implement method to check if world position is within camera view
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@@ -5,6 +5,7 @@
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#include "Engine/Core/Math/Viewport.h"
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#include "Engine/Content/Assets/Model.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Engine/Screen.h"
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#include "Engine/Serialization/Serialization.h"
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#if USE_EDITOR
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#include "Editor/Editor.h"
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@@ -120,6 +121,24 @@ void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Float2& cameraViewp
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cameraViewportSpaceLocation = Float2(clipSpaceLocation);
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}
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bool Camera::CheckPointIsOnView(const Vector3& worldSpaceLocation) const
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{
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Camera* mainCamera = Camera::GetMainCamera();
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if (!mainCamera)
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{
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return false;
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}
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Float2 windowSpace = Float2();
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Float2 screenSize = Screen::GetSize();
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mainCamera->ProjectPoint(worldSpaceLocation, windowSpace);
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return (windowSpace.X >= 0 && windowSpace.X <= screenSize.X) &&
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(windowSpace.Y >= 0 && windowSpace.Y <= screenSize.Y);
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}
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Ray Camera::ConvertMouseToRay(const Float2& mousePosition) const
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{
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return ConvertMouseToRay(mousePosition, GetViewport());
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@@ -168,6 +168,13 @@ public:
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/// <param name="viewport">The viewport.</param>
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API_FUNCTION() void ProjectPoint(const Vector3& worldSpaceLocation, API_PARAM(Out) Float2& cameraViewportSpaceLocation, API_PARAM(Ref) const Viewport& viewport) const;
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/// <summary>
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/// Checks if the 3d point of the world is in the camera's field of view.
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/// </summary>
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/// <param name="worldSpaceLocation">World Position (XYZ)</param>
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/// <returns>Returns true if the point is within the field of view</returns>
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API_FUNCTION() bool CheckPointIsOnView(const Vector3& worldSpaceLocation) const;
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/// <summary>
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/// Converts the mouse position to 3D ray.
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/// </summary>
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