Support mesh intersection for camera orbit (#982)
* wip support for mesh intersection with intersector bus * WIP camera mesh intersection orbit logic * remove unneeded template argument * add bus connect/disconnect * fix intersection logic * small updates, additional comments, some tidy-up * update formatting options slightly * use aznumeric_cast * temp workaround for negative distances with RayIntersection
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@@ -12,6 +12,7 @@
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#pragma once
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#include <AzCore/EBus/EBus.h>
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#include <AzFramework/Entity/EntityContextBus.h>
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#include <AzFramework/Render/GeometryIntersectionStructures.h>
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namespace AzFramework
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@@ -35,12 +36,12 @@ namespace AzFramework
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AzFramework::EntityContextId m_contextId;
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};
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//! Interface for intersection requests, implement this interface for making your component
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//! render geometry intersectable.
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//! Interface for intersection requests.
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//! Implement this interface to make your component 'intersectable'.
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class IntersectionRequests
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: public AZ::EBusTraits
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{
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//! Policy for notifying the Intersector bus of entities connected/disconnected to this ebus
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//! Policy for notifying the Intersector bus of entities connected/disconnected to this EBus
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//! so it updates the internal data of the entities
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template<class Bus>
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struct IntersectionRequestsConnectionPolicy
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@@ -144,7 +144,7 @@ namespace AzFramework
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z = AZStd::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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return { x, y, z };
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}
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void UpdateCameraFromTransform(Camera& camera, const AZ::Transform& transform)
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@@ -179,7 +179,7 @@ namespace AzFramework
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{
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const auto nextCamera = m_cameras.StepCamera(targetCamera, m_motionDelta, m_scrollDelta, deltaTime);
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m_motionDelta = ScreenVector{0, 0};
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m_motionDelta = ScreenVector{ 0, 0 };
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m_scrollDelta = 0.0f;
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return nextCamera;
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@@ -213,7 +213,10 @@ namespace AzFramework
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auto& cameraInput = m_idleCameraInputs[i];
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const bool canBegin = cameraInput->Beginning() &&
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AZStd::all_of(m_activeCameraInputs.cbegin(), m_activeCameraInputs.cend(),
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[](const auto& input) { return !input->Exclusive(); }) &&
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[](const auto& input)
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{
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return !input->Exclusive();
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}) &&
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(!cameraInput->Exclusive() || (cameraInput->Exclusive() && m_activeCameraInputs.empty()));
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if (canBegin)
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@@ -231,7 +234,8 @@ namespace AzFramework
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const Camera nextCamera = AZStd::accumulate(
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AZStd::begin(m_activeCameraInputs), AZStd::end(m_activeCameraInputs), targetCamera,
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[cursorDelta, scrollDelta, deltaTime](Camera acc, auto& camera) {
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[cursorDelta, scrollDelta, deltaTime](Camera acc, auto& camera)
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{
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acc = camera->StepCamera(acc, cursorDelta, scrollDelta, deltaTime);
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return acc;
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});
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@@ -284,7 +288,8 @@ namespace AzFramework
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bool RotateCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
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{
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const ClickDetector::ClickEvent clickEvent = [&event, this] {
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const ClickDetector::ClickEvent clickEvent = [&event, this]
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{
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if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
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{
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if (input->m_channelId == m_rotateChannelId)
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@@ -330,7 +335,10 @@ namespace AzFramework
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nextCamera.m_pitch -= float(cursorDelta.m_y) * ed_cameraSystemRotateSpeed;
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nextCamera.m_yaw -= float(cursorDelta.m_x) * ed_cameraSystemRotateSpeed;
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const auto clampRotation = [](const float angle) { return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
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const auto clampRotation = [](const float angle)
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{
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return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi);
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};
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nextCamera.m_yaw = clampRotation(nextCamera.m_yaw);
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// clamp pitch to be +-90 degrees
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@@ -377,9 +385,10 @@ namespace AzFramework
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const auto deltaPanX = float(cursorDelta.m_x) * panAxes.m_horizontalAxis * ed_cameraSystemPanSpeed;
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const auto deltaPanY = float(cursorDelta.m_y) * panAxes.m_verticalAxis * ed_cameraSystemPanSpeed;
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const auto inv = [](const bool invert) {
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constexpr float Dir[] = {1.0f, -1.0f};
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return Dir[static_cast<int>(invert)];
