Expose camera input channels to the UI and ensure the cached values are refreshed when updated (#3607)

* expose camera input channels to the ui and ensure the cached values are refreshed when updated

Signed-off-by: hultonha <hultonha@amazon.co.uk>

* small fixes for tests

Signed-off-by: hultonha <hultonha@amazon.co.uk>
This commit is contained in:
hultonha
2021-08-27 09:29:08 +01:00
committed by GitHub
parent 48c959e359
commit b0330ba26a
14 changed files with 624 additions and 261 deletions
+2 -216
View File
@@ -50,7 +50,6 @@
// AtomToolsFramework
#include <AtomToolsFramework/Viewport/RenderViewportWidget.h>
#include <AtomToolsFramework/Viewport/ModularViewportCameraController.h>
// CryCommon
#include <CryCommon/HMDBus.h>
@@ -1030,220 +1029,6 @@ bool EditorViewportWidget::ShowingWorldSpace()
return BuildKeyboardModifiers(QGuiApplication::queryKeyboardModifiers()).Shift();
}
AZStd::shared_ptr<AtomToolsFramework::ModularViewportCameraController> CreateModularViewportCameraController(
const AzFramework::ViewportId viewportId)
{
auto controller = AZStd::make_shared<AtomToolsFramework::ModularViewportCameraController>();
controller->SetCameraViewportContextBuilderCallback(
[viewportId](AZStd::unique_ptr<AtomToolsFramework::ModularCameraViewportContext>& cameraViewportContext)
{
cameraViewportContext = AZStd::make_unique<AtomToolsFramework::ModularCameraViewportContextImpl>(viewportId);
});
controller->SetCameraPriorityBuilderCallback(
[](AtomToolsFramework::CameraControllerPriorityFn& cameraControllerPriorityFn)
{
cameraControllerPriorityFn = AtomToolsFramework::DefaultCameraControllerPriority;
});
controller->SetCameraPropsBuilderCallback(
[](AzFramework::CameraProps& cameraProps)
{
cameraProps.m_rotateSmoothnessFn = []
{
return SandboxEditor::CameraRotateSmoothness();
};
cameraProps.m_translateSmoothnessFn = []
{
return SandboxEditor::CameraTranslateSmoothness();
};
cameraProps.m_rotateSmoothingEnabledFn = []
{
return SandboxEditor::CameraRotateSmoothingEnabled();
};
cameraProps.m_translateSmoothingEnabledFn = []
{
return SandboxEditor::CameraTranslateSmoothingEnabled();
};
});
controller->SetCameraListBuilderCallback(
[viewportId](AzFramework::Cameras& cameras)
{
const auto hideCursor = [viewportId]
{
if (SandboxEditor::CameraCaptureCursorForLook())
{
AzToolsFramework::ViewportInteraction::ViewportMouseCursorRequestBus::Event(
viewportId, &AzToolsFramework::ViewportInteraction::ViewportMouseCursorRequestBus::Events::BeginCursorCapture);
}
};
const auto showCursor = [viewportId]
{
if (SandboxEditor::CameraCaptureCursorForLook())
{
AzToolsFramework::ViewportInteraction::ViewportMouseCursorRequestBus::Event(
viewportId, &AzToolsFramework::ViewportInteraction::ViewportMouseCursorRequestBus::Events::EndCursorCapture);
}
};
auto firstPersonRotateCamera = AZStd::make_shared<AzFramework::RotateCameraInput>(SandboxEditor::CameraFreeLookChannelId());
firstPersonRotateCamera->m_rotateSpeedFn = []
{
return SandboxEditor::CameraRotateSpeed();
};
// default behavior is to hide the cursor but this can be disabled (useful for remote desktop)
// note: See CaptureCursorLook in the Settings Registry
firstPersonRotateCamera->SetActivationBeganFn(hideCursor);
firstPersonRotateCamera->SetActivationEndedFn(showCursor);
auto firstPersonPanCamera =
AZStd::make_shared<AzFramework::PanCameraInput>(SandboxEditor::CameraFreePanChannelId(), AzFramework::LookPan);
firstPersonPanCamera->m_panSpeedFn = []
{
return SandboxEditor::CameraPanSpeed();
};
firstPersonPanCamera->m_invertPanXFn = []
{
return SandboxEditor::CameraPanInvertedX();
};
firstPersonPanCamera->m_invertPanYFn = []
{
return SandboxEditor::CameraPanInvertedY();
};
AzFramework::TranslateCameraInputChannels translateCameraInputChannels;
translateCameraInputChannels.m_leftChannelId = SandboxEditor::CameraTranslateLeftChannelId();
translateCameraInputChannels.m_rightChannelId = SandboxEditor::CameraTranslateRightChannelId();
translateCameraInputChannels.m_forwardChannelId = SandboxEditor::CameraTranslateForwardChannelId();
translateCameraInputChannels.m_backwardChannelId = SandboxEditor::CameraTranslateBackwardChannelId();
translateCameraInputChannels.m_upChannelId = SandboxEditor::CameraTranslateUpChannelId();
translateCameraInputChannels.m_downChannelId = SandboxEditor::CameraTranslateDownChannelId();
translateCameraInputChannels.m_boostChannelId = SandboxEditor::CameraTranslateBoostChannelId();
auto firstPersonTranslateCamera =
AZStd::make_shared<AzFramework::TranslateCameraInput>(AzFramework::LookTranslation, translateCameraInputChannels);
