Merge branch 'main' of https://github.com/aws-lumberyard/o3de into Spawnable/Instantiation/EntityIdReferenceFix
This commit is contained in:
@@ -115,7 +115,7 @@ namespace AZ::IO
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// If used, the source path will be treated as the destination path
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// and no transformations will be done. Pass this flag when the path is to be the actual
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// path on the disk/in the packs and doesn't need adjustment (or after it has come through adjustments already)
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// if this is set, AdjustFileName will not map the input path into the master folder (Ex: Shaders will not be converted to Game\Shaders)
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// if this is set, AdjustFileName will not map the input path into the folder (Ex: Shaders will not be converted to Game\Shaders)
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FLAGS_PATH_REAL = 1 << 16,
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// AdjustFileName will always copy the file path to the destination path:
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@@ -318,7 +318,6 @@ namespace AZ::IO
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virtual ArchiveFileIterator FindFirst(AZStd::string_view pDir, uint32_t nFlags = 0, bool bAllowUseFileSystem = false) = 0;
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virtual ArchiveFileIterator FindNext(AZ::IO::ArchiveFileIterator handle) = 0;
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virtual bool FindClose(AZ::IO::ArchiveFileIterator handle) = 0;
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// virtual bool IsOutOfDate(const char * szCompiledName, const char * szMasterFile)=0;
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//returns file modification time
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virtual IArchive::FileTime GetModificationTime(AZ::IO::HandleType fileHandle) = 0;
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@@ -47,7 +47,7 @@ namespace AZ::IO
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enum EPakFlags
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{
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// support for absolute and other complex path specifications -
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// all paths will be treated relatively to the current directory (normally MasterCD)
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// all paths will be treated relatively to the current directory
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FLAGS_ABSOLUTE_PATHS = 1,
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// if this is set, the object will only understand relative to the zip file paths,
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@@ -18,6 +18,7 @@
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#include <AzFramework/Physics/Collision/CollisionGroups.h>
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#include <AzFramework/Physics/Collision/CollisionLayers.h>
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#include <AzFramework/Physics/Common/PhysicsTypes.h>
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#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
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#include <AzFramework/Physics/Configuration/SimulatedBodyConfiguration.h>
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@@ -36,7 +37,7 @@ namespace Physics
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static void Reflect(AZ::ReflectContext* context);
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AZStd::string m_name;
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ShapeConfigurationList m_shapes;
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AzPhysics::ShapeColliderPairList m_shapes;
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};
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class CharacterColliderConfiguration
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@@ -57,7 +57,7 @@ namespace Physics
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classElement.RemoveElement(shapesIndex);
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// add a new vector in the new format
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const int newShapesIndex = classElement.AddElement<ShapeConfigurationList>(context, "shapes");
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const int newShapesIndex = classElement.AddElement<AzPhysics::ShapeColliderPairList>(context, "shapes");
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if (newShapesIndex != -1)
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{
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AZ::SerializeContext::DataElementNode& newShapesElement = classElement.GetSubElement(newShapesIndex);
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@@ -65,7 +65,9 @@ namespace Physics
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// convert the old shapes into the new format and add to the vector
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for (AZ::SerializeContext::DataElementNode shape : shapesCopy)
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{
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const int pairIndex = newShapesElement.AddElementWithData<ShapeConfigurationPair>(context, "element", ShapeConfigurationPair());
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const int pairIndex = newShapesElement.AddElementWithData<AzPhysics::ShapeColliderPair>(
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context, "element", AzPhysics::ShapeColliderPair());
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AZ::SerializeContext::DataElementNode& pairElement = newShapesElement.GetSubElement(pairIndex);
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ColliderConfiguration colliderConfig;
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@@ -131,8 +133,8 @@ namespace Physics
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AZ::SerializeContext::DataElementNode* baseBaseClass1 = baseClass1->FindSubElement(AZ_CRC("BaseClass1", 0xd4925735));
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if (baseBaseClass1 && baseBaseClass1->FindSubElementAndGetData<AZStd::string>(AZ_CRC("name", 0x5e237e06), name))
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{
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ShapeConfigurationList shapes;
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if (nodeElement.FindSubElementAndGetData<ShapeConfigurationList>(AZ_CRC("shapes", 0x93dba512), shapes))
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AzPhysics::ShapeColliderPairList shapes;
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if (nodeElement.FindSubElementAndGetData<AzPhysics::ShapeColliderPairList>(AZ_CRC("shapes", 0x93dba512), shapes))
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{
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CharacterColliderNodeConfiguration newColliderNodeConfig;
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newColliderNodeConfig.m_name = name;
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@@ -70,7 +70,10 @@ namespace AzPhysics
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using SimulatedBodyHandleList = AZStd::vector<SimulatedBodyHandle>;
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//! Helper used for pairing the ShapeConfiguration and ColliderConfiguration together which is used when creating a Simulated Body.
