Update return type for viewport screen functions (#5803)

* update return type for viewport screen functions

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add tests for AZ::Matrix3x4::CreateFromMatrix4x4 and add TransformPoint to Matrix3x4

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update NDC -> Ndc

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* updates following review feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* updates and improvements following PR feedback

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* add forward declaration of Matrix3x4 type

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>

* update where forward declarations are defined for Matrix3x4

Signed-off-by: Tom Hulton-Harrop <82228511+hultonha@users.noreply.github.com>
This commit is contained in:
Tom Hulton-Harrop
2021-11-24 09:17:43 +00:00
committed by GitHub
parent b196473465
commit 5bd751531d
20 changed files with 146 additions and 74 deletions
@@ -351,7 +351,8 @@ namespace AZ
->Method("CreateFromMatrix3x3AndTranslation", &Matrix3x4::CreateFromMatrix3x3AndTranslation)
->Method("CreateScale", &Matrix3x4::CreateScale)
->Method("CreateDiagonal", &Matrix3x4::CreateDiagonal)
->Method("CreateTranslation", &Matrix3x4::CreateTranslation);
->Method("CreateTranslation", &Matrix3x4::CreateTranslation)
->Method("UnsafeCreateFromMatrix4x4", &Matrix3x4::UnsafeCreateFromMatrix4x4);
}
}
@@ -90,6 +90,9 @@ namespace AZ
//! Constructs from a Matrix3x3 and a translation.
static Matrix3x4 CreateFromMatrix3x3AndTranslation(const Matrix3x3& matrix3x3, const Vector3& translation);
//! Constructs from a Matrix4x4.
static Matrix3x4 UnsafeCreateFromMatrix4x4(const Matrix4x4& matrix4x4);
//! Constructs from a Transform.
static Matrix3x4 CreateFromTransform(const Transform& transform);
@@ -227,7 +230,7 @@ namespace AZ
Matrix3x4& operator+=(const Matrix3x4& rhs);
//! @}
//! Operator for matrix-matrix substraction.
//! Operator for matrix-matrix subtraction.
//! @{
[[nodiscard]] Matrix3x4 operator-(const Matrix3x4& rhs) const;
Matrix3x4& operator-=(const Matrix3x4& rhs);
@@ -266,6 +269,9 @@ namespace AZ
//! Post-multiplies the matrix by a vector, using only the 3x3 part of the matrix.
[[nodiscard]] Vector3 TransformVector(const Vector3& rhs) const;
//! Post-multiplies the matrix by a point, using the rotation and translation part of the matrix.
[[nodiscard]] Vector3 TransformPoint(const Vector3& rhs) const;
//! Gets the result of transposing the 3x3 part of the matrix, setting the translation part to zero.
[[nodiscard]] Matrix3x4 GetTranspose() const;
@@ -203,6 +203,16 @@ namespace AZ
}
AZ_MATH_INLINE Matrix3x4 Matrix3x4::UnsafeCreateFromMatrix4x4(const Matrix4x4& matrix4x4)
{
Matrix3x4 result;
result.SetRow(0, matrix4x4.GetRow(0));
result.SetRow(1, matrix4x4.GetRow(1));
result.SetRow(2, matrix4x4.GetRow(2));
return result;
}
AZ_MATH_INLINE Matrix3x4 Matrix3x4::CreateScale(const Vector3& scale)
{
return CreateDiagonal(scale);
@@ -609,6 +619,12 @@ namespace AZ
}
AZ_MATH_INLINE Vector3 Matrix3x4::TransformPoint(const Vector3& rhs) const
{
return Multiply3x3(rhs) + GetTranslation();