firstPersonTranslateCamera->m_translateSpeedFn = []
{
return SandboxEditor::CameraTranslateSpeed();
};
firstPersonTranslateCamera->m_boostMultiplierFn = []
{
return SandboxEditor::CameraBoostMultiplier();
};
auto firstPersonWheelCamera = AZStd::make_shared<AzFramework::ScrollTranslationCameraInput>();
firstPersonWheelCamera->m_scrollSpeedFn = []
{
return SandboxEditor::CameraScrollSpeed();
};
auto orbitCamera = AZStd::make_shared<AzFramework::OrbitCameraInput>(SandboxEditor::CameraOrbitChannelId());
orbitCamera->SetLookAtFn(
[viewportId](const AZ::Vector3& position, const AZ::Vector3& direction) -> AZStd::optional<AZ::Vector3>
{
AZStd::optional<AZ::Vector3> lookAtAfterInterpolation;
AtomToolsFramework::ModularViewportCameraControllerRequestBus::EventResult(
lookAtAfterInterpolation, viewportId,
&AtomToolsFramework::ModularViewportCameraControllerRequestBus::Events::LookAtAfterInterpolation);
// initially attempt to use the last set look at point after an interpolation has finished
if (lookAtAfterInterpolation.has_value())
{
return *lookAtAfterInterpolation;
}
const float RayDistance = 1000.0f;
AzFramework::RenderGeometry::RayRequest ray;
ray.m_startWorldPosition = position;
ray.m_endWorldPosition = position + direction * RayDistance;
ray.m_onlyVisible = true;
AzFramework::RenderGeometry::RayResult renderGeometryIntersectionResult;
AzFramework::RenderGeometry::IntersectorBus::EventResult(
renderGeometryIntersectionResult, AzToolsFramework::GetEntityContextId(),
&AzFramework::RenderGeometry::IntersectorBus::Events::RayIntersect, ray);
// attempt a ray intersection with any visible mesh and return the intersection position if successful
if (renderGeometryIntersectionResult)
{
return renderGeometryIntersectionResult.m_worldPosition;
}
// if there is no selection or no intersection, fallback to default camera orbit behavior (ground plane
// intersection)
return {};
});
auto orbitRotateCamera = AZStd::make_shared<AzFramework::RotateCameraInput>(SandboxEditor::CameraOrbitLookChannelId());
orbitRotateCamera->m_rotateSpeedFn = []
{
return SandboxEditor::CameraRotateSpeed();
};
orbitRotateCamera->m_invertYawFn = []
{
return SandboxEditor::CameraOrbitYawRotationInverted();
};
auto orbitTranslateCamera =
AZStd::make_shared<AzFramework::TranslateCameraInput>(AzFramework::OrbitTranslation, translateCameraInputChannels);
orbitTranslateCamera->m_translateSpeedFn = []
{
return SandboxEditor::CameraTranslateSpeed();
};
orbitTranslateCamera->m_boostMultiplierFn = []
{
return SandboxEditor::CameraBoostMultiplier();
};
auto orbitDollyWheelCamera = AZStd::make_shared<AzFramework::OrbitDollyScrollCameraInput>();
orbitDollyWheelCamera->m_scrollSpeedFn = []
{
return SandboxEditor::CameraScrollSpeed();
};
auto orbitDollyMoveCamera =
AZStd::make_shared<AzFramework::OrbitDollyCursorMoveCameraInput>(SandboxEditor::CameraOrbitDollyChannelId());
orbitDollyMoveCamera->m_cursorSpeedFn = []
{
return SandboxEditor::CameraDollyMotionSpeed();
};
auto orbitPanCamera = AZStd::make_shared<AzFramework::PanCameraInput>(SandboxEditor::CameraOrbitPanChannelId(), AzFramework::OrbitPan);
orbitPanCamera->m_panSpeedFn = []
{
return SandboxEditor::CameraPanSpeed();
};
orbitPanCamera->m_invertPanXFn = []
{
return SandboxEditor::CameraPanInvertedX();
};
orbitPanCamera->m_invertPanYFn = []
{
return SandboxEditor::CameraPanInvertedY();
};
orbitCamera->m_orbitCameras.AddCamera(orbitRotateCamera);
orbitCamera->m_orbitCameras.AddCamera(orbitTranslateCamera);
orbitCamera->m_orbitCameras.AddCamera(orbitDollyWheelCamera);
orbitCamera->m_orbitCameras.AddCamera(orbitDollyMoveCamera);
orbitCamera->m_orbitCameras.AddCamera(orbitPanCamera);
cameras.AddCamera(firstPersonRotateCamera);
cameras.AddCamera(firstPersonPanCamera);
cameras.AddCamera(firstPersonTranslateCamera);
cameras.AddCamera(firstPersonWheelCamera);
cameras.AddCamera(orbitCamera);
});
return controller;
}
void EditorViewportWidget::SetViewportId(int id)
{
CViewport::SetViewportId(id);
@@ -1288,7 +1073,8 @@ void EditorViewportWidget::SetViewportId(int id)
m_renderViewport->GetControllerList()->Add(AZStd::make_shared<SandboxEditor::ViewportManipulatorController>());
m_renderViewport->GetControllerList()->Add(CreateModularViewportCameraController(AzFramework::ViewportId(id)));
m_editorModularViewportCameraComposer = AZStd::make_unique<SandboxEditor::EditorModularViewportCameraComposer>(AzFramework::ViewportId(id));
m_renderViewport->GetControllerList()->Add(m_editorModularViewportCameraComposer->CreateModularViewportCameraController());
m_renderViewport->SetViewportSettings(&g_EditorViewportSettings);