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>
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@@ -351,7 +351,8 @@ namespace AZ
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->Method("CreateFromMatrix3x3AndTranslation", &Matrix3x4::CreateFromMatrix3x3AndTranslation)
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->Method("CreateScale", &Matrix3x4::CreateScale)
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->Method("CreateDiagonal", &Matrix3x4::CreateDiagonal)
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->Method("CreateTranslation", &Matrix3x4::CreateTranslation);
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->Method("CreateTranslation", &Matrix3x4::CreateTranslation)
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->Method("UnsafeCreateFromMatrix4x4", &Matrix3x4::UnsafeCreateFromMatrix4x4);
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}
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}
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@@ -90,6 +90,9 @@ namespace AZ
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//! Constructs from a Matrix3x3 and a translation.
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static Matrix3x4 CreateFromMatrix3x3AndTranslation(const Matrix3x3& matrix3x3, const Vector3& translation);
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//! Constructs from a Matrix4x4.
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static Matrix3x4 UnsafeCreateFromMatrix4x4(const Matrix4x4& matrix4x4);
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//! Constructs from a Transform.
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static Matrix3x4 CreateFromTransform(const Transform& transform);
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@@ -227,7 +230,7 @@ namespace AZ
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Matrix3x4& operator+=(const Matrix3x4& rhs);
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//! @}
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//! Operator for matrix-matrix substraction.
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//! Operator for matrix-matrix subtraction.
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//! @{
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[[nodiscard]] Matrix3x4 operator-(const Matrix3x4& rhs) const;
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Matrix3x4& operator-=(const Matrix3x4& rhs);
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@@ -266,6 +269,9 @@ namespace AZ
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//! Post-multiplies the matrix by a vector, using only the 3x3 part of the matrix.
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[[nodiscard]] Vector3 TransformVector(const Vector3& rhs) const;
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//! Post-multiplies the matrix by a point, using the rotation and translation part of the matrix.
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[[nodiscard]] Vector3 TransformPoint(const Vector3& rhs) const;
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//! Gets the result of transposing the 3x3 part of the matrix, setting the translation part to zero.
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[[nodiscard]] Matrix3x4 GetTranspose() const;
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@@ -203,6 +203,16 @@ namespace AZ
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}
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AZ_MATH_INLINE Matrix3x4 Matrix3x4::UnsafeCreateFromMatrix4x4(const Matrix4x4& matrix4x4)
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{
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Matrix3x4 result;
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result.SetRow(0, matrix4x4.GetRow(0));
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result.SetRow(1, matrix4x4.GetRow(1));
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result.SetRow(2, matrix4x4.GetRow(2));
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return result;
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}
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AZ_MATH_INLINE Matrix3x4 Matrix3x4::CreateScale(const Vector3& scale)
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{
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return CreateDiagonal(scale);
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@@ -609,6 +619,12 @@ namespace AZ
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}
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AZ_MATH_INLINE Vector3 Matrix3x4::TransformPoint(const Vector3& rhs) const
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{
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return Multiply3x3(rhs) + GetTranslation();
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}
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AZ_MATH_INLINE Matrix3x4 Matrix3x4::GetTranspose() const
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{
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Matrix3x4 result;
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@@ -33,6 +33,15 @@ namespace MathTestData
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AZ::Matrix3x3::CreateScale(AZ::Vector3(0.7f, 1.3f, 0.9f))
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};
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static const AZ::Matrix4x4 Matrix4x4s[] = {
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AZ::Matrix4x4::CreateIdentity(),
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AZ::Matrix4x4::CreateFromQuaternionAndTranslation(AZ::Quaternion(-0.46f, 0.26f, -0.22f, 0.82f), AZ::Vector3(1.0f, 5.0f, 10.0f)),
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AZ::Matrix4x4::CreateFromTransform(AZ::Transform::CreateFromMatrix3x3AndTranslation(
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AZ::Matrix3x3::CreateScale(AZ::Vector3(1.0f, 2.0f, 3.0f)), AZ::Vector3(2.0f, 4.0f, 6.0f))),
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AZ::Matrix4x4::CreateScale(AZ::Vector3(5.0f, 10.0f, 15.0f)),
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AZ::Matrix4x4::CreateRotationZ(AZ::DegToRad(45.0f))
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};
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using AxisPair = AZStd::pair<AZ::Constants::Axis, AZ::Vector3>;
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static const AxisPair Axes[] = {
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{ AZ::Constants::Axis::XPositive, AZ::Vector3::CreateAxisX(1.0f) },
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@@ -10,6 +10,7 @@
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#include <AzCore/Math/Matrix3x4.h>
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#include <AzCore/Math/Matrix3x3.h>
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#include <AzCore/Math/Quaternion.h>
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#include <AzCore/Math/VectorConversions.h>
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#include <AZTestShared/Math/MathTestHelpers.h>
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#include "MathTestData.h"
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@@ -392,6 +393,32 @@ namespace UnitTest
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INSTANTIATE_TEST_CASE_P(MATH_Matrix3x4, Matrix3x4CreateFromMatrix3x3Fixture, ::testing::ValuesIn(MathTestData::Matrix3x3s));
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using Matrix3x4CreateFromMatrix4x4Fixture = ::testing::TestWithParam<AZ::Matrix4x4>;