}
AZ_MATH_INLINE Matrix3x4 Matrix3x4::GetTranspose() const
{
Matrix3x4 result;
@@ -33,6 +33,15 @@ namespace MathTestData
AZ::Matrix3x3::CreateScale(AZ::Vector3(0.7f, 1.3f, 0.9f))
};
static const AZ::Matrix4x4 Matrix4x4s[] = {
AZ::Matrix4x4::CreateIdentity(),
AZ::Matrix4x4::CreateFromQuaternionAndTranslation(AZ::Quaternion(-0.46f, 0.26f, -0.22f, 0.82f), AZ::Vector3(1.0f, 5.0f, 10.0f)),
AZ::Matrix4x4::CreateFromTransform(AZ::Transform::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateScale(AZ::Vector3(1.0f, 2.0f, 3.0f)), AZ::Vector3(2.0f, 4.0f, 6.0f))),
AZ::Matrix4x4::CreateScale(AZ::Vector3(5.0f, 10.0f, 15.0f)),
AZ::Matrix4x4::CreateRotationZ(AZ::DegToRad(45.0f))
};
using AxisPair = AZStd::pair<AZ::Constants::Axis, AZ::Vector3>;
static const AxisPair Axes[] = {
{ AZ::Constants::Axis::XPositive, AZ::Vector3::CreateAxisX(1.0f) },
@@ -10,6 +10,7 @@
#include <AzCore/Math/Matrix3x4.h>
#include <AzCore/Math/Matrix3x3.h>
#include <AzCore/Math/Quaternion.h>
#include <AzCore/Math/VectorConversions.h>
#include <AZTestShared/Math/MathTestHelpers.h>
#include "MathTestData.h"
@@ -392,6 +393,32 @@ namespace UnitTest
INSTANTIATE_TEST_CASE_P(MATH_Matrix3x4, Matrix3x4CreateFromMatrix3x3Fixture, ::testing::ValuesIn(MathTestData::Matrix3x3s));
using Matrix3x4CreateFromMatrix4x4Fixture = ::testing::TestWithParam<AZ::Matrix4x4>;
TEST_P(Matrix3x4CreateFromMatrix4x4Fixture, UnsafeCreateFromMatrix4x4)
{
const AZ::Matrix4x4 matrix4x4 = GetParam();
const AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::UnsafeCreateFromMatrix4x4(matrix4x4);
EXPECT_THAT(matrix3x4.GetTranslation(), IsClose(matrix4x4.GetTranslation()));
const AZ::Vector3 vector(2.3f, -0.6, 1.8f);
EXPECT_THAT(matrix3x4.TransformVector(vector), IsClose((matrix4x4 * AZ::Vector3ToVector4(vector, 0.0f)).GetAsVector3()));
const AZ::Vector3 point(12.3f, -5.6, 7.3f);
EXPECT_THAT(matrix3x4.TransformPoint(point), IsClose((matrix4x4 * AZ::Vector3ToVector4(point, 1.0f)).GetAsVector3()));
}
INSTANTIATE_TEST_CASE_P(MATH_Matrix3x4, Matrix3x4CreateFromMatrix4x4Fixture, ::testing::ValuesIn(MathTestData::Matrix4x4s));
TEST(MATH_Matrix3x4, TransformPoint)
{
const AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateRotationY(AZ::DegToRad(90.0f)), AZ::Vector3(5.0f, 0.0f, 0.0f));
const AZ::Vector3 result = matrix3x4.TransformPoint(AZ::Vector3(1.0f, 0.0f, 0.0f));
const AZ::Vector3 expected = AZ::Vector3(5.0f, 0.0f, -1.0f);
EXPECT_THAT(result, expected);
}
TEST(MATH_Matrix3x4, CreateScale)
{
const AZ::Vector3 scale(1.7f, 0.3f, 2.4f);
@@ -15,6 +15,7 @@
namespace AZ
{
class Matrix4x4;
class Matrix3x4;
class Transform;
class ReflectContext;
} // namespace AZ
@@ -32,6 +33,8 @@ namespace AzFramework
//! Gets the current camera's world to view matrix.
virtual const AZ::Matrix4x4& GetCameraViewMatrix() const = 0;
//! Gets the current camera's world to view matrix as a Matrix3x4.
virtual AZ::Matrix3x4 GetCameraViewMatrixAsMatrix3x4() const = 0;
//! Sets the current camera's world to view matrix.
virtual void SetCameraViewMatrix(const AZ::Matrix4x4& matrix) = 0;
//! Gets the current camera's projection (view to clip) matrix.
