Camera Component, Editor Viewport Widget refactoring.
- Handle changing of active camera entirely inside CameraComponentController - Remove a LOT of legacy Cry things related to cameras - Add a CameraSystemComponent to handle ActiveCameraRequestBus and CameraSystemRequestBus Signed-off-by: Yuriy Toporovskyy <toporovskyy.y@gmail.com>
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@@ -572,8 +572,6 @@ void CGameEngine::SwitchToInGame()
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m_pISystem->GetIMovieSystem()->EnablePhysicsEvents(true);
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m_bInGameMode = true;
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gEnv->pSystem->GetViewCamera().SetMatrix(m_playerViewTM);
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// Disable accelerators.
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GetIEditor()->EnableAcceleratos(false);
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//! Send event to switch into game.
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@@ -627,13 +625,6 @@ void CGameEngine::SwitchToInEditor()
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m_bInGameMode = false;
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// save the current gameView matrix for editor
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if (pGameViewport)
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{
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Matrix34 gameView = gEnv->pSystem->GetViewCamera().GetMatrix();
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pGameViewport->SetGameTM(gameView);
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}
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// Out of game in Editor mode.
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if (pGameViewport)
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{
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