Entering the Game Mode when the SlideAlongAxisBasedOnAngle in the Camera Rig is set results in an assert (#5410)
* Fixed assert and added None behavior. Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com> * cleaned up file Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com> * Switched over to checkboxes Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com> * Fixed naming. Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com> * Fixed naming Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com> * Fixed serialize version and zero vector normalization Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com> * Cleaned up format. Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com> * Fixed Warnings Signed-off-by: AMZN-Igarri <82394219+AMZN-Igarri@users.noreply.github.com>
This commit is contained in:
-11
@@ -24,17 +24,6 @@ namespace Camera
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Z_Axis = 2
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};
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//////////////////////////////////////////////////////////////////////////
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/// These are intended to be used as an index and needs to be implicitly
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/// convertible to int. See StartingPointCameraUtilities.h for examples
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enum VectorComponentType : int
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{
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X_Component = 0,
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Y_Component = 1,
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Z_Component = 2,
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None = 3,
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};
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//////////////////////////////////////////////////////////////////////////
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/// These are intended to be used as an index and needs to be implicitly
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/// convertible to int. See StartingPointCameraUtilities.h for examples
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+5
-13
@@ -16,24 +16,16 @@ namespace Camera
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{
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const char* GetNameFromUuid(const AZ::Uuid& uuid);
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//////////////////////////////////////////////////////////////////////////
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/// This methods will 0 out a vector component and re-normalize it
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//////////////////////////////////////////////////////////////////////////
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void MaskComponentFromNormalizedVector(AZ::Vector3& v, VectorComponentType vectorComponentType);
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//! This methods will 0 out specified vector components and re-normalize it
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void MaskComponentFromNormalizedVector(AZ::Vector3& v, bool ignoreX, bool ignoreY, bool ignoreZ);
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//////////////////////////////////////////////////////////////////////////
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/// This will calculate the requested Euler angle from a given AZ::Quaternion
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//////////////////////////////////////////////////////////////////////////
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//! This will calculate the requested Euler angle from a given AZ::Quaternion
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float GetEulerAngleFromTransform(const AZ::Transform& rotation, EulerAngleType eulerAngleType);
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//////////////////////////////////////////////////////////////////////////
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/// This will calculate an AZ::Transform based on an Euler angle
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//////////////////////////////////////////////////////////////////////////
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//! This will calculate an AZ::Transform based on an Euler angle
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AZ::Transform CreateRotationFromEulerAngle(EulerAngleType rotationType, float radians);
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//////////////////////////////////////////////////////////////////////////
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/// Creates the Quaternion representing the rotation looking down the vector
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//////////////////////////////////////////////////////////////////////////
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//! Creates the Quaternion representing the rotation looking down the vector
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AZ::Quaternion CreateQuaternionFromViewVector(const AZ::Vector3 lookVector);
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} //namespace Camera
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