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>
This commit is contained in:
Yuriy Toporovskyy
2021-08-04 10:39:57 -04:00
parent 6d2765ef42
commit 73fee0c57e
47 changed files with 1126 additions and 6046 deletions
-9
View File
@@ -572,8 +572,6 @@ void CGameEngine::SwitchToInGame()
m_pISystem->GetIMovieSystem()->EnablePhysicsEvents(true);
m_bInGameMode = true;
gEnv->pSystem->GetViewCamera().SetMatrix(m_playerViewTM);
// Disable accelerators.
GetIEditor()->EnableAcceleratos(false);
//! Send event to switch into game.
@@ -627,13 +625,6 @@ void CGameEngine::SwitchToInEditor()
m_bInGameMode = false;
// save the current gameView matrix for editor
if (pGameViewport)
{
Matrix34 gameView = gEnv->pSystem->GetViewCamera().GetMatrix();
pGameViewport->SetGameTM(gameView);
}
// Out of game in Editor mode.
if (pGameViewport)
{