Update naming to CameraInput types (#4527)

* rename public facing Pivot cameras to Orbit - previous rename was a mistake

Signed-off-by: hultonha <hultonha@amazon.co.uk>

* some more comment and naming updates to improve camera documentation

Signed-off-by: hultonha <hultonha@amazon.co.uk>
This commit is contained in:
hultonha
2021-10-07 10:01:30 +01:00
committed by GitHub
parent 3f2881ea46
commit 3d1ec83f78
9 changed files with 204 additions and 189 deletions
@@ -533,8 +533,8 @@ namespace AzFramework
m_translateCameraInputChannelIds = translateCameraInputChannelIds;
}
PivotCameraInput::PivotCameraInput(const InputChannelId& pivotChannelId)
: m_pivotChannelId(pivotChannelId)
OrbitCameraInput::OrbitCameraInput(const InputChannelId& orbitChannelId)
: m_orbitChannelId(orbitChannelId)
{
m_pivotFn = []([[maybe_unused]] const AZ::Vector3& position, [[maybe_unused]] const AZ::Vector3& direction)
{
@@ -542,11 +542,11 @@ namespace AzFramework
};
}
bool PivotCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, const float scrollDelta)
bool OrbitCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, const float scrollDelta)
{
if (const auto* input = AZStd::get_if<DiscreteInputEvent>(&event))
{
if (input->m_channelId == m_pivotChannelId)
if (input->m_channelId == m_orbitChannelId)
{
if (input->m_state == InputChannel::State::Began)
{
@@ -561,13 +561,13 @@ namespace AzFramework
if (Active())
{
return m_pivotCameras.HandleEvents(event, cursorDelta, scrollDelta);
return m_orbitCameras.HandleEvents(event, cursorDelta, scrollDelta);
}
return !Idle();
}
Camera PivotCameraInput::StepCamera(
Camera OrbitCameraInput::StepCamera(
const Camera& targetCamera, const ScreenVector& cursorDelta, const float scrollDelta, const float deltaTime)
{
Camera nextCamera = targetCamera;
@@ -581,12 +581,12 @@ namespace AzFramework
if (Active())
{
MovePivotDetached(nextCamera, m_pivotFn(targetCamera.Translation(), targetCamera.Rotation().GetBasisY()));
nextCamera = m_pivotCameras.StepCamera(nextCamera, cursorDelta, scrollDelta, deltaTime);
nextCamera = m_orbitCameras.StepCamera(nextCamera, cursorDelta, scrollDelta, deltaTime);
}
if (Ending())
{
m_pivotCameras.Reset();
m_orbitCameras.Reset();
nextCamera.m_pivot = nextCamera.Translation();
nextCamera.m_offset = AZ::Vector3::CreateZero();
@@ -595,12 +595,12 @@ namespace AzFramework
return nextCamera;
}
void PivotCameraInput::SetPivotInputChannelId(const InputChannelId& pivotChanneId)
void OrbitCameraInput::SetOrbitInputChannelId(const InputChannelId& orbitChanneId)
{
m_pivotChannelId = pivotChanneId;
m_orbitChannelId = orbitChanneId;
}
PivotDollyScrollCameraInput::PivotDollyScrollCameraInput()
OrbitDollyScrollCameraInput::OrbitDollyScrollCameraInput()
{
m_scrollSpeedFn = []() constexpr
{
@@ -608,7 +608,7 @@ namespace AzFramework
};
}
bool PivotDollyScrollCameraInput::HandleEvents(
bool OrbitDollyScrollCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
if (const auto* scroll = AZStd::get_if<ScrollEvent>(&event))
@@ -619,7 +619,7 @@ namespace AzFramework
return !Idle();
}
static Camera PivotDolly(const Camera& targetCamera, const float delta)
static Camera OrbitDolly(const Camera& targetCamera, const float delta)
{
Camera nextCamera = targetCamera;
@@ -646,18 +646,18 @@ namespace AzFramework
return nextCamera;
}
Camera PivotDollyScrollCameraInput::StepCamera(
Camera OrbitDollyScrollCameraInput::StepCamera(
const Camera& targetCamera,
[[maybe_unused]] const ScreenVector& cursorDelta,
const float scrollDelta,