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using ShapeColliderPair = AZStd::pair<Physics::ColliderConfiguration*, Physics::ShapeConfiguration*>;
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using ShapeColliderPair = AZStd::pair<
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AZStd::shared_ptr<Physics::ColliderConfiguration>,
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AZStd::shared_ptr<Physics::ShapeConfiguration>>;
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using ShapeColliderPairList = AZStd::vector<ShapeColliderPair>;
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//! Flags used to specifying which properties of a body to compute.
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enum class MassComputeFlags : AZ::u8
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@@ -80,9 +80,6 @@ namespace Physics
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void OnContactOffsetChanged();
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};
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using ShapeConfigurationPair = AZStd::pair<AZStd::shared_ptr<ColliderConfiguration>, AZStd::shared_ptr<ShapeConfiguration>>;
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using ShapeConfigurationList = AZStd::vector<ShapeConfigurationPair>;
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struct RayCastRequest;
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class Shape
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@@ -264,12 +264,12 @@ namespace AzFramework
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// SampleRPC =
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// {
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// // Two callbacks can be registered to the NetRPC
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// // A function to be invoked on the Master - OnMaster
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// // A function to be invoked on the main server - OnServer
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// // and a function to be invoked on the Proxy - OnProxy
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// //
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// // Every NetRPC needs to have a valid OnMaster function, while OnProxy is optional.
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// OnMaster = function()
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// Debug.Log("Function to be invoked on the Master.");
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// // Every NetRPC needs to have a valid OnServer function, while OnProxy is optional.
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// OnServer = function()
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// Debug.Log("Function to be invoked on the server.");
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// end
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//
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// OnProxy = function()
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@@ -41,7 +41,7 @@ namespace Neighborhood {
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//---------------------------------------------------------------------
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void NeighborReplica::OnReplicaActivate(const GridMate::ReplicaContext& /*rc*/)
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{
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// TODO: Should we send the message to ourselves as well (master)?
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// TODO: Should we send the message to ourselves as well?
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if (IsProxy())
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{
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AZ_Assert(m_persistentName.Get().c_str(), "Received NeighborReplica with missing persistent name!");
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@@ -52,7 +52,7 @@ namespace Neighborhood {
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//---------------------------------------------------------------------
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void NeighborReplica::OnReplicaDeactivate(const GridMate::ReplicaContext& /*rc*/)
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{
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// TODO: Should we send the message to ourselves as well (master)?
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// TODO: Should we send the message to ourselves as well?
