documentation pass for modular viewport camera controller
Signed-off-by: hultonha <hultonha@amazon.co.uk>
This commit is contained in:
+41
-25
@@ -16,18 +16,21 @@
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namespace AtomToolsFramework
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{
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class ModernViewportCameraControllerInstance;
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class ModularViewportCameraControllerInstance;
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//! Builder class to create and configure a ModularViewportCameraControllerInstance.
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class ModularViewportCameraController
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: public AzFramework::MultiViewportController<
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ModernViewportCameraControllerInstance, AzFramework::ViewportControllerPriority::DispatchToAllPriorities>
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ModularViewportCameraControllerInstance,
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AzFramework::ViewportControllerPriority::DispatchToAllPriorities>
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{
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public:
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using CameraListBuilder = AZStd::function<void(AzFramework::Cameras&)>;
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using CameraPropsBuilder = AZStd::function<void(AzFramework::CameraProps&)>;
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//! Sets the camera list builder callback used to populate new ModernViewportCameraControllerInstances
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//! Sets the camera list builder callback used to populate new ModularViewportCameraControllerInstances
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void SetCameraListBuilderCallback(const CameraListBuilder& builder);
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//! Sets the camera props builder callback used to populate new ModernViewportCameraControllerInstances
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//! Sets the camera props builder callback used to populate new ModularViewportCameraControllerInstances
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void SetCameraPropsBuilderCallback(const CameraPropsBuilder& builder);
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//! Sets up a camera list based on this controller's CameraListBuilderCallback
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void SetupCameras(AzFramework::Cameras& cameras);
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@@ -35,18 +38,22 @@ namespace AtomToolsFramework
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void SetupCameraProperies(AzFramework::CameraProps& cameraProps);
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private:
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CameraListBuilder m_cameraListBuilder;
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CameraPropsBuilder m_cameraPropsBuilder;
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CameraListBuilder
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m_cameraListBuilder; //!< Builder to generate a list of CameraInputs to run in the ModularViewportCameraControllerInstance.
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CameraPropsBuilder m_cameraPropsBuilder; //!< Builder to define custom camera properties to use for things such as rotate and
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//!< translate interpolation.
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};
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class ModernViewportCameraControllerInstance final
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: public AzFramework::MultiViewportControllerInstanceInterface<ModularViewportCameraController>,
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public ModularViewportCameraControllerRequestBus::Handler,
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private AzFramework::ViewportDebugDisplayEventBus::Handler
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//! A customizable camera controller than can be configured to a run varying set of CameraInput instances.
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//! The controller can also be animated from its current transform to a new translation and orientation.
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class ModularViewportCameraControllerInstance final
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: public AzFramework::MultiViewportControllerInstanceInterface<ModularViewportCameraController>
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, public ModularViewportCameraControllerRequestBus::Handler
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, private AzFramework::ViewportDebugDisplayEventBus::Handler
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{
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public:
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explicit ModernViewportCameraControllerInstance(AzFramework::ViewportId viewportId, ModularViewportCameraController* controller);
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~ModernViewportCameraControllerInstance() override;
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explicit ModularViewportCameraControllerInstance(AzFramework::ViewportId viewportId, ModularViewportCameraController* controller);
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~ModularViewportCameraControllerInstance() override;
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// MultiViewportControllerInstanceInterface overrides ...
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bool HandleInputChannelEvent(const AzFramework::ViewportControllerInputEvent& event) override;
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@@ -60,25 +67,34 @@ namespace AtomToolsFramework
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// AzFramework::ViewportDebugDisplayEventBus overrides ...
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void DisplayViewport(const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay) override;
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//! The current mode the camera controller is in.
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enum class CameraMode
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{
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Control,
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Animation
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Control, //!< The camera is being driven by user input.
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Animation //!< The camera is being animated (interpolated) from one transform to another.
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};
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AzFramework::Camera m_camera;
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AzFramework::Camera m_targetCamera;
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AzFramework::CameraSystem m_cameraSystem;
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AzFramework::CameraProps m_cameraProps;
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//! Encapsulates an animation (interpolation) between two transforms.
