diff --git a/Source/Engine/Level/Actors/Camera.cpp b/Source/Engine/Level/Actors/Camera.cpp index a91074ab5..81c0851a9 100644 --- a/Source/Engine/Level/Actors/Camera.cpp +++ b/Source/Engine/Level/Actors/Camera.cpp @@ -120,6 +120,30 @@ void Camera::ProjectPoint(const Vector3& worldSpaceLocation, Float2& cameraViewp cameraViewportSpaceLocation = Float2(clipSpaceLocation); } +bool Camera::IsPointOnView(const Vector3& worldSpaceLocation) const +{ + Vector3 cameraUp = GetTransform().GetUp(); + Vector3 cameraForward = GetTransform().GetForward(); + Vector3 directionToPosition = (worldSpaceLocation - GetPosition()).GetNormalized(); + + if (Vector3::Dot(cameraForward, directionToPosition) < 0) + { + return false; + } + + Quaternion lookAt = Quaternion::LookRotation(directionToPosition, cameraUp); + Vector3 lookAtDirection = lookAt * Vector3::Forward; + Vector3 newWorldLocation = GetPosition() + lookAtDirection; + + Float2 windowSpace = Float2(); + Float2 screenSize = GetViewport().Size; + + 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()); diff --git a/Source/Engine/Level/Actors/Camera.h b/Source/Engine/Level/Actors/Camera.h index 2b59ab323..bc412542e 100644 --- a/Source/Engine/Level/Actors/Camera.h +++ b/Source/Engine/Level/Actors/Camera.h @@ -168,6 +168,13 @@ public: /// The viewport. API_FUNCTION() void ProjectPoint(const Vector3& worldSpaceLocation, API_PARAM(Out) Float2& cameraViewportSpaceLocation, API_PARAM(Ref) const Viewport& viewport) const; + /// + /// Checks if the 3d point of the world is in the camera's field of view. + /// + /// World Position (XYZ) + /// Returns true if the point is within the field of view + API_FUNCTION() bool IsPointOnView(const Vector3& worldSpaceLocation) const; + /// /// Converts the mouse position to 3D ray. ///