• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Copyright (c) 2024 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "camera_node.h"
17 
18 #include <3d/util/intf_scene_util.h>
19 
SCENE_BEGIN_NAMESPACE()20 SCENE_BEGIN_NAMESPACE()
21 
22 bool CameraNode::Build(const META_NS::IMetadata::Ptr& d)
23 {
24     return Super::Build(d);
25 }
26 
CreateEntity(const IInternalScene::Ptr & scene)27 CORE_NS::Entity CameraNode::CreateEntity(const IInternalScene::Ptr& scene)
28 {
29     const auto& sceneUtil = scene->GetGraphicsContext().GetSceneUtil();
30     return sceneUtil.CreateCamera(
31         *scene->GetEcsContext().GetNativeEcs(), BASE_NS::Math::Vec3(0.0f, 0.0f, 2.5f), {}, 0.1f, 100.f, 60.f);
32 }
33 
SetEcsObject(const IEcsObject::Ptr & o)34 bool CameraNode::SetEcsObject(const IEcsObject::Ptr& o)
35 {
36     if (Super::SetEcsObject(o)) {
37         auto att = GetSelf<META_NS::IAttach>()->GetAttachments<ICamera>();
38         if (!att.empty()) {
39             camera_ = att.front();
40             return true;
41         }
42     }
43     return false;
44 }
45 
SetActive(bool active)46 Future<bool> CameraNode::SetActive(bool active)
47 {
48     CORE_ASSERT(camera_);
49     return camera_->SetActive(active);
50 }
IsActive() const51 bool CameraNode::IsActive() const
52 {
53     CORE_ASSERT(camera_);
54     return camera_->IsActive();
55 }
SetRenderTarget(const IRenderTarget::Ptr & target)56 Future<bool> CameraNode::SetRenderTarget(const IRenderTarget::Ptr& target)
57 {
58     CORE_ASSERT(camera_);
59     return camera_->SetRenderTarget(target);
60 }
61 
CastRay(const BASE_NS::Math::Vec2 & pos,const RayCastOptions & options) const62 Future<NodeHits> CameraNode::CastRay(const BASE_NS::Math::Vec2& pos, const RayCastOptions& options) const
63 {
64     CORE_ASSERT(camera_);
65     if (auto i = interface_cast<ICameraRayCast>(camera_)) {
66         return i->CastRay(pos, options);
67     }
68     return {};
69 }
ScreenPositionToWorld(const BASE_NS::Math::Vec3 & pos) const70 Future<BASE_NS::Math::Vec3> CameraNode::ScreenPositionToWorld(const BASE_NS::Math::Vec3& pos) const
71 {
72     CORE_ASSERT(camera_);
73     if (auto i = interface_cast<ICameraRayCast>(camera_)) {
74         return i->ScreenPositionToWorld(pos);
75     }
76     return {};
77 }
WorldPositionToScreen(const BASE_NS::Math::Vec3 & pos) const78 Future<BASE_NS::Math::Vec3> CameraNode::WorldPositionToScreen(const BASE_NS::Math::Vec3& pos) const
79 {
80     CORE_ASSERT(camera_);
81     if (auto i = interface_cast<ICameraRayCast>(camera_)) {
82         return i->WorldPositionToScreen(pos);
83     }
84     return {};
85 }
86 SCENE_END_NAMESPACE()