@@ -31,34 +31,31 @@ namespace AzFramework
// multiplication which must be used (see CameraTransformFromCameraView and CameraViewFromCameraTransform)
// note: coordinate system convention is right handed
// see Matrix4x4::CreateProjection for more details
static AZ::Matrix4x4 ZYCoordinateSystemConversion()
static AZ::Matrix3x4 ZYCoordinateSystemConversion()
{
// note: the below matrix is the result of these combined transformations
// pitch = AZ::Matrix4x4::CreateRotationX(AZ::DegToRad(-90.0f));
// yaw = AZ::Matrix4x4::CreateRotationZ(AZ::DegToRad(180.0f));
// conversion = pitch * yaw
return AZ::Matrix4x4::CreateFromColumns(
AZ::Vector4(-1.0f, 0.0f, 0.0f, 0.0f), AZ::Vector4(0.0f, 0.0f, 1.0f, 0.0f), AZ::Vector4(0.0f, 1.0f, 0.0f, 0.0f),
AZ::Vector4(0.0f, 0.0f, 0.0f, 1.0f));
return AZ::Matrix3x4::CreateFromColumns(
AZ::Vector3(-1.0f, 0.0f, 0.0f), AZ::Vector3(0.0f, 0.0f, 1.0f), AZ::Vector3(0.0f, 1.0f, 0.0f), AZ::Vector3(0.0f, 0.0f, 0.0f));
}
AZ::Matrix4x4 CameraTransform(const CameraState& cameraState)
AZ::Matrix3x4 CameraTransform(const CameraState& cameraState)
{
return AZ::Matrix4x4::CreateFromColumns(
AZ::Vector3ToVector4(cameraState.m_side), AZ::Vector3ToVector4(cameraState.m_forward), AZ::Vector3ToVector4(cameraState.m_up),
AZ::Vector3ToVector4(cameraState.m_position, 1.0f));
return AZ::Matrix3x4::CreateFromColumns(cameraState.m_side, cameraState.m_forward, cameraState.m_up, cameraState.m_position);
}
AZ::Matrix4x4 CameraView(const CameraState& cameraState)
AZ::Matrix3x4 CameraView(const CameraState& cameraState)
{
// ensure the camera is looking down positive z with the x axis pointing left
return ZYCoordinateSystemConversion() * CameraTransform(cameraState).GetInverseTransform();
return ZYCoordinateSystemConversion() * CameraTransform(cameraState).GetInverseFast();
}
AZ::Matrix4x4 InverseCameraView(const CameraState& cameraState)
AZ::Matrix3x4 InverseCameraView(const CameraState& cameraState)
{
// ensure the camera is looking down positive z with the x axis pointing left
return CameraView(cameraState).GetInverseTransform();
return CameraView(cameraState).GetInverseFast();
}
AZ::Matrix4x4 CameraProjection(const CameraState& cameraState)
@@ -72,14 +69,14 @@ namespace AzFramework
return CameraProjection(cameraState).GetInverseFull();
}
AZ::Matrix4x4 CameraTransformFromCameraView(const AZ::Matrix4x4& cameraView)
AZ::Matrix3x4 CameraTransformFromCameraView(const AZ::Matrix3x4& cameraView)
{
return (ZYCoordinateSystemConversion() * cameraView).GetInverseTransform();
return (ZYCoordinateSystemConversion() * cameraView).GetInverseFast();
}
AZ::Matrix4x4 CameraViewFromCameraTransform(const AZ::Matrix4x4& cameraTransform)
AZ::Matrix3x4 CameraViewFromCameraTransform(const AZ::Matrix3x4& cameraTransform)
{
return ZYCoordinateSystemConversion() * cameraTransform.GetInverseTransform();
return ZYCoordinateSystemConversion() * cameraTransform.GetInverseFast();
}
AZ::Frustum FrustumFromCameraState(const CameraState& cameraState)
@@ -91,16 +88,17 @@ namespace AzFramework
{
const auto worldFromView = AzFramework::CameraTransform(cameraState);
const auto cameraWorldTransform = AZ::Transform::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateFromMatrix4x4(worldFromView), worldFromView.GetTranslation());
AZ::Matrix3x3::CreateFromMatrix3x4(worldFromView), worldFromView.GetTranslation());
return AZ::ViewFrustumAttributes(
cameraWorldTransform, AspectRatio(cameraState.m_viewportSize), cameraState.m_fovOrZoom, cameraState.m_nearClip,
cameraState.m_farClip);
}
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix4x4& cameraView, const AZ::Matrix4x4& cameraProjection)
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix3x4& cameraView, const AZ::Matrix4x4& cameraProjection)
{
// transform the world space position to clip space
const auto clipSpacePosition = cameraProjection * cameraView * AZ::Vector3ToVector4(worldPosition, 1.0f);
