Merge pull request #1 from RuanLucasGD/implement-method-to-check-if-world-position-is-within-camera-view

Implement method to check if world position is within camera view
This commit is contained in:
Ruan Lucas
2022-10-03 19:35:20 -04:00
committed by GitHub
2 changed files with 39 additions and 0 deletions

View File

@@ -5,6 +5,7 @@
#include "Engine/Core/Math/Viewport.h"
#include "Engine/Content/Assets/Model.h"
#include "Engine/Content/Content.h"
#include "Engine/Engine/Screen.h"
#include "Engine/Serialization/Serialization.h"
#if USE_EDITOR
#include "Editor/Editor.h"
@@ -120,6 +121,37 @@ void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Float2& cameraViewp
cameraViewportSpaceLocation = Float2(clipSpaceLocation);
}
bool Camera::IsPointOnView(const Vector3& worldSpaceLocation) const
{
Camera* mainCamera = Camera::GetMainCamera();
if (!mainCamera)
{
return false;
}
Vector3 cameraUp = mainCamera->GetTransform().GetUp();
Vector3 cameraForward = mainCamera->GetTransform().GetForward();
Vector3 directionToPosition = (worldSpaceLocation- mainCamera->GetPosition()).GetNormalized();
if (Vector3::Dot(cameraForward, directionToPosition) < 0)
{
return false;
}
Quaternion lookAt = Quaternion::LookRotation(directionToPosition, cameraUp);
Vector3 lookAtDirection = lookAt * Vector3::Forward;
Vector3 newWorldLocation = mainCamera->GetPosition() + lookAtDirection;
Float2 windowSpace = Float2();
Float2 screenSize = Screen::GetSize();
mainCamera->ProjectPoint(newWorldLocation, windowSpace);
return (windowSpace.X >= 0 && windowSpace.X <= screenSize.X) &&
(windowSpace.Y >= 0 && windowSpace.Y <= screenSize.Y);
}
Ray Camera::ConvertMouseToRay(const Float2& mousePosition) const
{
return ConvertMouseToRay(mousePosition, GetViewport());

View File

@@ -168,6 +168,13 @@ public:
/// <param name="viewport">The viewport.</param>
API_FUNCTION() void ProjectPoint(const Vector3& worldSpaceLocation, API_PARAM(Out) Float2& cameraViewportSpaceLocation, API_PARAM(Ref) const Viewport& viewport) const;
/// <summary>
/// Checks if the 3d point of the world is in the camera's field of view.
/// </summary>
/// <param name="worldSpaceLocation">World Position (XYZ)</param>
/// <returns>Returns true if the point is within the field of view</returns>
API_FUNCTION() bool IsPointOnView(const Vector3& worldSpaceLocation) const;
/// <summary>
/// Converts the mouse position to 3D ray.
/// </summary>