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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/*
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* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "CameraSystemComponent.h"
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#include <AzCore/Math/MatrixUtils.h>
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#include <AzCore/Component/TransformBus.h>
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#include <Atom/RPI.Public/View.h>
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#include <Atom/RPI.Public/ViewportContextBus.h>
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namespace Camera
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{
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void CameraSystemComponent::Reflect(AZ::ReflectContext* context)
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{
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if (AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<CameraSystemComponent, AZ::Component>()
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->Version(1)
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;
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}
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}
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void CameraSystemComponent::Activate()
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{
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CameraSystemRequestBus::Handler::BusConnect();
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ActiveCameraRequestBus::Handler::BusConnect();
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CameraNotificationBus::Handler::BusConnect();
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}
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void CameraSystemComponent::Deactivate()
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{
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CameraSystemRequestBus::Handler::BusDisconnect();
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ActiveCameraRequestBus::Handler::BusDisconnect();
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CameraNotificationBus::Handler::BusDisconnect();
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}
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AZ::EntityId CameraSystemComponent::GetActiveCamera()
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{
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return m_activeView;
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}
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const AZ::Transform& CameraSystemComponent::GetActiveCameraTransform()
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{
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if (m_activeView.IsValid())
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{
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AZ::TransformBus::EventResult(m_activeViewProperties.transform, m_activeView, &AZ::TransformBus::Events::GetWorldTM);
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}
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else
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{
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// In editor, invalid entity ID for the active view denotes the "default editor camera"
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// In game, this is an impossible state and if we reached here, we'll likely fail somehow...
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m_activeViewProperties.transform = AZ::Transform::CreateIdentity();
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using namespace AZ::RPI;
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if (auto viewSystem = ViewportContextRequests::Get())
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{
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if (auto view = viewSystem->GetCurrentView(viewSystem->GetDefaultViewportContextName()))
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{
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m_activeViewProperties.transform = view->GetCameraTransform();
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}
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}
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}
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return m_activeViewProperties.transform;
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}
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const Configuration& CameraSystemComponent::GetActiveCameraConfiguration()
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{
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if (m_activeView.IsValid())
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{
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CameraRequestBus::EventResult(m_activeViewProperties.configuration, m_activeView, &CameraRequestBus::Events::GetCameraConfiguration);
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}
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else
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{
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auto& cfg = m_activeViewProperties.configuration;
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cfg = Configuration();
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// In editor, invalid entity ID for the active view denotes the "default editor camera"
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// In game, this is an impossible state and if we reached here, we'll likely fail somehow...
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using namespace AZ::RPI;
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if (auto viewSystem = ViewportContextRequests::Get())
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{
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if (auto view = viewSystem->GetCurrentView(viewSystem->GetDefaultViewportContextName()))
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{
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const auto& viewToClip = view->GetViewToClipMatrix();
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cfg.m_fovRadians = AZ::GetPerspectiveMatrixFOV(viewToClip);
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// A = f / (n - f)
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// B = n * f / (n - f)
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// Then...
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// B / A
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// = (n * f / (n - f)) / (f / (n - f))
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// = (n * f) / (f)
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// = n
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// and...
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// n * f / (n - f) = B
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// n * ((n - f) / f)^-1 = B
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// n * (n/f - 1)^-1 = B
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// (n/f - 1)^-1 = B/n
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// n/f - 1 = n/B
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// f = n/(n/B + 1)
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const float A = viewToClip.GetElement(2, 2);
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const float B = viewToClip.GetElement(2, 3);
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cfg.m_nearClipDistance = B / A;
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cfg.m_farClipDistance = cfg.m_nearClipDistance / (cfg.m_nearClipDistance / B + 1.f);
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// NB: assumes reversed depth!
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AZStd::swap(cfg.m_farClipDistance, cfg.m_nearClipDistance);
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// No idea what to do here. Seems to be unused?
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cfg.m_frustumWidth = cfg.m_frustumHeight = 1.0f;
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}
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}
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}
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return m_activeViewProperties.configuration;
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}
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void CameraSystemComponent::OnActiveViewChanged(const AZ::EntityId& activeView)
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{
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m_activeView = activeView;
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}
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} // namespace Camera
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