const auto clipSpacePosition =
cameraProjection * AZ::Vector3ToVector4(cameraView.TransformPoint(worldPosition), 1.0f);
// transform the clip space position to ndc space (perspective divide)
const auto ndcPosition = clipSpacePosition / clipSpacePosition.GetW();
// transform ndc space from <-1,1> to <0, 1> range
@@ -109,7 +107,7 @@ namespace AzFramework
ScreenPoint WorldToScreen(
const AZ::Vector3& worldPosition,
const AZ::Matrix4x4& cameraView,
const AZ::Matrix3x4& cameraView,
const AZ::Matrix4x4& cameraProjection,
const AZ::Vector2& viewportSize)
{
@@ -123,7 +121,7 @@ namespace AzFramework
}
AZ::Vector3 ScreenNdcToWorld(
const AZ::Vector2& normalizedScreenPosition, const AZ::Matrix4x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection)
const AZ::Vector2& normalizedScreenPosition, const AZ::Matrix3x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection)
{
// convert screen space coordinates from <0, 1> to <-1,1> range
const auto ndcPosition = normalizedScreenPosition * 2.0f - AZ::Vector2::CreateOne();
@@ -140,7 +138,7 @@ namespace AzFramework
AZ::Vector3 ScreenToWorld(
const ScreenPoint& screenPosition,
const AZ::Matrix4x4& inverseCameraView,
const AZ::Matrix3x4& inverseCameraView,
const AZ::Matrix4x4& inverseCameraProjection,
const AZ::Vector2& viewportSize)
{
@@ -16,6 +16,7 @@
namespace AZ
{
class Frustum;
class Matrix3x4;
class Matrix4x4;
struct ViewFrustumAttributes;
} // namespace AZ
@@ -43,7 +44,7 @@ namespace AzFramework
}
//! Projects a position in world space to screen space normalized device coordinates for the given camera.
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix4x4& cameraView, const AZ::Matrix4x4& cameraProjection);
AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix3x4& cameraView, const AZ::Matrix4x4& cameraProjection);
//! Projects a position in world space to screen space for the given camera.
ScreenPoint WorldToScreen(const AZ::Vector3& worldPosition, const CameraState& cameraState);
@@ -52,7 +53,7 @@ namespace AzFramework
//! is called many times in a loop.
ScreenPoint WorldToScreen(
const AZ::Vector3& worldPosition,
const AZ::Matrix4x4& cameraView,
const AZ::Matrix3x4& cameraView,
const AZ::Matrix4x4& cameraProjection,
const AZ::Vector2& viewportSize);
@@ -64,14 +65,14 @@ namespace AzFramework
//! is called many times in a loop.
AZ::Vector3 ScreenToWorld(
const ScreenPoint& screenPosition,
const AZ::Matrix4x4& inverseCameraView,
const AZ::Matrix3x4& inverseCameraView,
const AZ::Matrix4x4& inverseCameraProjection,
const AZ::Vector2& viewportSize);
//! Unprojects a position in screen space normalized device coordinates to world space.
//! Note: The position returned will be on the near clip plane of the camera in world space.
AZ::Vector3 ScreenNdcToWorld(
const AZ::Vector2& ndcPosition, const AZ::Matrix4x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection);
const AZ::Vector2& ndcPosition, const AZ::Matrix3x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection);
//! Returns the camera projection for the current camera state.
AZ::Matrix4x4 CameraProjection(const CameraState& cameraState);
@@ -81,27 +82,27 @@ namespace AzFramework
//! Returns the camera view for the current camera state.
//! @note This is the 'v' in the MVP transform going from world space to view space (viewFromWorld).
AZ::Matrix4x4 CameraView(const CameraState& cameraState);
AZ::Matrix3x4 CameraView(const CameraState& cameraState);
//! Returns the inverse of the camera view for the current camera state.
//! @note This is the same as the CameraTransform but corrected for Z up.
AZ::Matrix4x4 InverseCameraView(const CameraState& cameraState);
AZ::Matrix3x4 InverseCameraView(const CameraState& cameraState);
//! Returns the camera transform for the current camera state.
//! @note This is the inverse of 'v' in the MVP transform going from view space to world space (worldFromView).
