rotation * glm::vec3{0.0f, 0.0f, -1.0f}, rotation * glm::vec3{0.0f, 1.0f, 0.0f});
m_Camera.SetFOVY(m_FieldOfView);
m_Camera.SetZNear(m_ZNear);
m_Camera.SetZFar(m_ZFar);
m_Camera.setAspectRatio(aspectRatio);
return m_Camera;
}
void CameraComponent::SetFieldOfView(float fovDegrees)
{
m_FieldOfView = std::clamp(fovDegrees, 1.0f, 179.0f);
}
void CameraComponent::SetClipPlanes(float zNear, float zFar)
{
m_ZNear = std::max(zNear, 0.0001f);
m_ZFar = std::max(zFar, m_ZNear + 0.01f);
}
void CameraComponent::MakeCurrent()
{
if (Scene* scene = GetGameObject()->GetScene()) {
scene->SetCurrentCamera(this);
}
}
bool CameraComponent::IsCurrent() const
{
const Scene* scene = GetGameObject()->GetScene();
return scene != nullptr && scene->GetCurrentCamera() == this;
}
nlohmann::json CameraComponent::Serialize() const {
return {
{"fieldOfView", m_FieldOfView},
{"zNear", m_ZNear},
{"zFar", m_ZFar}
};
}
void CameraComponent::Deserialize(const nlohmann::json& data) {
if (data.contains("fieldOfView")) {
SetFieldOfView(data.at("fieldOfView").get<float>());
}
SetClipPlanes(data.value("zNear", m_ZNear), data.value("zFar", m_ZFar));
}
void CameraComponent::ImGuiInspector() {
bool current = IsCurrent();
if (ImGui::Checkbox("Current Camera", &current) && current) {
MakeCurrent();
}
float fieldOfView = m_FieldOfView;
if (ImGui::DragFloat("Field Of View", &fieldOfView, 0.5f, 1.0f, 179.0f)) {
SetFieldOfView(fieldOfView);
}
float zNear = m_ZNear;
float zFar = m_ZFar;
const bool nearChanged = ImGui::DragFloat("Near", &zNear, 0.01f, 0.0001f, 100.0f);
const bool farChanged = ImGui::DragFloat("Far", &zFar, 1.0f, 0.1f, 100000.0f);
if (nearChanged || farChanged) {
SetClipPlanes(zNear, zFar);
}
}