Add an Orthogonal Projection option to the Camera Gem (#2414)
* Add an Orthogonal Projection option to the Camera Gem This adds a check-box to opt into an ortho projection along with a half-width parameter to adjust the size of the visible area. Includes some light tweaks to ensure debug rendering looks OK and that we generate a correct camera state for these non-perspective views. Known issue: while in "Be this camera" mode in the Editor using an ortho projection manipulators aren't working correctly. This appears to be a downstream issue with CameraState consumers not actually checking the ortho flag. Signed-off-by: nvsickle <nvsickle@amazon.com> * Fix some typos Signed-off-by: nvsickle <nvsickle@amazon.com> * Account for reversed depth buffer Signed-off-by: nvsickle <nvsickle@amazon.com> * Clarify depth reversal for MakeOrthographicMatrixRH Signed-off-by: nvsickle <nvsickle@amazon.com>
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@@ -102,7 +102,7 @@ namespace Camera
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using EditorCameraNotificationBus = AZ::EBus<EditorCameraNotifications>;
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/**
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* This bus is for requesting any camera-view-related changes
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* This bus is for requesting any camera-view-related changes or information
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*/
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class EditorCameraViewRequests : public AZ::ComponentBus
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{
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@@ -115,6 +115,11 @@ namespace Camera
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* Sets this camera as the active view in the scene, otherwise restores the default editor camera if it was already active
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*/
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virtual void ToggleCameraAsActiveView() = 0;
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/**
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* Gets the camera state associated with this view.
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*/
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virtual bool GetCameraState(AzFramework::CameraState& cameraState) = 0;
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};
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using EditorCameraViewRequestBus = AZ::EBus<EditorCameraViewRequests>;
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