AZ::Matrix4x4 CameraTransform(const CameraState& cameraState);
AZ::Matrix3x4 CameraTransform(const CameraState& cameraState);
//! Takes a camera view (the world to camera space transform) and returns the
//! corresponding camera transform (the world position and orientation of the camera).
//! @note The parameter is the viewFromWorld transform (the 'v' in MVP) going from world space
//! to view space. The return value is worldFromView transform going from view space to world space.
AZ::Matrix4x4 CameraTransformFromCameraView(const AZ::Matrix4x4& cameraView);
AZ::Matrix3x4 CameraTransformFromCameraView(const AZ::Matrix3x4& cameraView);
//! Takes a camera transform (the world position and orientation of the camera) and
//! returns the corresponding camera view (to be used to transform from world to camera space).
//! @note The parameter is the worldFromView transform going from view space to world space. The
//! return value is viewFromWorld transform (the 'v' in MVP) going from view space to world space.
AZ::Matrix4x4 CameraViewFromCameraTransform(const AZ::Matrix4x4& cameraTransform);
AZ::Matrix3x4 CameraViewFromCameraTransform(const AZ::Matrix3x4& cameraTransform);
//! Returns a frustum representing the camera transform and view volume in world space.
AZ::Frustum FrustumFromCameraState(const CameraState& cameraState);
@@ -3497,7 +3497,7 @@ namespace AzToolsFramework
// get the editor cameras current orientation
const int viewportId = viewportInfo.m_viewportId;
const AzFramework::CameraState editorCameraState = GetCameraState(viewportId);
const AZ::Matrix3x3& editorCameraOrientation = AZ::Matrix3x3::CreateFromMatrix4x4(AzFramework::CameraTransform(editorCameraState));
const AZ::Matrix3x3& editorCameraOrientation = AZ::Matrix3x3::CreateFromMatrix3x4(AzFramework::CameraTransform(editorCameraState));
// create a gizmo camera transform about the origin matching the orientation of the editor camera
// (10 units back in the y axis to produce an orbit effect)
@@ -15,6 +15,7 @@
#include <AzCore/Asset/AssetManager.h>
#include <AzCore/Asset/AssetManagerBus.h>
#include <AzCore/Debug/Budget.h>
#include <AzCore/EBus/Event.h>
#include <AzCore/Name/Name.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AzCore/std/containers/fixed_vector.h>
@@ -24,6 +25,8 @@ AZ_DECLARE_BUDGET(RPI);
namespace AZ
{
class Matrix4x4;
namespace RHI
{
class ShaderResourceGroup;
@@ -52,6 +55,8 @@ namespace AZ
using ViewportContextPtr = AZStd::shared_ptr<ViewportContext>;
using ConstViewportContextPtr = AZStd::shared_ptr<const ViewportContext>;
using MatrixChangedEvent = Event<const AZ::Matrix4x4&>;
//! The name used to identify a View within in a Scene.
//! Note that the same View could have different tags in different RenderPipelines.
using PipelineViewTag = AZ::Name;
@@ -94,6 +94,9 @@ namespace AZ
const AZ::Matrix4x4& GetWorldToClipMatrix() const;
const AZ::Matrix4x4& GetClipToWorldMatrix() const;
AZ::Matrix3x4 GetWorldToViewMatrixAsMatrix3x4() const;
AZ::Matrix3x4 GetViewToWorldMatrixAsMatrix3x4() const;
//! Get the camera's world transform, converted from the viewToWorld matrix's native y-up to z-up
AZ::Transform GetCameraTransform() const;
@@ -120,7 +123,6 @@ namespace AZ
//! Update View's SRG values and compile. This should only be called once per frame before execute command lists.
void UpdateSrg();
using MatrixChangedEvent = AZ::Event<const AZ::Matrix4x4&>;
//! Notifies consumers when the world to view matrix has changed.
void ConnectWorldToViewMatrixChangedHandler(MatrixChangedEvent::Handler& handler);
//! Notifies consumers when the world to clip matrix has changed.