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TEST_P(Matrix3x4CreateFromMatrix4x4Fixture, UnsafeCreateFromMatrix4x4)
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{
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const AZ::Matrix4x4 matrix4x4 = GetParam();
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const AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::UnsafeCreateFromMatrix4x4(matrix4x4);
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EXPECT_THAT(matrix3x4.GetTranslation(), IsClose(matrix4x4.GetTranslation()));
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const AZ::Vector3 vector(2.3f, -0.6, 1.8f);
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EXPECT_THAT(matrix3x4.TransformVector(vector), IsClose((matrix4x4 * AZ::Vector3ToVector4(vector, 0.0f)).GetAsVector3()));
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const AZ::Vector3 point(12.3f, -5.6, 7.3f);
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EXPECT_THAT(matrix3x4.TransformPoint(point), IsClose((matrix4x4 * AZ::Vector3ToVector4(point, 1.0f)).GetAsVector3()));
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}
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INSTANTIATE_TEST_CASE_P(MATH_Matrix3x4, Matrix3x4CreateFromMatrix4x4Fixture, ::testing::ValuesIn(MathTestData::Matrix4x4s));
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TEST(MATH_Matrix3x4, TransformPoint)
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{
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const AZ::Matrix3x4 matrix3x4 = AZ::Matrix3x4::CreateFromMatrix3x3AndTranslation(
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AZ::Matrix3x3::CreateRotationY(AZ::DegToRad(90.0f)), AZ::Vector3(5.0f, 0.0f, 0.0f));
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const AZ::Vector3 result = matrix3x4.TransformPoint(AZ::Vector3(1.0f, 0.0f, 0.0f));
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const AZ::Vector3 expected = AZ::Vector3(5.0f, 0.0f, -1.0f);
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EXPECT_THAT(result, expected);
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}
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TEST(MATH_Matrix3x4, CreateScale)
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{
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const AZ::Vector3 scale(1.7f, 0.3f, 2.4f);
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@@ -15,6 +15,7 @@
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namespace AZ
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{
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class Matrix4x4;
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class Matrix3x4;
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class Transform;
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class ReflectContext;
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} // namespace AZ
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@@ -32,6 +33,8 @@ namespace AzFramework
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//! Gets the current camera's world to view matrix.
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virtual const AZ::Matrix4x4& GetCameraViewMatrix() const = 0;
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//! Gets the current camera's world to view matrix as a Matrix3x4.
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virtual AZ::Matrix3x4 GetCameraViewMatrixAsMatrix3x4() const = 0;
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//! Sets the current camera's world to view matrix.
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virtual void SetCameraViewMatrix(const AZ::Matrix4x4& matrix) = 0;
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//! Gets the current camera's projection (view to clip) matrix.
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@@ -31,34 +31,31 @@ namespace AzFramework
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// multiplication which must be used (see CameraTransformFromCameraView and CameraViewFromCameraTransform)
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// note: coordinate system convention is right handed
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// see Matrix4x4::CreateProjection for more details
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static AZ::Matrix4x4 ZYCoordinateSystemConversion()
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static AZ::Matrix3x4 ZYCoordinateSystemConversion()
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{
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// note: the below matrix is the result of these combined transformations
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// pitch = AZ::Matrix4x4::CreateRotationX(AZ::DegToRad(-90.0f));
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// yaw = AZ::Matrix4x4::CreateRotationZ(AZ::DegToRad(180.0f));
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// conversion = pitch * yaw
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return AZ::Matrix4x4::CreateFromColumns(
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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),
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AZ::Vector4(0.0f, 0.0f, 0.0f, 1.0f));
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return AZ::Matrix3x4::CreateFromColumns(
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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));
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}
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AZ::Matrix4x4 CameraTransform(const CameraState& cameraState)
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AZ::Matrix3x4 CameraTransform(const CameraState& cameraState)
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{
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return AZ::Matrix4x4::CreateFromColumns(
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AZ::Vector3ToVector4(cameraState.m_side), AZ::Vector3ToVector4(cameraState.m_forward), AZ::Vector3ToVector4(cameraState.m_up),
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AZ::Vector3ToVector4(cameraState.m_position, 1.0f));
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return AZ::Matrix3x4::CreateFromColumns(cameraState.m_side, cameraState.m_forward, cameraState.m_up, cameraState.m_position);
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}
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AZ::Matrix4x4 CameraView(const CameraState& cameraState)
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AZ::Matrix3x4 CameraView(const CameraState& cameraState)
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{
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// ensure the camera is looking down positive z with the x axis pointing left
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return ZYCoordinateSystemConversion() * CameraTransform(cameraState).GetInverseTransform();
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return ZYCoordinateSystemConversion() * CameraTransform(cameraState).GetInverseFast();
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}
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AZ::Matrix4x4 InverseCameraView(const CameraState& cameraState)
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AZ::Matrix3x4 InverseCameraView(const CameraState& cameraState)
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{
