CameraComponent.h 2.5 KB

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  1. // Copyright (C) 2009-2023, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Scene/Components/SceneComponent.h>
  7. #include <AnKi/Scene/Frustum.h>
  8. namespace anki {
  9. // Forward
  10. extern BoolCVar g_rayTracedShadowsCVar;
  11. /// @addtogroup scene
  12. /// @{
  13. /// Perspective camera component.
  14. class CameraComponent : public SceneComponent
  15. {
  16. ANKI_SCENE_COMPONENT(CameraComponent)
  17. public:
  18. CameraComponent(SceneNode* node);
  19. ~CameraComponent();
  20. void setNear(F32 near)
  21. {
  22. if(ANKI_SCENE_ASSERT(near > 0.0f))
  23. {
  24. m_frustum.setNear(near);
  25. }
  26. }
  27. F32 getNear() const
  28. {
  29. return m_frustum.getNear();
  30. }
  31. void setFar(F32 far)
  32. {
  33. if(ANKI_SCENE_ASSERT(far > 0.0f))
  34. {
  35. m_frustum.setFar(far);
  36. }
  37. }
  38. F32 getFar() const
  39. {
  40. return m_frustum.getFar();
  41. }
  42. void setFovX(F32 fovx)
  43. {
  44. if(ANKI_SCENE_ASSERT(fovx > 0.0f && fovx < kPi))
  45. {
  46. m_frustum.setFovX(fovx);
  47. }
  48. }
  49. F32 getFovX() const
  50. {
  51. return m_frustum.getFovX();
  52. }
  53. void setFovY(F32 fovy)
  54. {
  55. if(ANKI_SCENE_ASSERT(fovy > 0.0f && fovy < kPi))
  56. {
  57. m_frustum.setFovY(fovy);
  58. }
  59. }
  60. F32 getFovY() const
  61. {
  62. return m_frustum.getFovY();
  63. }
  64. void setPerspective(F32 near, F32 far, F32 fovx, F32 fovy)
  65. {
  66. m_frustum.setPerspective(near, far, fovx, fovy);
  67. }
  68. void setShadowCascadeDistance(U32 cascade, F32 distance)
  69. {
  70. if(ANKI_SCENE_ASSERT(cascade < m_frustum.getShadowCascadeCount()))
  71. {
  72. m_frustum.setShadowCascadeDistance(cascade, distance);
  73. }
  74. }
  75. F32 getShadowCascadeDistance(U32 cascade) const
  76. {
  77. if(ANKI_SCENE_ASSERT(cascade < m_frustum.getShadowCascadeCount()))
  78. {
  79. return m_frustum.getShadowCascadeDistance(cascade);
  80. }
  81. else
  82. {
  83. return 0.0f;
  84. }
  85. }
  86. ANKI_INTERNAL const Frustum& getFrustum() const
  87. {
  88. return m_frustum;
  89. }
  90. ANKI_INTERNAL Frustum& getFrustum()
  91. {
  92. return m_frustum;
  93. }
  94. ANKI_INTERNAL Bool getHasExtendedFrustum() const
  95. {
  96. return m_usesExtendedFrustum;
  97. }
  98. ANKI_INTERNAL const Frustum& getExtendedFrustum() const
  99. {
  100. ANKI_ASSERT(m_usesExtendedFrustum);
  101. return m_extendedFrustum;
  102. }
  103. ANKI_INTERNAL Frustum& getExtendedFrustum()
  104. {
  105. ANKI_ASSERT(m_usesExtendedFrustum);
  106. return m_extendedFrustum;
  107. }
  108. private:
  109. Frustum m_frustum;
  110. Frustum m_extendedFrustum; ///< For ray tracing.
  111. Bool m_usesExtendedFrustum : 1 = false;
  112. Error update(SceneComponentUpdateInfo& info, Bool& updated);
  113. Transform computeExtendedFrustumTransform(const Transform& cameraTransform) const;
  114. };
  115. /// @}
  116. } // end namespace anki