Overhaul of how camera orbit/pivot behavior works (#4345)
* overhaul to how camera orbit/pivot behavior works Signed-off-by: hultonha <hultonha@amazon.co.uk> * update naming from orbit to pivot Signed-off-by: hultonha <hultonha@amazon.co.uk> * fix camera unit tests Signed-off-by: hultonha <hultonha@amazon.co.uk> * add additional tests for new camera pivot behavior Signed-off-by: hultonha <hultonha@amazon.co.uk> * fix comment and add additional info for tests Signed-off-by: hultonha <hultonha@amazon.co.uk>
This commit is contained in:
@@ -17,15 +17,6 @@
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namespace AzFramework
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{
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AZ_CVAR(
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float,
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ed_cameraSystemDefaultPlaneHeight,
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34.0f,
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nullptr,
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AZ::ConsoleFunctorFlags::Null,
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"The default height of the ground plane to do intersection tests against when orbiting");
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AZ_CVAR(float, ed_cameraSystemMinOrbitDistance, 10.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(float, ed_cameraSystemMaxOrbitDistance, 50.0f, nullptr, AZ::ConsoleFunctorFlags::Null, "");
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AZ_CVAR(
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bool,
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ed_cameraSystemUseCursor,
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@@ -135,8 +126,8 @@ namespace AzFramework
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camera.m_pitch = eulerAngles.GetX();
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camera.m_yaw = eulerAngles.GetZ();
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// note: m_lookDist is negative so we must invert it here
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camera.m_lookAt = transform.GetTranslation() + (camera.Rotation().GetBasisY() * -camera.m_lookDist);
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camera.m_pivot = transform.GetTranslation();
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camera.m_offset = AZ::Vector3::CreateZero();
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}
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bool CameraSystem::HandleEvents(const InputEvent& event)
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@@ -320,14 +311,8 @@ namespace AzFramework
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nextCamera.m_pitch -= float(cursorDelta.m_y) * rotateSpeed * Invert(m_invertPitchFn());
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nextCamera.m_yaw -= float(cursorDelta.m_x) * rotateSpeed * Invert(m_invertYawFn());
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const auto clampRotation = [](const float angle)
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{
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return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi);
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};
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nextCamera.m_yaw = clampRotation(nextCamera.m_yaw);
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// clamp pitch to be +/-90 degrees
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nextCamera.m_pitch = AZ::GetClamp(nextCamera.m_pitch, -AZ::Constants::HalfPi, AZ::Constants::HalfPi);
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nextCamera.m_yaw = WrapYawRotation(nextCamera.m_yaw);
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nextCamera.m_pitch = ClampPitchRotation(nextCamera.m_pitch);
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return nextCamera;
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}
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@@ -337,9 +322,10 @@ namespace AzFramework
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m_rotateChannelId = rotateChannelId;
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}
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PanCameraInput::PanCameraInput(const InputChannelId& panChannelId, PanAxesFn panAxesFn)
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PanCameraInput::PanCameraInput(const InputChannelId& panChannelId, PanAxesFn panAxesFn, TranslationDeltaFn translationDeltaFn)
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: m_panAxesFn(AZStd::move(panAxesFn))
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, m_panChannelId(panChannelId)
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, m_translationDeltaFn(translationDeltaFn)
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{
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m_panSpeedFn = []() constexpr
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{
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@@ -375,11 +361,11 @@ namespace AzFramework
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const auto panAxes = m_panAxesFn(nextCamera);
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const float panSpeed = m_panSpeedFn();
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const auto deltaPanX = float(cursorDelta.m_x) * panAxes.m_horizontalAxis * panSpeed;
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const auto deltaPanY = float(cursorDelta.m_y) * panAxes.m_verticalAxis * panSpeed;
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const auto deltaPanX = aznumeric_cast<float>(cursorDelta.m_x) * panAxes.m_horizontalAxis * panSpeed;
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const auto deltaPanY = aznumeric_cast<float>(cursorDelta.m_y) * panAxes.m_verticalAxis * panSpeed;
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nextCamera.m_lookAt += deltaPanX * Invert(m_invertPanXFn());
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nextCamera.m_lookAt += deltaPanY * -Invert(m_invertPanYFn());
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m_translationDeltaFn(nextCamera, deltaPanX * Invert(m_invertPanXFn()));
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m_translationDeltaFn(nextCamera, deltaPanY * -Invert(m_invertPanYFn()));
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return nextCamera;
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}
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@@ -426,8 +412,11 @@ namespace AzFramework
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}
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TranslateCameraInput::TranslateCameraInput(
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TranslationAxesFn translationAxesFn, const TranslateCameraInputChannelIds& translateCameraInputChannelIds)
