add logic to convert matrix3x3 to euler angles
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@@ -24,6 +24,48 @@ AZ_CVAR(
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namespace AzFramework
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{
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// Based on paper by David Eberly - https://www.geometrictools.com/Documentation/EulerAngles.pdf
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AZ::Vector3 EulerAngles(const AZ::Matrix3x3& orientation)
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{
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float x;
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float y;
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float z;
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// 2.4 Factor as RzRyRx
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if (orientation.GetElement(2, 0) < 1.0f)
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{
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if (orientation.GetElement(2, 0) > -1.0f)
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{
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x = std::atan2(orientation.GetElement(2, 1), orientation.GetElement(2, 2));
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y = std::asin(-orientation.GetElement(2, 0));
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z = std::atan2(orientation.GetElement(1, 0), orientation.GetElement(0, 0));
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}
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else
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{
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x = 0.0f;
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y = AZ::Constants::Pi * 0.5f;
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z = -std::atan2(-orientation.GetElement(2, 1), orientation.GetElement(1, 1));
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}
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}
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else
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{
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x = 0.0f;
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y = -AZ::Constants::Pi * 0.5f;
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z = std::atan2(-orientation.GetElement(1, 2), orientation.GetElement(1, 1));
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}
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return {x, y, z};
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}
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void UpdateCameraFromTransform(Camera& camera, const AZ::Transform& transform)
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{
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const auto eulerAngles = AzFramework::EulerAngles(AZ::Matrix3x3::CreateFromTransform(transform));
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camera.m_lookAt = transform.GetTranslation();
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camera.m_pitch = eulerAngles.GetX();
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camera.m_yaw = eulerAngles.GetZ();
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}
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bool CameraSystem::HandleEvents(const InputEvent& event)
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{
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if (const auto& cursor_motion = AZStd::get_if<CursorMotionEvent>(&event))
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@@ -43,6 +43,9 @@ namespace AzFramework
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using ModernViewportCameraControllerRequestBus = AZ::EBus<ModernViewportCameraControllerRequests>;
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// https://www.geometrictools.com/Documentation/EulerAngles.pdf
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AZ::Vector3 EulerAngles(const AZ::Matrix3x3& orientation);
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struct Camera
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{
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AZ::Vector3 m_lookAt = AZ::Vector3::CreateZero(); //!< Position of camera when m_lookDist is zero,
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@@ -83,6 +86,8 @@ namespace AzFramework
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return Transform().GetTranslation();
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}
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void UpdateCameraFromTransform(Camera& camera, const AZ::Transform& transform);
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struct CursorMotionEvent
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{
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ScreenPoint m_position;
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