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// ensure the camera is looking down positive z with the x axis pointing left
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return CameraView(cameraState).GetInverseTransform();
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return CameraView(cameraState).GetInverseFast();
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}
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AZ::Matrix4x4 CameraProjection(const CameraState& cameraState)
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@@ -72,14 +69,14 @@ namespace AzFramework
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return CameraProjection(cameraState).GetInverseFull();
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}
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AZ::Matrix4x4 CameraTransformFromCameraView(const AZ::Matrix4x4& cameraView)
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AZ::Matrix3x4 CameraTransformFromCameraView(const AZ::Matrix3x4& cameraView)
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{
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return (ZYCoordinateSystemConversion() * cameraView).GetInverseTransform();
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return (ZYCoordinateSystemConversion() * cameraView).GetInverseFast();
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}
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AZ::Matrix4x4 CameraViewFromCameraTransform(const AZ::Matrix4x4& cameraTransform)
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AZ::Matrix3x4 CameraViewFromCameraTransform(const AZ::Matrix3x4& cameraTransform)
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{
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return ZYCoordinateSystemConversion() * cameraTransform.GetInverseTransform();
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return ZYCoordinateSystemConversion() * cameraTransform.GetInverseFast();
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}
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AZ::Frustum FrustumFromCameraState(const CameraState& cameraState)
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@@ -91,16 +88,17 @@ namespace AzFramework
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{
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const auto worldFromView = AzFramework::CameraTransform(cameraState);
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const auto cameraWorldTransform = AZ::Transform::CreateFromMatrix3x3AndTranslation(
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AZ::Matrix3x3::CreateFromMatrix4x4(worldFromView), worldFromView.GetTranslation());
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AZ::Matrix3x3::CreateFromMatrix3x4(worldFromView), worldFromView.GetTranslation());
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return AZ::ViewFrustumAttributes(
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cameraWorldTransform, AspectRatio(cameraState.m_viewportSize), cameraState.m_fovOrZoom, cameraState.m_nearClip,
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cameraState.m_farClip);
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}
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AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix4x4& cameraView, const AZ::Matrix4x4& cameraProjection)
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AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix3x4& cameraView, const AZ::Matrix4x4& cameraProjection)
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{
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// transform the world space position to clip space
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const auto clipSpacePosition = cameraProjection * cameraView * AZ::Vector3ToVector4(worldPosition, 1.0f);
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const auto clipSpacePosition =
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cameraProjection * AZ::Vector3ToVector4(cameraView.TransformPoint(worldPosition), 1.0f);
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// transform the clip space position to ndc space (perspective divide)
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const auto ndcPosition = clipSpacePosition / clipSpacePosition.GetW();
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// transform ndc space from <-1,1> to <0, 1> range
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@@ -109,7 +107,7 @@ namespace AzFramework
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ScreenPoint WorldToScreen(
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const AZ::Vector3& worldPosition,
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const AZ::Matrix4x4& cameraView,
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const AZ::Matrix3x4& cameraView,
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const AZ::Matrix4x4& cameraProjection,
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const AZ::Vector2& viewportSize)
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{
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@@ -123,7 +121,7 @@ namespace AzFramework
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}
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AZ::Vector3 ScreenNdcToWorld(
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const AZ::Vector2& normalizedScreenPosition, const AZ::Matrix4x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection)
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const AZ::Vector2& normalizedScreenPosition, const AZ::Matrix3x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection)
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{
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// convert screen space coordinates from <0, 1> to <-1,1> range
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const auto ndcPosition = normalizedScreenPosition * 2.0f - AZ::Vector2::CreateOne();
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@@ -140,7 +138,7 @@ namespace AzFramework
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AZ::Vector3 ScreenToWorld(
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const ScreenPoint& screenPosition,
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const AZ::Matrix4x4& inverseCameraView,
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const AZ::Matrix3x4& inverseCameraView,
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const AZ::Matrix4x4& inverseCameraProjection,
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const AZ::Vector2& viewportSize)
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{
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@@ -16,6 +16,7 @@
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namespace AZ
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{
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class Frustum;
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class Matrix3x4;
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class Matrix4x4;
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struct ViewFrustumAttributes;
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} // namespace AZ
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@@ -43,7 +44,7 @@ namespace AzFramework
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}
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//! Projects a position in world space to screen space normalized device coordinates for the given camera.