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const TranslateCameraInputChannelIds& translateCameraInputChannelIds,
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TranslationAxesFn translationAxesFn,
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TranslationDeltaFn translateDeltaFn)
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: m_translationAxesFn(AZStd::move(translationAxesFn))
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, m_translateDeltaFn(AZStd::move(translateDeltaFn))
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, m_translateCameraInputChannelIds(translateCameraInputChannelIds)
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{
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m_translateSpeedFn = []() constexpr
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@@ -497,32 +486,32 @@ namespace AzFramework
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if ((m_translation & TranslationType::Forward) == TranslationType::Forward)
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{
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nextCamera.m_lookAt += axisY * speed * deltaTime;
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m_translateDeltaFn(nextCamera, axisY * speed * deltaTime);
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}
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if ((m_translation & TranslationType::Backward) == TranslationType::Backward)
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{
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nextCamera.m_lookAt -= axisY * speed * deltaTime;
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m_translateDeltaFn(nextCamera, -axisY * speed * deltaTime);
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}
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if ((m_translation & TranslationType::Left) == TranslationType::Left)
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{
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nextCamera.m_lookAt -= axisX * speed * deltaTime;
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m_translateDeltaFn(nextCamera, -axisX * speed * deltaTime);
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}
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if ((m_translation & TranslationType::Right) == TranslationType::Right)
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{
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nextCamera.m_lookAt += axisX * speed * deltaTime;
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m_translateDeltaFn(nextCamera, axisX * speed * deltaTime);
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}
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if ((m_translation & TranslationType::Up) == TranslationType::Up)
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{
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nextCamera.m_lookAt += axisZ * speed * deltaTime;
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m_translateDeltaFn(nextCamera, axisZ * speed * deltaTime);
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}
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if ((m_translation & TranslationType::Down) == TranslationType::Down)
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{
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nextCamera.m_lookAt -= axisZ * speed * deltaTime;
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m_translateDeltaFn(nextCamera, -axisZ * speed * deltaTime);
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}
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if (Ending())
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@@ -544,16 +533,20 @@ namespace AzFramework
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m_translateCameraInputChannelIds = translateCameraInputChannelIds;
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}
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OrbitCameraInput::OrbitCameraInput(const InputChannelId& orbitChannelId)
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: m_orbitChannelId(orbitChannelId)
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PivotCameraInput::PivotCameraInput(const InputChannelId& pivotChannelId)
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: m_pivotChannelId(pivotChannelId)
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{
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m_pivotFn = []([[maybe_unused]] const AZ::Vector3& position, [[maybe_unused]] const AZ::Vector3& direction)
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{
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return AZ::Vector3::CreateZero();
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};
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}
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bool OrbitCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, const float scrollDelta)
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bool PivotCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, const float scrollDelta)
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{
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if (const auto* input = AZStd::get_if<DiscreteInputEvent>(&event))
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{
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if (input->m_channelId == m_orbitChannelId)
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if (input->m_channelId == m_pivotChannelId)
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{
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if (input->m_state == InputChannel::State::Began)
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{
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@@ -568,85 +561,46 @@ namespace AzFramework
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if (Active())
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{
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return m_orbitCameras.HandleEvents(event, cursorDelta, scrollDelta);
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return m_pivotCameras.HandleEvents(event, cursorDelta, scrollDelta);
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}
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return !Idle();
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}
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Camera OrbitCameraInput::StepCamera(
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Camera PivotCameraInput::StepCamera(
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const Camera& targetCamera, const ScreenVector& cursorDelta, const float scrollDelta, const float deltaTime)
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{
