Remove the legacy ViewSystem and some other tangentially related legacy code. (#5558)
Signed-off-by: bosnichd <bosnichd@amazon.com>
This commit is contained in:
@@ -1407,6 +1407,69 @@ void QtViewport::ProcessRenderLisneters(DisplayContext& rstDisplayContext)
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}
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//////////////////////////////////////////////////////////////////////////
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#if defined(AZ_PLATFORM_WINDOWS)
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// Note: Both CreateAnglesYPR and CreateOrientationYPR were copied verbatim from Cry_Camera.h which has been removed.
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//
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// Description
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// <PRE>
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// x-YAW
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// y-PITCH (negative=looking down / positive=looking up)
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// z-ROLL
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// </PRE>
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// Note: If we are looking along the z-axis, its not possible to specify the x and z-angle
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inline Ang3 CreateAnglesYPR(const Matrix33& m)
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{
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assert(m.IsOrthonormal());
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float l = Vec3(m.m01, m.m11, 0.0f).GetLength();
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if (l > 0.0001)
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{
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return Ang3(atan2f(-m.m01 / l, m.m11 / l), atan2f(m.m21, l), atan2f(-m.m20 / l, m.m22 / l));
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}
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else
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{
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return Ang3(0, atan2f(m.m21, l), 0);
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}
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}
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// Description
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// This function builds a 3x3 orientation matrix using YPR-angles
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// Rotation order for the orientation-matrix is Z-X-Y. (Zaxis=YAW / Xaxis=PITCH / Yaxis=ROLL)
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//
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// <PRE>
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// COORDINATE-SYSTEM
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//
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// z-axis
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// ^
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// |
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// | y-axis
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// | /
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// | /
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// |/
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// +---------------> x-axis
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// </PRE>
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//
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// Example:
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// Matrix33 orientation=CreateOrientationYPR( Ang3(1,2,3) );
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inline Matrix33 CreateOrientationYPR(const Ang3& ypr)
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{
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f32 sz, cz;
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sincos_tpl(ypr.x, &sz, &cz); //Zaxis = YAW
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f32 sx, cx;
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sincos_tpl(ypr.y, &sx, &cx); //Xaxis = PITCH
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f32 sy, cy;
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sincos_tpl(ypr.z, &sy, &cy); //Yaxis = ROLL
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Matrix33 c;
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c.m00 = cy * cz - sy * sz * sx;
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c.m01 = -sz * cx;
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c.m02 = sy * cz + cy * sz * sx;
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c.m10 = cy * sz + sy * sx * cz;
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c.m11 = cz * cx;
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c.m12 = sy * sz - cy * sx * cz;
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c.m20 = -sy * cx;
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c.m21 = sx;
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c.m22 = cy * cx;
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return c;
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}
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void QtViewport::OnRawInput([[maybe_unused]] UINT wParam, HRAWINPUT lParam)
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{
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static C3DConnexionDriver* p3DConnexionDriver = 0;
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@@ -1450,12 +1513,12 @@ void QtViewport::OnRawInput([[maybe_unused]] UINT wParam, HRAWINPUT lParam)
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t *= sys_scale3DMouseTranslation->GetFVal();
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float as = 0.001f * gSettings.cameraMoveSpeed;
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Ang3 ypr = CCamera::CreateAnglesYPR(Matrix33(viewTM));
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Ang3 ypr = CreateAnglesYPR(Matrix33(viewTM));
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ypr.x += -all6DOFs[5] * as * fScaleYPR;
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ypr.y = AZStd::clamp(ypr.y + all6DOFs[3] * as * fScaleYPR, -1.5f, 1.5f); // to keep rotation in reasonable range
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ypr.z = 0; // to have camera always upward
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viewTM = Matrix34(CCamera::CreateOrientationYPR(ypr), viewTM.GetTranslation());
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viewTM = Matrix34(CreateOrientationYPR(ypr), viewTM.GetTranslation());
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viewTM = viewTM * Matrix34::CreateTranslationMat(t);
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SetViewTM(viewTM);
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