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
@@ -58,10 +58,10 @@ DebugCamera::~DebugCamera()
///////////////////////////////////////////////////////////////////////////////
void DebugCamera::OnEnable()
{
m_position = gEnv->pSystem->GetViewCamera().GetPosition();
m_position = Vec3_Zero; // gEnv->pSystem->GetViewCamera().GetPosition();
m_moveInput = Vec3_Zero;
Ang3 cameraAngles = Ang3(gEnv->pSystem->GetViewCamera().GetMatrix());
Ang3 cameraAngles = Ang3(ZERO); // Ang3(gEnv->pSystem->GetViewCamera().GetMatrix());
m_cameraYaw = RAD2DEG(cameraAngles.z);
m_cameraPitch = RAD2DEG(cameraAngles.x);
m_view = Matrix33(Ang3(DEG2RAD(m_cameraPitch), 0.0f, DEG2RAD(m_cameraYaw)));
@@ -126,13 +126,13 @@ void DebugCamera::Update()
///////////////////////////////////////////////////////////////////////////////
void DebugCamera::PostUpdate()
{
if (m_cameraMode == DebugCamera::ModeOff)
{
return;
}
//if (m_cameraMode == DebugCamera::ModeOff)
//{
// return;
//}
CCamera& camera = gEnv->pSystem->GetViewCamera();
camera.SetMatrix(Matrix34(m_view, m_position));
//CCamera& camera = gEnv->pSystem->GetViewCamera();
//camera.SetMatrix(Matrix34(m_view, m_position));
}
///////////////////////////////////////////////////////////////////////////////