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