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if (IsProxy())
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{
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EBUS_EVENT(NeighborhoodBus, OnNodeLeft, *this);
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@@ -30,7 +30,8 @@ namespace AzFramework
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AZ_CVAR(float, ed_cameraSystemOrbitDollyScrollSpeed, 0.02f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemOrbitDollyCursorSpeed, 0.01f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemScrollTranslateSpeed, 0.02f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemMaxOrbitDistance, 60.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemMinOrbitDistance, 6.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemMaxOrbitDistance, 50.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemLookSmoothness, 5.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemTranslateSmoothness, 5.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemRotateSpeed, 0.005f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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@@ -532,20 +533,39 @@ namespace AzFramework
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if (Beginning())
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{
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float hit_distance = 0.0f;
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AZ::Plane::CreateFromNormalAndPoint(AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisZ(ed_cameraSystemDefaultPlaneHeight))
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.CastRay(targetCamera.Translation(), targetCamera.Rotation().GetBasisY(), hit_distance);
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const auto hasLookAt = [&nextCamera, &targetCamera, lookAtFn = m_lookAtFn] {
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if (lookAtFn)
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{
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if (const auto lookAt = lookAtFn())
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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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UpdateCameraFromTransform(nextCamera, transform);
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if (hit_distance > 0.0f)
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return true;
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}
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}
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return false;
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}();
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if (!hasLookAt)
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{
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hit_distance = AZStd::min<float>(hit_distance, ed_cameraSystemMaxOrbitDistance);
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nextCamera.m_lookDist = -hit_distance;
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nextCamera.m_lookAt = targetCamera.Translation() + targetCamera.Rotation().GetBasisY() * hit_distance;
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}
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else
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{
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nextCamera.m_lookDist = -ed_cameraSystemMaxOrbitDistance;
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nextCamera.m_lookAt = targetCamera.Translation() + targetCamera.Rotation().GetBasisY() * ed_cameraSystemMaxOrbitDistance;
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float hit_distance = 0.0f;
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AZ::Plane::CreateFromNormalAndPoint(AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisZ(ed_cameraSystemDefaultPlaneHeight))
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.CastRay(targetCamera.Translation(), targetCamera.Rotation().GetBasisY(), hit_distance);
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if (hit_distance > 0.0f)
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{
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hit_distance = AZStd::min<float>(hit_distance, ed_cameraSystemMaxOrbitDistance);
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nextCamera.m_lookDist = -hit_distance;
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nextCamera.m_lookAt = targetCamera.Translation() + targetCamera.Rotation().GetBasisY() * hit_distance;
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}
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else
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{
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nextCamera.m_lookDist = -ed_cameraSystemMinOrbitDistance;
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nextCamera.m_lookAt =
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targetCamera.Translation() + targetCamera.Rotation().GetBasisY() * ed_cameraSystemMinOrbitDistance;
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}
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}
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}
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@@ -199,6 +199,7 @@ namespace AzFramework
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public:
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explicit RotateCameraInput(InputChannelId rotateChannelId);
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// CameraInput overrides ...
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void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
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@@ -239,6 +240,7 @@ namespace AzFramework
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public:
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PanCameraInput(InputChannelId panChannelId, PanAxesFn panAxesFn);
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// CameraInput overrides ...
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void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
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@@ -279,6 +281,7 @@ namespace AzFramework
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public:
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explicit TranslateCameraInput(TranslationAxesFn translationAxesFn);
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// CameraInput overrides ...
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void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
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void ResetImpl() override;
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@@ -348,6 +351,7 @@ namespace AzFramework
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class OrbitDollyScrollCameraInput : public CameraInput
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{
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public:
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// CameraInput overrides ...
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void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
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};
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@@ -357,6 +361,7 @@ namespace AzFramework
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public:
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explicit OrbitDollyCursorMoveCameraInput(InputChannelId dollyChannelId);
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// CameraInput overrides ...
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void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
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@@ -367,6 +372,7 @@ namespace AzFramework
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class ScrollTranslationCameraInput : public CameraInput
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{
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public:
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// CameraInput overrides ...
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void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
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};
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@@ -374,16 +380,32 @@ 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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// CameraInput overrides ...
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void HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
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Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
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bool Exclusive() const override
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{
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return true;
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}
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bool Exclusive() const override;
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Cameras m_orbitCameras;
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//! Override the default behavior for how a look-at point is calculated.
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void SetLookAtFn(const LookAtFn& lookAtFn);
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private:
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LookAtFn m_lookAtFn;
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};
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inline void OrbitCameraInput::SetLookAtFn(const LookAtFn& lookAtFn)
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{
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m_lookAtFn = lookAtFn;
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}
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inline bool OrbitCameraInput::Exclusive() const
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{
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return true;
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}
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struct WindowSize;
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//! Map from a generic InputChannel event to a camera specific InputEvent.
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