Files
Destrum/destrum/src/Components/CameraComponent.cpp
T

71 lines
2.1 KiB
C++

#include <destrum/Components/CameraComponent.h>
#include <destrum/ObjectModel/GameObject.h>
#include <destrum/ObjectModel/Transform.h>
#include <destrum/Scene/Scene.h>
#include <destrum/Serialization/Reflect.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;
}
void CameraComponent::Reflect(FieldVisitor& v) {
v.Property("fieldOfView", m_FieldOfView, [this](float fov) { SetFieldOfView(fov); }, {.speed = 0.5f, .min = 1.0, .max = 179.0});
v.Property("zNear", m_ZNear, [this](float zNear) { SetClipPlanes(zNear, m_ZFar); }, {.speed = 0.01f, .min = 0.0001, .label = "Near"});
v.Property("zFar", m_ZFar, [this](float zFar) { SetClipPlanes(m_ZNear, zFar); }, {.speed = 1.0f, .min = 0.1, .label = "Far"});
}
void CameraComponent::ImGuiInspector() {
bool current = IsCurrent();
if (ImGui::Checkbox("Current Camera", &current) && current) {
MakeCurrent();
}
Component::ImGuiInspector();
}