@@ -13,7 +13,6 @@
#include <Atom/RPI.Public/WindowContext.h>
#include <Atom/RPI.Public/Scene.h>
#include <Atom/RPI.Public/SceneBus.h>
#include <AzCore/EBus/Event.h>
namespace AZ
{
@@ -98,7 +97,6 @@ namespace AZ
//! Alternatively, connect to ViewportContextNotificationsBus and listen to ViewportContextNotifications::OnViewportDpiScalingChanged.
void ConnectDpiScalingFactorChangedHandler(ScalarChangedEvent::Handler& handler);
using MatrixChangedEvent = AZ::Event<const AZ::Matrix4x4&>;
//! Notifies consumers when the view matrix has changed.
void ConnectViewMatrixChangedHandler(MatrixChangedEvent::Handler& handler);
//! Notifies consumers when the projection matrix has changed.
@@ -121,17 +119,12 @@ namespace AZ
void ConnectAboutToBeDestroyedHandler(ViewportIdEvent::Handler& handler);
// ViewportRequestBus interface overrides...
//! Gets the current camera's view matrix.
const AZ::Matrix4x4& GetCameraViewMatrix() const override;
//! Sets the current camera's view matrix.
AZ::Matrix3x4 GetCameraViewMatrixAsMatrix3x4() const override;
void SetCameraViewMatrix(const AZ::Matrix4x4& matrix) override;
//! Gets the current camera's projection matrix.
const AZ::Matrix4x4& GetCameraProjectionMatrix() const override;
//! Sets the current camera's projection matrix.
void SetCameraProjectionMatrix(const AZ::Matrix4x4& matrix) override;
//! Convenience method, gets the AZ::Transform corresponding to this camera's view matrix.
AZ::Transform GetCameraTransform() const override;
//! Convenience method, sets the camera's view matrix from this AZ::Transform.
void SetCameraTransform(const AZ::Transform& transform) override;
private:
+12 -2
View File
@@ -216,6 +216,16 @@ namespace AZ
return m_viewToWorldMatrix;
}
AZ::Matrix3x4 View::GetWorldToViewMatrixAsMatrix3x4() const
{
return AZ::Matrix3x4::UnsafeCreateFromMatrix4x4(m_worldToViewMatrix);
}
AZ::Matrix3x4 View::GetViewToWorldMatrixAsMatrix3x4() const
{
return AZ::Matrix3x4::UnsafeCreateFromMatrix4x4(m_viewToWorldMatrix);
}
const AZ::Matrix4x4& View::GetViewToClipMatrix() const
{
return m_viewToClipMatrix;
@@ -267,12 +277,12 @@ namespace AZ
passWithDrawListTag->SortDrawList(drawList);
}
void View::ConnectWorldToViewMatrixChangedHandler(View::MatrixChangedEvent::Handler& handler)
void View::ConnectWorldToViewMatrixChangedHandler(MatrixChangedEvent::Handler& handler)
{
handler.Connect(m_onWorldToViewMatrixChange);
}
void View::ConnectWorldToClipMatrixChangedHandler(View::MatrixChangedEvent::Handler& handler)
void View::ConnectWorldToClipMatrixChangedHandler(MatrixChangedEvent::Handler& handler)
{
handler.Connect(m_onWorldToClipMatrixChange);
}
@@ -36,12 +36,12 @@ namespace AZ
AzFramework::WindowNotificationBus::Handler::BusConnect(nativeWindow);
AzFramework::ViewportRequestBus::Handler::BusConnect(id);
m_onProjectionMatrixChangedHandler = ViewportContext::MatrixChangedEvent::Handler([this](const AZ::Matrix4x4& matrix)
m_onProjectionMatrixChangedHandler = MatrixChangedEvent::Handler([this](const AZ::Matrix4x4& matrix)
{
m_projectionMatrixChangedEvent.Signal(matrix);
});
m_onViewMatrixChangedHandler = ViewportContext::MatrixChangedEvent::Handler([this](const AZ::Matrix4x4& matrix)
m_onViewMatrixChangedHandler = MatrixChangedEvent::Handler([this](const AZ::Matrix4x4& matrix)
{
m_viewMatrixChangedEvent.Signal(matrix);
});
@@ -203,6 +203,11 @@ namespace AZ
return GetDefaultView()->GetWorldToViewMatrix();
}
AZ::Matrix3x4 ViewportContext::GetCameraViewMatrixAsMatrix3x4() const
{
return GetDefaultView()->GetWorldToViewMatrixAsMatrix3x4();
}
void ViewportContext::SetCameraViewMatrix(const AZ::Matrix4x4& matrix)
{
GetDefaultView()->SetWorldToViewMatrix(matrix);
@@ -26,7 +26,7 @@ namespace AtomToolsFramework
virtual AZ::Transform GetCameraTransform() const = 0;
virtual void SetCameraTransform(const AZ::Transform& transform) = 0;
virtual void ConnectViewMatrixChangedHandler(AZ::RPI::ViewportContext::MatrixChangedEvent::Handler& handler) = 0;
virtual void ConnectViewMatrixChangedHandler(AZ::RPI::MatrixChangedEvent::Handler& handler) = 0;
};
//! A function object to represent returning a camera controller priority.