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const auto inv = [](const bool invert)
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{
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constexpr float Dir[] = { 1.0f, -1.0f };
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return Dir[aznumeric_cast<int>(invert)];
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};
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nextCamera.m_lookAt += deltaPanX * inv(ed_cameraSystemPanInvertX);
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@@ -475,7 +484,8 @@ namespace AzFramework
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const auto axisY = translationBasis.GetBasisY();
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const auto axisZ = translationBasis.GetBasisZ();
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const float speed = [boost = m_boost]() {
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const float speed = [boost = m_boost]()
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{
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return ed_cameraSystemTranslateSpeed * (boost ? ed_cameraSystemBoostMultiplier : 1.0f);
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}();
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@@ -555,10 +565,12 @@ namespace AzFramework
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if (Beginning())
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{
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const auto hasLookAt = [&nextCamera, &targetCamera, &lookAtFn = m_lookAtFn] {
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const auto hasLookAt = [&nextCamera, &targetCamera, &lookAtFn = m_lookAtFn]
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{
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if (lookAtFn)
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{
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if (const auto lookAt = lookAtFn())
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// pass through the camera's position and look vector for use in the lookAt function
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if (const auto lookAt = lookAtFn(targetCamera.Translation(), targetCamera.Rotation().GetBasisY()))
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{
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auto transform = AZ::Transform::CreateLookAt(targetCamera.m_lookAt, *lookAt);
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nextCamera.m_lookDist = -lookAt->GetDistance(targetCamera.m_lookAt);
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@@ -692,14 +704,20 @@ namespace AzFramework
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Camera SmoothCamera(const Camera& currentCamera, const Camera& targetCamera, const float deltaTime)
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{
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const auto clamp_rotation = [](const float angle) { return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
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const auto clamp_rotation = [](const float angle)
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{
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return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi);
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};
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// keep yaw in 0 - 360 range
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float targetYaw = clamp_rotation(targetCamera.m_yaw);
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const float currentYaw = clamp_rotation(currentCamera.m_yaw);
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// return the sign of the float input (-1, 0, 1)
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const auto sign = [](const float value) { return aznumeric_cast<float>((0.0f < value) - (value < 0.0f)); };
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const auto sign = [](const float value)
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{
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return aznumeric_cast<float>((0.0f < value) - (value < 0.0f));
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};
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// ensure smooth transition when moving across 0 - 360 boundary
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const float yawDelta = targetYaw - currentYaw;
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@@ -727,26 +745,28 @@ namespace AzFramework
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const auto& inputChannelId = inputChannel.GetInputChannelId();
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const auto& inputDeviceId = inputChannel.GetInputDevice().GetInputDeviceId();
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const bool wasMouseButton =
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AZStd::any_of(InputDeviceMouse::Button::All.begin(), InputDeviceMouse::Button::All.end(), [inputChannelId](const auto& button) {
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const bool wasMouseButton = AZStd::any_of(
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InputDeviceMouse::Button::All.begin(), InputDeviceMouse::Button::All.end(),
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[inputChannelId](const auto& button)
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{
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return button == inputChannelId;
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});
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if (inputChannelId == InputDeviceMouse::Movement::X)
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{
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return HorizontalMotionEvent{(int)inputChannel.GetValue()};
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return HorizontalMotionEvent{ aznumeric_cast<int>(inputChannel.GetValue()) };
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}
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else if (inputChannelId == InputDeviceMouse::Movement::Y)
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{
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return VerticalMotionEvent{(int)inputChannel.GetValue()};
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return VerticalMotionEvent{ aznumeric_cast<int>(inputChannel.GetValue()) };
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}
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else if (inputChannelId == InputDeviceMouse::Movement::Z)
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{
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return ScrollEvent{inputChannel.GetValue()};
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return ScrollEvent{ inputChannel.GetValue() };
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}
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else if (wasMouseButton || InputDeviceKeyboard::IsKeyboardDevice(inputDeviceId))
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{
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return DiscreteInputEvent{inputChannelId, inputChannel.GetState()};
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return DiscreteInputEvent{ inputChannelId, inputChannel.GetState() };
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}
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return AZStd::monostate{};
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@@ -34,9 +34,9 @@ namespace AzFramework
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AZ::Vector3 m_lookAt = AZ::Vector3::CreateZero(); //!< Position of camera when m_lookDist is zero,
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//!< or position of m_lookAt when m_lookDist is greater
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//!< than zero.