[[maybe_unused]] const float deltaTime)
{
const auto nextCamera = PivotDolly(targetCamera, aznumeric_cast<float>(scrollDelta) * m_scrollSpeedFn());
const auto nextCamera = OrbitDolly(targetCamera, aznumeric_cast<float>(scrollDelta) * m_scrollSpeedFn());
EndActivation();
return nextCamera;
}
PivotDollyMotionCameraInput::PivotDollyMotionCameraInput(const InputChannelId& dollyChannelId)
OrbitDollyMotionCameraInput::OrbitDollyMotionCameraInput(const InputChannelId& dollyChannelId)
: m_dollyChannelId(dollyChannelId)
{
m_motionSpeedFn = []() constexpr
@@ -666,28 +666,28 @@ namespace AzFramework
};
}
bool PivotDollyMotionCameraInput::HandleEvents(
bool OrbitDollyMotionCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
HandleActivationEvents(event, m_dollyChannelId, cursorDelta, m_clickDetector, *this);
return CameraInputUpdatingAfterMotion(*this);
}
Camera PivotDollyMotionCameraInput::StepCamera(
Camera OrbitDollyMotionCameraInput::StepCamera(
const Camera& targetCamera,
const ScreenVector& cursorDelta,
[[maybe_unused]] const float scrollDelta,
[[maybe_unused]] const float deltaTime)
{
return PivotDolly(targetCamera, aznumeric_cast<float>(cursorDelta.m_y) * m_motionSpeedFn());
return OrbitDolly(targetCamera, aznumeric_cast<float>(cursorDelta.m_y) * m_motionSpeedFn());
}
void PivotDollyMotionCameraInput::SetDollyInputChannelId(const InputChannelId& dollyChannelId)
void OrbitDollyMotionCameraInput::SetDollyInputChannelId(const InputChannelId& dollyChannelId)
{
m_dollyChannelId = dollyChannelId;
}
ScrollTranslationCameraInput::ScrollTranslationCameraInput()
LookScrollTranslationCameraInput::LookScrollTranslationCameraInput()
{
m_scrollSpeedFn = []() constexpr
{
@@ -695,7 +695,7 @@ namespace AzFramework
};
}
bool ScrollTranslationCameraInput::HandleEvents(
bool LookScrollTranslationCameraInput::HandleEvents(
const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
{
if (const auto* scroll = AZStd::get_if<ScrollEvent>(&event))
@@ -706,7 +706,7 @@ namespace AzFramework
return !Idle();
}
Camera ScrollTranslationCameraInput::StepCamera(
Camera LookScrollTranslationCameraInput::StepCamera(
const Camera& targetCamera,
[[maybe_unused]] const ScreenVector& cursorDelta,
const float scrollDelta,
@@ -30,8 +30,11 @@ namespace AzFramework
AZ::Vector3 EulerAngles(const AZ::Matrix3x3& orientation);
//! A simple camera representation using spherical coordinates as input (pitch, yaw, pivot and offset).
//! The cameras transform and view can be obtained through accessor functions that use the internal
//! The camera's transform and view can be obtained through accessor functions that use the internal
//! spherical coordinates to calculate the position and orientation.
//! @note Modifying m_pivot directly and leaving m_offset as zero will produce a free look camera effect, giving
//! m_offset a value (e.g. in negative Y only) will produce an orbit camera effect, modifying X and Z of m_offset
//! will further alter the camera translation in relation to m_pivot so it appears off center.
struct Camera
{
AZ::Vector3 m_pivot = AZ::Vector3::CreateZero(); //!< Pivot point to rotate about (modified in world space).
@@ -291,7 +294,7 @@ namespace AzFramework
Cameras m_cameras; //!< Represents a collection of camera inputs that together provide a camera controller.
private:
ScreenVector m_motionDelta; //!< The delta used for look/pivot/pan (rotation + translation) - two dimensional.
ScreenVector m_motionDelta; //!< The delta used for look/orbit/pan (rotation + translation) - two dimensional.
