Merging upstream

Signed-off-by: Dayo Lawal <lawalfua@amazon.com>
This commit is contained in:
Dayo Lawal
2021-08-05 14:20:25 -05:00
598 changed files with 11008 additions and 7322 deletions
@@ -96,7 +96,10 @@ namespace AtomToolsFramework
void OnExceptionMessage(AZStd::string_view message) override;
////////////////////////////////////////////////////////////////////////
//! Executable target name generally used as a prefix for logging and other saved files
virtual AZStd::string GetBuildTargetName() const;
//! List of filters for assets that need to be pre-built to run the application
virtual AZStd::vector<AZStd::string> GetCriticalAssetFilters() const;
virtual void LoadSettings();
@@ -16,37 +16,62 @@
namespace AtomToolsFramework
{
class ModernViewportCameraControllerInstance;
class ModularViewportCameraControllerInstance;
//! A function object to represent returning a camera controller priority.
using CameraControllerPriorityFn =
AZStd::function<AzFramework::ViewportControllerPriority(const AzFramework::CameraSystem& cameraSystem)>;
//! The default behavior for what priority the camera controller should respond to events at.
//! @note This can change based on the state of the camera controller/system.
AzFramework::ViewportControllerPriority DefaultCameraControllerPriority(const AzFramework::CameraSystem& cameraSystem);
//! Builder class to create and configure a ModularViewportCameraControllerInstance.
class ModularViewportCameraController
: public AzFramework::MultiViewportController<
ModernViewportCameraControllerInstance, AzFramework::ViewportControllerPriority::DispatchToAllPriorities>
ModularViewportCameraControllerInstance,
AzFramework::ViewportControllerPriority::DispatchToAllPriorities>
{
public:
friend ModularViewportCameraControllerInstance;
using CameraListBuilder = AZStd::function<void(AzFramework::Cameras&)>;
using CameraPropsBuilder = AZStd::function<void(AzFramework::CameraProps&)>;
using CameraPriorityBuilder = AZStd::function<void(CameraControllerPriorityFn&)>;
//! Sets the camera list builder callback used to populate new ModernViewportCameraControllerInstances
//! Sets the camera list builder callback used to populate new ModularViewportCameraControllerInstances.
void SetCameraListBuilderCallback(const CameraListBuilder& builder);
//! Sets the camera props builder callback used to populate new ModernViewportCameraControllerInstances
//! Sets the camera props builder callback used to populate new ModularViewportCameraControllerInstances.
void SetCameraPropsBuilderCallback(const CameraPropsBuilder& builder);
//! Sets up a camera list based on this controller's CameraListBuilderCallback
void SetupCameras(AzFramework::Cameras& cameras);
//! Sets up properties shared across all cameras
void SetupCameraProperies(AzFramework::CameraProps& cameraProps);
//! Sets the camera controller priority builder callback used to populate new ModularViewportCameraControllerInstances.
void SetCameraPriorityBuilderCallback(const CameraPriorityBuilder& builder);
private:
//! Sets up a camera list based on this controller's CameraListBuilderCallback.
void SetupCameras(AzFramework::Cameras& cameras);
//! Sets up properties shared across all cameras.
void SetupCameraProperties(AzFramework::CameraProps& cameraProps);
//! Sets up how the camera controller should decide at what priority level to respond to.
void SetupCameraControllerPriority(CameraControllerPriorityFn& cameraPriorityFn);
//! Builder to generate a list of CameraInputs to run in the ModularViewportCameraControllerInstance.
CameraListBuilder m_cameraListBuilder;
//! Builder to define custom camera properties to use for things such as rotate and translate interpolation.
CameraPropsBuilder m_cameraPropsBuilder;
//! Builder to define what priority level the camera controller should respond to events at.
CameraPriorityBuilder m_cameraControllerPriorityBuilder;
};
class ModernViewportCameraControllerInstance final
: public AzFramework::MultiViewportControllerInstanceInterface<ModularViewportCameraController>,
public ModularViewportCameraControllerRequestBus::Handler,
private AzFramework::ViewportDebugDisplayEventBus::Handler
//! A customizable camera controller that can be configured to run a varying set of CameraInput instances.