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float m_yaw{0.0};
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float m_pitch{0.0};
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float m_lookDist{0.0}; //!< Zero gives first person free look, otherwise orbit about m_lookAt
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float m_yaw{ 0.0 };
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float m_pitch{ 0.0 };
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float m_lookDist{ 0.0 }; //!< Zero gives first person free look, otherwise orbit about m_lookAt
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//! View camera transform (v in MVP).
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AZ::Transform View() const;
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@@ -195,7 +195,11 @@ namespace AzFramework
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inline bool Cameras::Exclusive() const
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{
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return AZStd::any_of(
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m_activeCameraInputs.begin(), m_activeCameraInputs.end(), [](const auto& cameraInput) { return cameraInput->Exclusive(); });
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m_activeCameraInputs.begin(), m_activeCameraInputs.end(),
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[](const auto& cameraInput)
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{
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return cameraInput->Exclusive();
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});
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}
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//! Responsible for updating a series of cameras given various inputs.
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@@ -209,7 +213,7 @@ namespace AzFramework
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private:
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ScreenVector m_motionDelta; //!< The delta used for look/orbit/pan (rotation + translation) - two dimensional.
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float m_scrollDelta = 0.0f; //!< The delta used for dolly/movement (translation) - one dimensional.
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float m_scrollDelta = 0.0f; //!< The delta used for dolly/movement (translation) - one dimensional.
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};
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class RotateCameraInput : public CameraInput
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@@ -237,7 +241,7 @@ namespace AzFramework
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inline PanAxes LookPan(const Camera& camera)
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{
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const AZ::Matrix3x3 orientation = camera.Rotation();
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return {orientation.GetBasisX(), orientation.GetBasisZ()};
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return { orientation.GetBasisX(), orientation.GetBasisZ() };
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}
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inline PanAxes OrbitPan(const Camera& camera)
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@@ -245,12 +249,13 @@ namespace AzFramework
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const AZ::Matrix3x3 orientation = camera.Rotation();
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const auto basisX = orientation.GetBasisX();
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const auto basisY = [&orientation] {
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const auto basisY = [&orientation]
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{
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const auto forward = orientation.GetBasisY();
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return AZ::Vector3(forward.GetX(), forward.GetY(), 0.0f).GetNormalized();
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}();
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return {basisX, basisY};
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return { basisX, basisY };
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}
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class PanCameraInput : public CameraInput
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@@ -285,7 +290,8 @@ namespace AzFramework
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const AZ::Matrix3x3 orientation = camera.Rotation();
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const auto basisX = orientation.GetBasisX();
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const auto basisY = [&orientation] {
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const auto basisY = [&orientation]
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{
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const auto forward = orientation.GetBasisY();
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return AZ::Vector3(forward.GetX(), forward.GetY(), 0.0f).GetNormalized();
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}();
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@@ -398,7 +404,7 @@ namespace AzFramework
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class OrbitCameraInput : public CameraInput
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{
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public:
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using LookAtFn = AZStd::function<AZStd::optional<AZ::Vector3>()>;
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using LookAtFn = AZStd::function<AZStd::optional<AZ::Vector3>(const AZ::Vector3& position, const AZ::Vector3& direction)>;
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// CameraInput overrides ...
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bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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