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AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix4x4& cameraView, const AZ::Matrix4x4& cameraProjection);
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AZ::Vector3 WorldToScreenNdc(const AZ::Vector3& worldPosition, const AZ::Matrix3x4& cameraView, const AZ::Matrix4x4& cameraProjection);
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//! Projects a position in world space to screen space for the given camera.
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ScreenPoint WorldToScreen(const AZ::Vector3& worldPosition, const CameraState& cameraState);
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@@ -52,7 +53,7 @@ namespace AzFramework
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//! is called many times in a loop.
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ScreenPoint WorldToScreen(
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const AZ::Vector3& worldPosition,
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const AZ::Matrix4x4& cameraView,
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const AZ::Matrix3x4& cameraView,
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const AZ::Matrix4x4& cameraProjection,
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const AZ::Vector2& viewportSize);
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@@ -64,14 +65,14 @@ namespace AzFramework
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//! is called many times in a loop.
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AZ::Vector3 ScreenToWorld(
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const ScreenPoint& screenPosition,
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const AZ::Matrix4x4& inverseCameraView,
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const AZ::Matrix3x4& inverseCameraView,
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const AZ::Matrix4x4& inverseCameraProjection,
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const AZ::Vector2& viewportSize);
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//! Unprojects a position in screen space normalized device coordinates to world space.
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//! Note: The position returned will be on the near clip plane of the camera in world space.
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AZ::Vector3 ScreenNdcToWorld(
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const AZ::Vector2& ndcPosition, const AZ::Matrix4x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection);
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const AZ::Vector2& ndcPosition, const AZ::Matrix3x4& inverseCameraView, const AZ::Matrix4x4& inverseCameraProjection);
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//! Returns the camera projection for the current camera state.
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AZ::Matrix4x4 CameraProjection(const CameraState& cameraState);
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@@ -81,27 +82,27 @@ namespace AzFramework
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//! Returns the camera view for the current camera state.
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//! @note This is the 'v' in the MVP transform going from world space to view space (viewFromWorld).
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AZ::Matrix4x4 CameraView(const CameraState& cameraState);
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AZ::Matrix3x4 CameraView(const CameraState& cameraState);
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//! Returns the inverse of the camera view for the current camera state.
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//! @note This is the same as the CameraTransform but corrected for Z up.
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AZ::Matrix4x4 InverseCameraView(const CameraState& cameraState);
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AZ::Matrix3x4 InverseCameraView(const CameraState& cameraState);
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//! Returns the camera transform for the current camera state.
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//! @note This is the inverse of 'v' in the MVP transform going from view space to world space (worldFromView).
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AZ::Matrix4x4 CameraTransform(const CameraState& cameraState);
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AZ::Matrix3x4 CameraTransform(const CameraState& cameraState);
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//! Takes a camera view (the world to camera space transform) and returns the
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//! corresponding camera transform (the world position and orientation of the camera).
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//! @note The parameter is the viewFromWorld transform (the 'v' in MVP) going from world space
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//! to view space. The return value is worldFromView transform going from view space to world space.
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AZ::Matrix4x4 CameraTransformFromCameraView(const AZ::Matrix4x4& cameraView);
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AZ::Matrix3x4 CameraTransformFromCameraView(const AZ::Matrix3x4& cameraView);
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//! Takes a camera transform (the world position and orientation of the camera) and
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//! returns the corresponding camera view (to be used to transform from world to camera space).
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//! @note The parameter is the worldFromView transform going from view space to world space. The
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//! return value is viewFromWorld transform (the 'v' in MVP) going from view space to world space.
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AZ::Matrix4x4 CameraViewFromCameraTransform(const AZ::Matrix4x4& cameraTransform);
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AZ::Matrix3x4 CameraViewFromCameraTransform(const AZ::Matrix3x4& cameraTransform);
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//! Returns a frustum representing the camera transform and view volume in world space.
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AZ::Frustum FrustumFromCameraState(const CameraState& cameraState);
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+1
-1
@@ -3497,7 +3497,7 @@ namespace AzToolsFramework
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// get the editor cameras current orientation
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const int viewportId = viewportInfo.m_viewportId;
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const AzFramework::CameraState editorCameraState = GetCameraState(viewportId);
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const AZ::Matrix3x3& editorCameraOrientation = AZ::Matrix3x3::CreateFromMatrix4x4(AzFramework::CameraTransform(editorCameraState));
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const AZ::Matrix3x3& editorCameraOrientation = AZ::Matrix3x3::CreateFromMatrix3x4(AzFramework::CameraTransform(editorCameraState));
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// create a gizmo camera transform about the origin matching the orientation of the editor camera
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// (10 units back in the y axis to produce an orbit effect)
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