//! The controller can also be animated from its current transform to a new translation and orientation.
class ModularViewportCameraControllerInstance final
: public AzFramework::MultiViewportControllerInstanceInterface<ModularViewportCameraController>
, public ModularViewportCameraControllerRequestBus::Handler
, private AzFramework::ViewportDebugDisplayEventBus::Handler
{
public:
explicit ModernViewportCameraControllerInstance(AzFramework::ViewportId viewportId, ModularViewportCameraController* controller);
~ModernViewportCameraControllerInstance() override;
explicit ModularViewportCameraControllerInstance(AzFramework::ViewportId viewportId, ModularViewportCameraController* controller);
~ModularViewportCameraControllerInstance() override;
// MultiViewportControllerInstanceInterface overrides ...
bool HandleInputChannelEvent(const AzFramework::ViewportControllerInputEvent& event) override;
@@ -60,25 +85,35 @@ namespace AtomToolsFramework
// AzFramework::ViewportDebugDisplayEventBus overrides ...
void DisplayViewport(const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay) override;
//! The current mode the camera controller is in.
enum class CameraMode
{
Control,
Animation
Control, //!< The camera is being driven by user input.
Animation //!< The camera is being animated (interpolated) from one transform to another.
};
AzFramework::Camera m_camera;
AzFramework::Camera m_targetCamera;
AzFramework::CameraSystem m_cameraSystem;
AzFramework::CameraProps m_cameraProps;
//! Encapsulates an animation (interpolation) between two transforms.
struct CameraAnimation
{
//! The transform of the camera at the start of the animation.
AZ::Transform m_transformStart = AZ::Transform::CreateIdentity();
AZ::Transform m_transformEnd = AZ::Transform::CreateIdentity(); //!< The transform of the camera at the end of the animation.
float m_time = 0.0f; //!< The interpolation amount between the start and end transforms (in the range 0.0 - 1.0).
};
AZ::Transform m_transformStart = AZ::Transform::CreateIdentity();
AZ::Transform m_transformEnd = AZ::Transform::CreateIdentity();
float m_animationT = 0.0f;
CameraMode m_cameraMode = CameraMode::Control;
AzFramework::Camera m_camera; //!< The current camera state (pitch/yaw/position/look-distance).
AzFramework::Camera m_targetCamera; //!< The target (next) camera state that m_camera is catching up to.
AzFramework::CameraSystem m_cameraSystem; //!< The camera system responsible for managing all CameraInputs.
AzFramework::CameraProps m_cameraProps; //!< Camera properties to control rotate and translate smoothness.
CameraControllerPriorityFn m_priorityFn; //!< Controls at what priority the camera controller should respond to events.
CameraAnimation m_cameraAnimation; //!< Camera animation state (used during CameraMode::Animation).
CameraMode m_cameraMode = CameraMode::Control; //!< The current mode the camera is operating in.
AZStd::optional<AZ::Vector3> m_lookAtAfterInterpolation; //!< The look at point after an interpolation has finished.
//!< Will be cleared when the view changes (camera looks away).
bool m_updatingTransform = false;
//! Flag to prevent circular updates of the camera transform (while the viewport transform is being updated internally).
bool m_updatingTransformInternally = false;
//! Listen for camera view changes outside of the camera controller.