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struct CameraAnimation
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{
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AZ::Transform m_transformStart =
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AZ::Transform::CreateIdentity(); //!< The transform of the camera at the start of the animation.
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AZ::Transform m_transformEnd = AZ::Transform::CreateIdentity(); //!< The transform of the camera at the end of the animation.
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float m_animationT = 0.0f; //!< The interpolation amount between the start and end transforms (in the range 0.0-1.0).
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};
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AZ::Transform m_transformStart = AZ::Transform::CreateIdentity();
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AZ::Transform m_transformEnd = AZ::Transform::CreateIdentity();
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float m_animationT = 0.0f;
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CameraMode m_cameraMode = CameraMode::Control;
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AzFramework::Camera m_camera; //!< The current camera state (pitch/yaw/position/look-distance).
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AzFramework::Camera m_targetCamera; //!< The target (next) camera state that m_camera is catching up to.
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AzFramework::CameraSystem m_cameraSystem; //!< The camera system responsible for managing all CameraInputs.
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AzFramework::CameraProps m_cameraProps; //!< Camera properties to control rotate and translate smoothness.
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CameraAnimation m_cameraAnimation; //!< Camera animation state (used during CameraMode::Animation).
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CameraMode m_cameraMode = CameraMode::Control; //!< The current mode the camera is operating in.
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AZStd::optional<AZ::Vector3> m_lookAtAfterInterpolation; //!< The look at point after an interpolation has finished.
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//!< Will be cleared when the view changes (camera looks away).
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bool m_updatingTransform = false;
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AZ::RPI::ViewportContext::MatrixChangedEvent::Handler m_cameraViewMatrixChangeHandler;
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bool m_updatingTransformInternally =
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false; //!< Flag to prevent circular updates of the camera transform (while the viewport transform is being updated internally).
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AZ::RPI::ViewportContext::MatrixChangedEvent::Handler
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m_cameraViewMatrixChangeHandler; //!< Listen for camera view changes outside of the camera controller.
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};
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} // namespace AtomToolsFramework
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+20
-19
@@ -84,7 +84,7 @@ namespace AtomToolsFramework
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}
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}
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ModernViewportCameraControllerInstance::ModernViewportCameraControllerInstance(
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ModularViewportCameraControllerInstance::ModularViewportCameraControllerInstance(
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const AzFramework::ViewportId viewportId, ModularViewportCameraController* controller)
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: MultiViewportControllerInstanceInterface<ModularViewportCameraController>(viewportId, controller)
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{
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@@ -95,7 +95,8 @@ namespace AtomToolsFramework
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{
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auto handleCameraChange = [this, viewportContext](const AZ::Matrix4x4&)
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{
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if (!m_updatingTransform)
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// ignore these updates if the camera is being updated internally
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if (!m_updatingTransformInternally)
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{
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UpdateCameraFromTransform(m_targetCamera, viewportContext->GetCameraTransform());
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m_camera = m_targetCamera;
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@@ -111,7 +112,7 @@ namespace AtomToolsFramework
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ModularViewportCameraControllerRequestBus::Handler::BusConnect(viewportId);
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}
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ModernViewportCameraControllerInstance::~ModernViewportCameraControllerInstance()
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ModularViewportCameraControllerInstance::~ModularViewportCameraControllerInstance()
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{
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ModularViewportCameraControllerRequestBus::Handler::BusDisconnect();
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AzFramework::ViewportDebugDisplayEventBus::Handler::BusDisconnect();
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@@ -132,7 +133,7 @@ namespace AtomToolsFramework
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return AzFramework::ViewportControllerPriority::Normal;
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}
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bool ModernViewportCameraControllerInstance::HandleInputChannelEvent(const AzFramework::ViewportControllerInputEvent& event)
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bool ModularViewportCameraControllerInstance::HandleInputChannelEvent(const AzFramework::ViewportControllerInputEvent& event)
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{
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if (event.m_priority == GetPriority(m_cameraSystem))
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{
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@@ -142,7 +143,7 @@ namespace AtomToolsFramework
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return false;