CursorState m_cursorState; //!< The current and previous position of the cursor (used to calculate movement delta).
float m_scrollDelta = 0.0f; //!< The delta used for dolly/movement (translation) - one dimensional.
bool m_handlingEvents = false; //!< Is the camera system currently handling events (events are consumed and not propagated).
@@ -316,7 +319,7 @@ namespace AzFramework
return AZStd::fmod(yaw + AZ::Constants::TwoPi, AZ::Constants::TwoPi);
}
//! A camera input to handle motion deltas that can rotate or pivot the camera.
//! A camera input to handle motion deltas that can change the orientation of the camera (update pitch and yaw).
class RotateCameraInput : public CameraInput
{
public:
@@ -348,15 +351,16 @@ namespace AzFramework
//! PanAxes build function that will return a pair of pan axes depending on the camera orientation.
using PanAxesFn = AZStd::function<PanAxes(const Camera& camera)>;
//! PanAxes to use while in 'look' camera behavior (free look).
//! PanAxes to use while in 'look' or 'orbit' camera behavior.
inline PanAxes LookPan(const Camera& camera)
{
const AZ::Matrix3x3 orientation = camera.Rotation();
return { orientation.GetBasisX(), orientation.GetBasisZ() };
}
//! PanAxes to use while in 'pivot' camera behavior.
inline PanAxes PivotPan(const Camera& camera)
//! Optional PanAxes to use while in 'orbit' camera behavior.
//! @note This will move the camera in the local X/Y plane instead of usual X/Z plane.
inline PanAxes OrbitPan(const Camera& camera)
{
const AZ::Matrix3x3 orientation = camera.Rotation();
@@ -370,14 +374,23 @@ namespace AzFramework
return { basisX, basisY };
}
//! TranslationDeltaFn is used by PanCameraInput and TranslateCameraInput
//! @note Choose the appropriate function if the behavior should be operating as a free look camera (TranslatePivotLook)
//! or an orbit camera (TranslateOffsetOrbit).
using TranslationDeltaFn = AZStd::function<void(Camera& camera, const AZ::Vector3& delta)>;
inline void TranslatePivot(Camera& camera, const AZ::Vector3& delta)
//! Update the pivot camera position.
//! @note delta will need to have been transformed to world space, e.g. To move the camera right, (1, 0, 0) must
//! first be transformed by the orientation of the camera before being applied to m_pivot.
inline void TranslatePivotLook(Camera& camera, const AZ::Vector3& delta)
{
camera.m_pivot += delta;
}
inline void TranslateOffset(Camera& camera, const AZ::Vector3& delta)
//! Update the offset camera position.
//! @note delta still needs to be transformed to world space (as with TranslatePivotLook) but internally this is undone
//! to be performed in local space when being applied to m_offset.
inline void TranslateOffsetOrbit(Camera& camera, const AZ::Vector3& delta)
{
camera.m_offset += camera.View().TransformVector(delta);
}
@@ -409,7 +422,7 @@ namespace AzFramework
//! Axes to use while translating the camera.
using TranslationAxesFn = AZStd::function<AZ::Matrix3x3(const Camera& camera)>;
//! TranslationAxes to use while in 'look' camera behavior (free look).
//! TranslationAxes to use while in 'look' or 'orbit' camera behavior.
inline AZ::Matrix3x3 LookTranslation(const Camera& camera)
{
const AZ::Matrix3x3 orientation = camera.Rotation();
@@ -421,8 +434,8 @@ namespace AzFramework
return AZ::Matrix3x3::CreateFromColumns(basisX, basisY, basisZ);
}
//! TranslationAxes to use while in 'pivot' camera behavior.
inline AZ::Matrix3x3 PivotTranslation(const Camera& camera)
//! Optional TranslationAxes to use while in 'orbit' camera behavior.
inline AZ::Matrix3x3 OrbitTranslation(const Camera& camera)
{
const AZ::Matrix3x3 orientation = camera.Rotation();
@@ -535,11 +548,11 @@ namespace AzFramework
bool m_boost = false; //!< Is the translation speed currently being multiplied/scaled upwards.