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Camera nextCamera = targetCamera;
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if (Beginning())
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{
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const auto hasLookAt = [&nextCamera, &targetCamera, &lookAtFn = m_lookAtFn]
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{
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if (lookAtFn)
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{
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// pass through the camera's position and look vector for use in the lookAt function
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if (const auto lookAt = lookAtFn(targetCamera.Translation(), targetCamera.Rotation().GetBasisY()))
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{
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// default to internal look at behavior if the look at point matches the camera translation
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if (targetCamera.m_lookAt.IsClose(*lookAt))
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{
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return false;
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}
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auto transform = AZ::Transform::CreateLookAt(targetCamera.m_lookAt, *lookAt);
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nextCamera.m_lookDist = -lookAt->GetDistance(targetCamera.m_lookAt);
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UpdateCameraFromTransform(nextCamera, transform);
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return true;
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}
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}
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return false;
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}();
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if (!hasLookAt)
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{
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float hit_distance = 0.0f;
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AZ::Plane::CreateFromNormalAndPoint(AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisZ(ed_cameraSystemDefaultPlaneHeight))
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.CastRay(targetCamera.Translation(), targetCamera.Rotation().GetBasisY(), hit_distance);
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if (hit_distance > 0.0f)
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{
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hit_distance = AZStd::min<float>(hit_distance, ed_cameraSystemMaxOrbitDistance);
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nextCamera.m_lookDist = -hit_distance;
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nextCamera.m_lookAt = targetCamera.Translation() + targetCamera.Rotation().GetBasisY() * hit_distance;
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}
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else
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{
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nextCamera.m_lookDist = -ed_cameraSystemMinOrbitDistance;
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nextCamera.m_lookAt =
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targetCamera.Translation() + targetCamera.Rotation().GetBasisY() * ed_cameraSystemMinOrbitDistance;
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}
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}
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nextCamera.m_pivot = m_pivotFn(targetCamera.Translation(), targetCamera.Rotation().GetBasisY());
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nextCamera.m_offset = nextCamera.View().TransformPoint(targetCamera.Translation());
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}
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if (Active())
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{
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nextCamera = m_orbitCameras.StepCamera(nextCamera, cursorDelta, scrollDelta, deltaTime);
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MovePivotDetached(nextCamera, m_pivotFn(targetCamera.Translation(), targetCamera.Rotation().GetBasisY()));
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nextCamera = m_pivotCameras.StepCamera(nextCamera, cursorDelta, scrollDelta, deltaTime);
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}
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if (Ending())
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{
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m_orbitCameras.Reset();
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m_pivotCameras.Reset();
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nextCamera.m_lookAt = nextCamera.Translation();
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nextCamera.m_lookDist = 0.0f;
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nextCamera.m_pivot = nextCamera.Translation();
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nextCamera.m_offset = AZ::Vector3::CreateZero();
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}
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return nextCamera;
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}
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void OrbitCameraInput::SetOrbitInputChannelId(const InputChannelId& orbitChanneId)
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void PivotCameraInput::SetPivotInputChannelId(const InputChannelId& pivotChanneId)
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{
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m_orbitChannelId = orbitChanneId;
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m_pivotChannelId = pivotChanneId;
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}
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OrbitDollyScrollCameraInput::OrbitDollyScrollCameraInput()
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PivotDollyScrollCameraInput::PivotDollyScrollCameraInput()
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{
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m_scrollSpeedFn = []() constexpr
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{
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@@ -654,7 +608,7 @@ namespace AzFramework
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};
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}
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bool OrbitDollyScrollCameraInput::HandleEvents(
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bool PivotDollyScrollCameraInput::HandleEvents(
