Fix game mode camera components not working in-Editor
Ensures RPI::View updates always make it back to the ViewportContext, even if you talk directly to the View
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@@ -34,8 +34,16 @@ namespace AZ
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&AzFramework::WindowRequestBus::Events::GetClientAreaSize);
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AzFramework::WindowNotificationBus::Handler::BusConnect(nativeWindow);
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SetRenderScene(renderScene);
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}
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m_onProjectionMatrixChangedHandler = ViewportContext::MatrixChangedEvent::Handler([this](const AZ::Matrix4x4& matrix)
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{
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m_projectionMatrixChangedEvent.Signal(matrix);
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});
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m_onViewMatrixChangedHandler = ViewportContext::MatrixChangedEvent::Handler([this](const AZ::Matrix4x4& matrix)
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{
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m_projectionMatrixChangedEvent.Signal(matrix);
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});
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SetRenderScene(renderScene); }
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ViewportContext::~ViewportContext()
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{
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@@ -175,7 +183,6 @@ namespace AZ
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void ViewportContext::SetCameraProjectionMatrix(const AZ::Matrix4x4& matrix)
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{
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GetDefaultView()->SetViewToClipMatrix(matrix);
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m_projectionMatrixChangedEvent.Signal(matrix);
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}
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AZ::Transform ViewportContext::GetCameraTransform() const
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@@ -192,18 +199,23 @@ namespace AZ
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{
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const auto view = GetDefaultView();
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view->SetCameraTransform(AZ::Matrix3x4::CreateFromTransform(transform.GetOrthogonalized()));
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m_viewMatrixChangedEvent.Signal(view->GetWorldToViewMatrix());
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}
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void ViewportContext::SetDefaultView(ViewPtr view)
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{
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if (m_defaultView != view)
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{
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m_onProjectionMatrixChangedHandler.Disconnect();
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m_onViewMatrixChangedHandler.Disconnect();
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m_defaultView = view;
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UpdatePipelineView();
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m_viewMatrixChangedEvent.Signal(view->GetWorldToViewMatrix());
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m_projectionMatrixChangedEvent.Signal(view->GetViewToClipMatrix());
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view->ConnectWorldToViewMatrixChangedHandler(m_onViewMatrixChangedHandler);
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view->ConnectWorldToClipMatrixChangedHandler(m_onProjectionMatrixChangedHandler);
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}
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}
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