AZ::RPI::ViewportContext::MatrixChangedEvent::Handler m_cameraViewMatrixChangeHandler;
};
} // namespace AtomToolsFramework
@@ -68,6 +68,11 @@ namespace AtomToolsFramework
m_cameraPropsBuilder = builder;
}
void ModularViewportCameraController::SetCameraPriorityBuilderCallback(const CameraPriorityBuilder& builder)
{
m_cameraControllerPriorityBuilder = builder;
}
void ModularViewportCameraController::SetupCameras(AzFramework::Cameras& cameras)
{
if (m_cameraListBuilder)
@@ -76,7 +81,7 @@ namespace AtomToolsFramework
}
}
void ModularViewportCameraController::SetupCameraProperies(AzFramework::CameraProps& cameraProps)
void ModularViewportCameraController::SetupCameraProperties(AzFramework::CameraProps& cameraProps)
{
if (m_cameraPropsBuilder)
{
@@ -84,18 +89,43 @@ namespace AtomToolsFramework
}
}
ModernViewportCameraControllerInstance::ModernViewportCameraControllerInstance(
void ModularViewportCameraController::SetupCameraControllerPriority(CameraControllerPriorityFn& cameraPriorityFn)
{
if (m_cameraControllerPriorityBuilder)
{
m_cameraControllerPriorityBuilder(cameraPriorityFn);
}
}
// what priority should the camera system respond to
AzFramework::ViewportControllerPriority DefaultCameraControllerPriority(const AzFramework::CameraSystem& cameraSystem)
{
// ModernViewportCameraControllerInstance receives events at all priorities, when it is in 'exclusive' mode
// or it is actively handling events (essentially when the camera system is 'active' and responding to inputs)
// it should only respond to the highest priority
if (cameraSystem.m_cameras.Exclusive() || cameraSystem.HandlingEvents())
{
return AzFramework::ViewportControllerPriority::Highest;
}
// otherwise it should only respond to normal priority events
return AzFramework::ViewportControllerPriority::Normal;
}
ModularViewportCameraControllerInstance::ModularViewportCameraControllerInstance(
const AzFramework::ViewportId viewportId, ModularViewportCameraController* controller)
: MultiViewportControllerInstanceInterface<ModularViewportCameraController>(viewportId, controller)
{
controller->SetupCameras(m_cameraSystem.m_cameras);
controller->SetupCameraProperies(m_cameraProps);
controller->SetupCameraProperties(m_cameraProps);
controller->SetupCameraControllerPriority(m_priorityFn);
if (auto viewportContext = RetrieveViewportContext(GetViewportId()))
{
auto handleCameraChange = [this, viewportContext](const AZ::Matrix4x4&)
{
if (!m_updatingTransform)
// ignore these updates if the camera is being updated internally
if (!m_updatingTransformInternally)
{
UpdateCameraFromTransform(m_targetCamera, viewportContext->GetCameraTransform());
m_camera = m_targetCamera;
@@ -111,30 +141,15 @@ namespace AtomToolsFramework
ModularViewportCameraControllerRequestBus::Handler::BusConnect(viewportId);
}
ModernViewportCameraControllerInstance::~ModernViewportCameraControllerInstance()
ModularViewportCameraControllerInstance::~ModularViewportCameraControllerInstance()
{
ModularViewportCameraControllerRequestBus::Handler::BusDisconnect();
AzFramework::ViewportDebugDisplayEventBus::Handler::BusDisconnect();
}
// what priority should the camera system respond to
static AzFramework::ViewportControllerPriority GetPriority(const AzFramework::CameraSystem& cameraSystem)
bool ModularViewportCameraControllerInstance::HandleInputChannelEvent(const AzFramework::ViewportControllerInputEvent& event)
{
// ModernViewportCameraControllerInstance receives events at all priorities, when it is in 'exclusive' mode
// or it is actively handling events (essentially when the camera system is 'active' and responding to inputs)
// it should only respond to the highest priority
if (cameraSystem.m_cameras.Exclusive() || cameraSystem.HandlingEvents())
{
return AzFramework::ViewportControllerPriority::Highest;
}
