Remove camera LookAtAfterInterpolation (#4391)
Signed-off-by: hultonha <hultonha@amazon.co.uk>
This commit is contained in:
+3
-5
@@ -112,8 +112,7 @@ namespace AtomToolsFramework
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void UpdateViewport(const AzFramework::ViewportControllerUpdateEvent& event) override;
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// ModularViewportCameraControllerRequestBus overrides ...
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void InterpolateToTransform(const AZ::Transform& worldFromLocal, float lookAtDistance) override;
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AZStd::optional<AZ::Vector3> LookAtAfterInterpolation() const override;
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void InterpolateToTransform(const AZ::Transform& worldFromLocal) override;
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AZ::Transform GetReferenceFrame() const override;
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void SetReferenceFrame(const AZ::Transform& worldFromLocal) override;
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void ClearReferenceFrame() override;
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@@ -149,9 +148,8 @@ namespace AtomToolsFramework
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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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AZ::Transform m_referenceFrameOverride = AZ::Transform::CreateIdentity(); //!<
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//! An additional reference frame the camera can operate in (identity has no effect).
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AZ::Transform m_referenceFrameOverride = AZ::Transform::CreateIdentity();
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//! Flag to prevent circular updates of the camera transform (while the viewport transform is being updated internally).
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bool m_updatingTransformInternally = false;
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//! Listen for camera view changes outside of the camera controller.
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+1
-5
@@ -29,11 +29,7 @@ namespace AtomToolsFramework
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//! Begin a smooth transition of the camera to the requested transform.
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//! @param worldFromLocal The transform of where the camera should end up.
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//! @param lookAtDistance The distance between the camera transform and the imagined look at point.
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virtual void InterpolateToTransform(const AZ::Transform& worldFromLocal, float lookAtDistance) = 0;
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//! Look at point after an interpolation has finished and no translation has occurred.
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virtual AZStd::optional<AZ::Vector3> LookAtAfterInterpolation() const = 0;
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virtual void InterpolateToTransform(const AZ::Transform& worldFromLocal) = 0;
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//! Return the current reference frame.
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//! @note If a reference frame has not been set or a frame has been cleared, this is just the identity.
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+1
-20
@@ -227,19 +227,6 @@ namespace AtomToolsFramework
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{
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m_targetCamera = m_cameraSystem.StepCamera(m_targetCamera, event.m_deltaTime.count());
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m_camera = AzFramework::SmoothCamera(m_camera, m_targetCamera, m_cameraProps, event.m_deltaTime.count());
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// if there has been an interpolation, only clear the look at point if it is no longer
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// centered in the view (the camera has looked away from it)
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if (m_lookAtAfterInterpolation.has_value())
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{
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if (const float lookDirection =
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(*m_lookAtAfterInterpolation - m_camera.Translation()).GetNormalized().Dot(m_camera.Transform().GetBasisY());
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!AZ::IsCloseMag(lookDirection, 1.0f, 0.001f))
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{
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m_lookAtAfterInterpolation = {};
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}
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}
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m_modularCameraViewportContext->SetCameraTransform(m_referenceFrameOverride * m_camera.Transform());
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}
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else if (m_cameraMode == CameraMode::Animation)
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@@ -277,16 +264,10 @@ namespace AtomToolsFramework
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m_updatingTransformInternally = false;
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}
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void ModularViewportCameraControllerInstance::InterpolateToTransform(const AZ::Transform& worldFromLocal, const float lookAtDistance)
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void ModularViewportCameraControllerInstance::InterpolateToTransform(const AZ::Transform& worldFromLocal)
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{
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m_cameraMode = CameraMode::Animation;
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m_cameraAnimation = CameraAnimation{ m_referenceFrameOverride * 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> ModularViewportCameraControllerInstance::LookAtAfterInterpolation() const
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{
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return m_lookAtAfterInterpolation;
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}
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AZ::Transform ModularViewportCameraControllerInstance::GetReferenceFrame() const
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