};
//! A camera input to handle discrete scroll events that can modify the camera pivot distance.
class PivotDollyScrollCameraInput : public CameraInput
//! A camera input to handle discrete scroll events that can modify the camera offset.
class OrbitDollyScrollCameraInput : public CameraInput
{
public:
PivotDollyScrollCameraInput();
OrbitDollyScrollCameraInput();
// CameraInput overrides ...
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
@@ -548,11 +561,11 @@ namespace AzFramework
AZStd::function<float()> m_scrollSpeedFn;
};
//! A camera input to handle motion deltas that can modify the camera pivot distance.
class PivotDollyMotionCameraInput : public CameraInput
//! A camera input to handle motion deltas that can modify the camera offset.
class OrbitDollyMotionCameraInput : public CameraInput
{
public:
explicit PivotDollyMotionCameraInput(const InputChannelId& dollyChannelId);
explicit OrbitDollyMotionCameraInput(const InputChannelId& dollyChannelId);
// CameraInput overrides ...
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
@@ -569,10 +582,10 @@ namespace AzFramework
};
//! A camera input to handle discrete scroll events that can scroll (translate) the camera along its forward axis.
class ScrollTranslationCameraInput : public CameraInput
class LookScrollTranslationCameraInput : public CameraInput
{
public:
ScrollTranslationCameraInput();
LookScrollTranslationCameraInput();
// CameraInput overrides ...
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
@@ -583,36 +596,36 @@ namespace AzFramework
//! A camera input that doubles as its own set of camera inputs.
//! It is 'exclusive', so does not overlap with other sibling camera inputs - it runs its own set of camera inputs as 'children'.
class PivotCameraInput : public CameraInput
class OrbitCameraInput : public CameraInput
{
public:
using PivotFn = AZStd::function<AZ::Vector3(const AZ::Vector3& position, const AZ::Vector3& direction)>;
explicit PivotCameraInput(const InputChannelId& pivotChannelId);
explicit OrbitCameraInput(const InputChannelId& orbitChannelId);
// CameraInput overrides ...
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
bool Exclusive() const override;
void SetPivotInputChannelId(const InputChannelId& pivotChanneId);
void SetOrbitInputChannelId(const InputChannelId& orbitChanneId);
Cameras m_pivotCameras; //!< The camera inputs to run when this camera input is active (only these will run as it is exclusive).
Cameras m_orbitCameras; //!< The camera inputs to run when this camera input is active (only these will run as it is exclusive).
//! Override the default behavior for how a pivot point is calculated.
void SetPivotFn(PivotFn pivotFn);
private:
InputChannelId m_pivotChannelId; //!< Input channel to begin the pivot camera input.
PivotFn m_pivotFn; //!< The pivot position to use for this pivot camera (how is the pivot point calculated/retrieved).
InputChannelId m_orbitChannelId; //!< Input channel to begin the orbit camera input.
PivotFn m_pivotFn; //!< The pivot position to use for this orbit camera (how is the pivot point calculated/retrieved).
};
inline void PivotCameraInput::SetPivotFn(PivotFn pivotFn)
inline void OrbitCameraInput::SetPivotFn(PivotFn pivotFn)
{
m_pivotFn = AZStd::move(pivotFn);
}
inline bool PivotCameraInput::Exclusive() const
inline bool OrbitCameraInput::Exclusive() const
{
return true;
}
@@ -624,9 +637,9 @@ namespace AzFramework
return AZ::Vector3::CreateZero();
}
//! Callback to use for FocusCameraInput when a pivot camera is being used.
//! Callback to use for FocusCameraInput when a orbit camera is being used.
//! @note This is when offset is non zero.
inline AZ::Vector3 FocusPivot(const float length)
inline AZ::Vector3 FocusOrbit(const float length)
{
return AZ::Vector3::CreateAxisY(-length);
}
@@ -667,7 +680,9 @@ namespace AzFramework
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
//! HandleEvents delegates directly to m_handleEventsFn.
AZStd::function<bool(CameraInput&, const InputEvent&, const ScreenVector&, float)> m_handleEventsFn;
//! StepCamera delegates directly to m_stepCameraFn.
AZStd::function<Camera(CameraInput&, const Camera&, const ScreenVector&, float, float)> m_stepCameraFn;
};