// otherwise it should only respond to normal priority events
return AzFramework::ViewportControllerPriority::Normal;
}
bool ModernViewportCameraControllerInstance::HandleInputChannelEvent(const AzFramework::ViewportControllerInputEvent& event)
{
if (event.m_priority == GetPriority(m_cameraSystem))
if (event.m_priority == m_priorityFn(m_cameraSystem))
{
return m_cameraSystem.HandleEvents(AzFramework::BuildInputEvent(event.m_inputChannel));
}
@@ -142,7 +157,7 @@ namespace AtomToolsFramework
return false;
}
void ModernViewportCameraControllerInstance::UpdateViewport(const AzFramework::ViewportControllerUpdateEvent& event)
void ModularViewportCameraControllerInstance::UpdateViewport(const AzFramework::ViewportControllerUpdateEvent& event)
{
// only update for a single priority (normal is the default)
if (event.m_priority != AzFramework::ViewportControllerPriority::Normal)
@@ -152,7 +167,7 @@ namespace AtomToolsFramework
if (auto viewportContext = RetrieveViewportContext(GetViewportId()))
{
m_updatingTransform = true;
m_updatingTransformInternally = true;
if (m_cameraMode == CameraMode::Control)
{
@@ -180,10 +195,12 @@ namespace AtomToolsFramework
return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
};
const float transitionT = smootherStepFn(m_animationT);
const auto& [transformStart, transformEnd, animationTime] = m_cameraAnimation;
const float transitionTime = smootherStepFn(animationTime);
const AZ::Transform current = AZ::Transform::CreateFromQuaternionAndTranslation(
m_transformStart.GetRotation().Slerp(m_transformEnd.GetRotation(), transitionT),
m_transformStart.GetTranslation().Lerp(m_transformEnd.GetTranslation(), transitionT));
transformStart.GetRotation().Slerp(transformEnd.GetRotation(), transitionTime),
transformStart.GetTranslation().Lerp(transformEnd.GetTranslation(), transitionTime));
const AZ::Vector3 eulerAngles = AzFramework::EulerAngles(AZ::Matrix3x3::CreateFromTransform(current));
m_camera.m_pitch = eulerAngles.GetX();
@@ -191,21 +208,21 @@ namespace AtomToolsFramework
m_camera.m_lookAt = current.GetTranslation();
m_targetCamera = m_camera;
if (m_animationT >= 1.0f)
if (animationTime >= 1.0f)
{
m_cameraMode = CameraMode::Control;
}
m_animationT = AZ::GetClamp(m_animationT + event.m_deltaTime.count(), 0.0f, 1.0f);
m_cameraAnimation.m_time = AZ::GetClamp(animationTime + event.m_deltaTime.count(), 0.0f, 1.0f);
viewportContext->SetCameraTransform(current);
}
m_updatingTransform = false;
m_updatingTransformInternally = false;
}
}
void ModernViewportCameraControllerInstance::DisplayViewport(
void ModularViewportCameraControllerInstance::DisplayViewport(
[[maybe_unused]] const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay)
{
if (const float alpha = AZStd::min(-m_camera.m_lookDist / 5.0f, 1.0f); alpha > AZ::Constants::FloatEpsilon)
@@ -216,16 +233,14 @@ namespace AtomToolsFramework
}
}
void ModernViewportCameraControllerInstance::InterpolateToTransform(const AZ::Transform& worldFromLocal, const float lookAtDistance)
void ModularViewportCameraControllerInstance::InterpolateToTransform(const AZ::Transform& worldFromLocal, const float lookAtDistance)
{
m_animationT = 0.0f;
m_cameraMode = CameraMode::Animation;
m_transformStart = m_camera.Transform();
m_transformEnd = worldFromLocal;
m_lookAtAfterInterpolation = m_transformEnd.GetTranslation() + m_transformEnd.GetBasisY() * lookAtDistance;
m_cameraAnimation = CameraAnimation{ m_camera.Transform(), worldFromLocal, 0.0f };
m_lookAtAfterInterpolation = worldFromLocal.GetTranslation() + worldFromLocal.GetBasisY() * lookAtDistance;
}
AZStd::optional<AZ::Vector3> ModernViewportCameraControllerInstance::LookAtAfterInterpolation() const
AZStd::optional<AZ::Vector3> ModularViewportCameraControllerInstance::LookAtAfterInterpolation() const
{
return m_lookAtAfterInterpolation;
}