@@ -91,7 +91,7 @@ namespace AtomToolsFramework
// ModularCameraViewportContext overrides ...
AZ::Transform GetCameraTransform() const override;
void SetCameraTransform(const AZ::Transform& transform) override;
void ConnectViewMatrixChangedHandler(AZ::RPI::ViewportContext::MatrixChangedEvent::Handler& handler) override;
void ConnectViewMatrixChangedHandler(AZ::RPI::MatrixChangedEvent::Handler& handler) override;
private:
AzFramework::ViewportId m_viewportId;
@@ -152,7 +152,7 @@ namespace AtomToolsFramework
float m_roll = 0.0f; //!< The current amount of roll to be applied to the camera.
float m_targetRoll = 0.0f; //!< The target amount of roll to be applied to the camera (current will move towards this).
//! Listen for camera view changes outside of the camera controller.
AZ::RPI::ViewportContext::MatrixChangedEvent::Handler m_cameraViewMatrixChangeHandler;
AZ::RPI::MatrixChangedEvent::Handler m_cameraViewMatrixChangeHandler;
//! The current instance of the modular camera viewport context.
AZStd::unique_ptr<ModularCameraViewportContext> m_modularCameraViewportContext;
//! Flag to prevent circular updates of the camera transform (while the viewport transform is being updated internally).
@@ -165,10 +165,10 @@ namespace AtomToolsFramework
public:
AZ::Transform GetCameraTransform() const override;
void SetCameraTransform(const AZ::Transform& transform) override;
void ConnectViewMatrixChangedHandler(AZ::RPI::ViewportContext::MatrixChangedEvent::Handler& handler) override;
void ConnectViewMatrixChangedHandler(AZ::RPI::MatrixChangedEvent::Handler& handler) override;
private:
AZ::Transform m_cameraTransform = AZ::Transform::CreateIdentity();
AZ::RPI::ViewportContext::MatrixChangedEvent m_viewMatrixChangedEvent;
AZ::RPI::MatrixChangedEvent m_viewMatrixChangedEvent;
};
} // namespace AtomToolsFramework
@@ -86,7 +86,7 @@ namespace AtomToolsFramework
}
}
void ModularCameraViewportContextImpl::ConnectViewMatrixChangedHandler(AZ::RPI::ViewportContext::MatrixChangedEvent::Handler& handler)
void ModularCameraViewportContextImpl::ConnectViewMatrixChangedHandler(AZ::RPI::MatrixChangedEvent::Handler& handler)
{
if (auto viewportContext = RetrieveViewportContext(m_viewportId))
{
@@ -185,7 +185,7 @@ namespace AtomToolsFramework
}
};
m_cameraViewMatrixChangeHandler = AZ::RPI::ViewportContext::MatrixChangedEvent::Handler(handleCameraChange);
m_cameraViewMatrixChangeHandler = AZ::RPI::MatrixChangedEvent::Handler(handleCameraChange);
m_modularCameraViewportContext->ConnectViewMatrixChangedHandler(m_cameraViewMatrixChangeHandler);
ModularViewportCameraControllerRequestBus::Handler::BusConnect(viewportId);
@@ -323,11 +323,11 @@ namespace AtomToolsFramework
void PlaceholderModularCameraViewportContextImpl::SetCameraTransform(const AZ::Transform& transform)
{
m_cameraTransform = transform;
m_viewMatrixChangedEvent.Signal(AzFramework::CameraViewFromCameraTransform(Matrix4x4FromTransform(transform)));
m_viewMatrixChangedEvent.Signal(
AZ::Matrix4x4::CreateFromMatrix3x4(AzFramework::CameraViewFromCameraTransform(AZ::Matrix3x4::CreateFromTransform(transform))));
}
void PlaceholderModularCameraViewportContextImpl::ConnectViewMatrixChangedHandler(
AZ::RPI::ViewportContext::MatrixChangedEvent::Handler& handler)
void PlaceholderModularCameraViewportContextImpl::ConnectViewMatrixChangedHandler(AZ::RPI::MatrixChangedEvent::Handler& handler)
{
