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96 lines
2.9 KiB
C++
96 lines
2.9 KiB
C++
//
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// Created by Vlad on 27.08.2024.
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//
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#include "omath/projection/Camera.h"
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#include <complex>
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#include "omath/angles.h"
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namespace omath::projection
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{
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Camera::Camera(const Vector3 &position, const Vector3 &viewAngles, const Vector3 &viewPort, const float fov, const float near,
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const float far)
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{
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m_origin = position;
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m_viewAngles = viewAngles;
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m_viewPort = viewPort;
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m_fieldOfView = fov;
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m_nearPlaneDistance = near;
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m_farPlaneDistance = far;
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}
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Matrix Camera::GetViewMatrix() const
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{
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return GetTranslationMatrix() * GetOrientationMatrix();
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}
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Matrix Camera::GetProjectionMatrix() const
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{
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const float fRight = std::tan(angles::DegreesToRadians(m_fieldOfView) / 2.f);
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const float fLeft = -fRight;
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const float vFov = angles::DegreesToRadians(m_fieldOfView) * (m_viewPort.y / m_viewPort.x);
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const float fTop = std::tan(vFov / 2.f);
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const float fBottom = -fTop;
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const auto m_fFar = m_farPlaneDistance;
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const auto m_fNear = m_nearPlaneDistance;
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return Matrix({
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{2.f / (fRight - fLeft), 0.f, 0.f, 0.f},
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{0.f, 2.f / (fTop - fBottom), 0.f, 0.f},
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{0.f, 0.f, (m_fFar + m_fNear) / (m_fFar - m_fNear), 1.f},
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{0.f, 0.f, -2.f * m_fNear * m_fFar / (m_fFar - m_fNear), 0.f},
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});
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}
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Matrix Camera::GetTranslationMatrix() const
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{
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return Matrix(
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{
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{1.f, 0.f, 0.f, 0.f},
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{0.f, 1.f, 0.f, 1.f},
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{0.f, 0.f, 1.f, 0.f},
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{-m_origin.x, -m_origin.y, -m_origin.z, 1.f},
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});
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}
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Matrix Camera::GetOrientationMatrix() const
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{
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const auto forward = Vector3::ForwardVector(m_viewAngles.x, m_viewAngles.y);
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const auto right = Vector3::RightVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
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const auto up = Vector3::UpVector(m_viewAngles.x, m_viewAngles.y, m_viewAngles.z);
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return Matrix(
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{
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{right.x, up.x, forward.x, 0.f},
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{right.y, up.y, forward.y, 0.f},
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{right.z, up.z, forward.z, 0.f},
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{0.f, 0.f, 0.f, 1.f},
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});
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}
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std::expected<Vector3, std::string_view> Camera::WorldToScreen(const Vector3 &worldPosition) const
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{
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const auto posVecAsMatrix = Matrix({{worldPosition.x, worldPosition.y, worldPosition.z, 1.f}});
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const auto viewProjectionMatrix = GetViewMatrix() * GetProjectionMatrix();
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auto projected = posVecAsMatrix * viewProjectionMatrix;
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if (projected.At(0, 3) <= 0.f)
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return std::unexpected("Projection point is out of camera field of view");
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projected /= projected.At(0, 3);
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projected *= Matrix::ToScreenMatrix(m_viewPort.x, m_viewPort.y);
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return Vector3{projected.At(0, 0), projected.At(0, 2), projected.At(0, 1)};
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}
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}
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