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}
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void ModernViewportCameraControllerInstance::UpdateViewport(const AzFramework::ViewportControllerUpdateEvent& event)
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void ModularViewportCameraControllerInstance::UpdateViewport(const AzFramework::ViewportControllerUpdateEvent& event)
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{
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// only update for a single priority (normal is the default)
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if (event.m_priority != AzFramework::ViewportControllerPriority::Normal)
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@@ -152,7 +153,7 @@ namespace AtomToolsFramework
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if (auto viewportContext = RetrieveViewportContext(GetViewportId()))
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{
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m_updatingTransform = true;
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m_updatingTransformInternally = true;
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if (m_cameraMode == CameraMode::Control)
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{
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@@ -180,10 +181,12 @@ namespace AtomToolsFramework
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return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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};
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const float transitionT = smootherStepFn(m_animationT);
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const auto& [transformStart, transformEnd, animationT] = m_cameraAnimation;
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const float transitionT = smootherStepFn(animationT);
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const AZ::Transform current = AZ::Transform::CreateFromQuaternionAndTranslation(
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m_transformStart.GetRotation().Slerp(m_transformEnd.GetRotation(), transitionT),
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m_transformStart.GetTranslation().Lerp(m_transformEnd.GetTranslation(), transitionT));
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transformStart.GetRotation().Slerp(transformEnd.GetRotation(), transitionT),
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transformStart.GetTranslation().Lerp(transformEnd.GetTranslation(), transitionT));
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const AZ::Vector3 eulerAngles = AzFramework::EulerAngles(AZ::Matrix3x3::CreateFromTransform(current));
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m_camera.m_pitch = eulerAngles.GetX();
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@@ -191,21 +194,21 @@ namespace AtomToolsFramework
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m_camera.m_lookAt = current.GetTranslation();
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m_targetCamera = m_camera;
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if (m_animationT >= 1.0f)
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if (animationT >= 1.0f)
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{
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m_cameraMode = CameraMode::Control;
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}
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m_animationT = AZ::GetClamp(m_animationT + event.m_deltaTime.count(), 0.0f, 1.0f);
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m_cameraAnimation.m_animationT = AZ::GetClamp(animationT + event.m_deltaTime.count(), 0.0f, 1.0f);
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viewportContext->SetCameraTransform(current);
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}
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m_updatingTransform = false;
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m_updatingTransformInternally = false;
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}
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}
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void ModernViewportCameraControllerInstance::DisplayViewport(
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void ModularViewportCameraControllerInstance::DisplayViewport(
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[[maybe_unused]] const AzFramework::ViewportInfo& viewportInfo, AzFramework::DebugDisplayRequests& debugDisplay)
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{
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if (const float alpha = AZStd::min(-m_camera.m_lookDist / 5.0f, 1.0f); alpha > AZ::Constants::FloatEpsilon)
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@@ -216,16 +219,14 @@ namespace AtomToolsFramework
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}
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}
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void ModernViewportCameraControllerInstance::InterpolateToTransform(const AZ::Transform& worldFromLocal, const float lookAtDistance)
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void ModularViewportCameraControllerInstance::InterpolateToTransform(const AZ::Transform& worldFromLocal, const float lookAtDistance)
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{
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m_animationT = 0.0f;
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m_cameraMode = CameraMode::Animation;
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m_transformStart = m_camera.Transform();
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m_transformEnd = worldFromLocal;
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m_lookAtAfterInterpolation = m_transformEnd.GetTranslation() + m_transformEnd.GetBasisY() * lookAtDistance;
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m_cameraAnimation = CameraAnimation{ m_camera.Transform(), worldFromLocal, 0.0f };
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m_lookAtAfterInterpolation = worldFromLocal.GetTranslation() + worldFromLocal.GetBasisY() * lookAtDistance;
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}
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AZStd::optional<AZ::Vector3> ModernViewportCameraControllerInstance::LookAtAfterInterpolation() const
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AZStd::optional<AZ::Vector3> ModularViewportCameraControllerInstance::LookAtAfterInterpolation() const
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{
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return m_lookAtAfterInterpolation;
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}
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