handler.Connect(m_viewMatrixChangedEvent);
}
@@ -198,9 +198,7 @@ namespace UnitTest
AzToolsFramework::ViewportInteraction::ViewportInteractionRequestBus::EventResult(
cameraState, TestViewportId, &AzToolsFramework::ViewportInteraction::ViewportInteractionRequestBus::Events::GetCameraState);
const auto cameraMatrix = AzFramework::CameraTransform(cameraState);
const auto cameraTransform = AZ::Matrix3x4::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateFromMatrix4x4(cameraMatrix), cameraMatrix.GetTranslation());
const auto cameraTransform = AzFramework::CameraTransform(cameraState);
// Then
// camera transform matches that of the secondary view
@@ -1726,15 +1726,13 @@ void AZ::FFont::DrawScreenAlignedText3d(
{
return;
}
AZ::Vector3 positionNDC = AzFramework::WorldToScreenNdc(
params.m_position,
currentView->GetWorldToViewMatrix(),
currentView->GetViewToClipMatrix()
);
// Text behind the camera shouldn't get rendered. WorldToScreenNDC returns values in the range 0 - 1, so Z < 0.5 is behind the screen
const AZ::Vector3 positionNdc = AzFramework::WorldToScreenNdc(
params.m_position, currentView->GetWorldToViewMatrixAsMatrix3x4(), currentView->GetViewToClipMatrix());
// Text behind the camera shouldn't get rendered. WorldToScreenNdc returns values in the range 0 - 1, so Z < 0.5 is behind the screen
// and >= 0.5 is in front of the screen.
if (positionNDC.GetZ() < 0.5f)
if (positionNdc.GetZ() < 0.5f)
{
return;
}
@@ -1744,9 +1742,9 @@ void AZ::FFont::DrawScreenAlignedText3d(
DrawStringUInternal(
*internalParams.m_viewport,
internalParams.m_viewportContext,
positionNDC.GetX() * internalParams.m_viewport->GetWidth(),
(1.0f - positionNDC.GetY()) * internalParams.m_viewport->GetHeight(),
positionNDC.GetZ(), // Z
positionNdc.GetX() * internalParams.m_viewport->GetWidth(),
(1.0f - positionNdc.GetY()) * internalParams.m_viewport->GetHeight(),
positionNdc.GetZ(), // Z
text.data(),
params.m_multiline,
internalParams.m_ctx
@@ -174,9 +174,9 @@ namespace AZ::Render
{
// Calculate our screen space position using the viewport size
// We want this instead of RenderViewportWidget::WorldToScreen which works in QWidget virtual coordinate space
AzFramework::ScreenPoint position = AzFramework::WorldToScreen(
drawParameters.m_position, viewportContext->GetCameraViewMatrix(), viewportContext->GetCameraProjectionMatrix(),
viewportSize);
const AzFramework::ScreenPoint position = AzFramework::WorldToScreen(
drawParameters.m_position, viewportContext->GetCameraViewMatrixAsMatrix3x4(),
viewportContext->GetCameraProjectionMatrix(), viewportSize);
screenPosition.SetX(aznumeric_cast<float>(position.m_x));
screenPosition.SetY(aznumeric_cast<float>(position.m_y));
}
@@ -113,7 +113,7 @@ namespace Camera
// Set transform to that of the viewport, otherwise default to Identity matrix and 60 degree FOV
const auto worldFromView = AzFramework::CameraTransform(cameraState);
const auto cameraTransform = AZ::Transform::CreateFromMatrix3x3AndTranslation(
AZ::Matrix3x3::CreateFromMatrix4x4(worldFromView), worldFromView.GetTranslation());
AZ::Matrix3x3::CreateFromMatrix3x4(worldFromView), worldFromView.GetTranslation());
AZ::TransformBus::Event(newEntityId, &AZ::TransformInterface::SetWorldTM, cameraTransform);
CameraRequestBus::Event(newEntityId, &CameraComponentRequests::SetFov, AZ::RadToDeg(cameraState.m_fovOrZoom));
undoBatch.MarkEntityDirty(newEntityId);