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const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
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{
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if (const auto* scroll = AZStd::get_if<ScrollEvent>(&event))
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@@ -665,46 +619,61 @@ namespace AzFramework
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return !Idle();
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}
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Camera OrbitDollyScrollCameraInput::StepCamera(
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static Camera PivotDolly(const Camera& targetCamera, const float delta)
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{
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Camera nextCamera = targetCamera;
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const auto pivotDirection = targetCamera.m_offset.GetNormalized();
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nextCamera.m_offset -= pivotDirection * delta;
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const auto pivotDot = targetCamera.m_offset.Dot(nextCamera.m_offset);
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const auto distance = nextCamera.m_offset.GetLength() * AZ::GetSign(pivotDot);
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const auto minDistance = 0.01f;
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if (distance < minDistance || pivotDot < 0.0f)
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{
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nextCamera.m_offset = pivotDirection * minDistance;
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}
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return nextCamera;
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}
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Camera PivotDollyScrollCameraInput::StepCamera(
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const Camera& targetCamera,
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[[maybe_unused]] const ScreenVector& cursorDelta,
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const float scrollDelta,
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[[maybe_unused]] const float deltaTime)
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{
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Camera nextCamera = targetCamera;
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nextCamera.m_lookDist = AZ::GetMin(nextCamera.m_lookDist + scrollDelta * m_scrollSpeedFn(), 0.0f);
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const auto nextCamera = PivotDolly(targetCamera, aznumeric_cast<float>(scrollDelta) * m_scrollSpeedFn());
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EndActivation();
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return nextCamera;
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}
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OrbitDollyCursorMoveCameraInput::OrbitDollyCursorMoveCameraInput(const InputChannelId& dollyChannelId)
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PivotDollyMotionCameraInput::PivotDollyMotionCameraInput(const InputChannelId& dollyChannelId)
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: m_dollyChannelId(dollyChannelId)
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{
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m_cursorSpeedFn = []() constexpr
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m_motionSpeedFn = []() constexpr
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{
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return 0.01f;
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};
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}
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bool OrbitDollyCursorMoveCameraInput::HandleEvents(
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bool PivotDollyMotionCameraInput::HandleEvents(
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const InputEvent& event, [[maybe_unused]] const ScreenVector& cursorDelta, [[maybe_unused]] const float scrollDelta)
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{
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HandleActivationEvents(event, m_dollyChannelId, cursorDelta, m_clickDetector, *this);
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return CameraInputUpdatingAfterMotion(*this);
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}
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Camera OrbitDollyCursorMoveCameraInput::StepCamera(
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Camera PivotDollyMotionCameraInput::StepCamera(
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const Camera& targetCamera,
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const ScreenVector& cursorDelta,
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[[maybe_unused]] const float scrollDelta,
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[[maybe_unused]] const float deltaTime)
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{
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Camera nextCamera = targetCamera;
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nextCamera.m_lookDist = AZ::GetMin(nextCamera.m_lookDist + float(cursorDelta.m_y) * m_cursorSpeedFn(), 0.0f);
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return nextCamera;
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return PivotDolly(targetCamera, aznumeric_cast<float>(cursorDelta.m_y) * m_motionSpeedFn());
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}
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void OrbitDollyCursorMoveCameraInput::SetDollyInputChannelId(const InputChannelId& dollyChannelId)
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void PivotDollyMotionCameraInput::SetDollyInputChannelId(const InputChannelId& dollyChannelId)
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{
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m_dollyChannelId = dollyChannelId;
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}
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@@ -739,7 +708,7 @@ namespace AzFramework
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const auto translation_basis = LookTranslation(nextCamera);
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const auto axisY = translation_basis.GetBasisY();
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nextCamera.m_lookAt += axisY * scrollDelta * m_scrollSpeedFn();
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nextCamera.m_pivot += axisY * scrollDelta * m_scrollSpeedFn();
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EndActivation();
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@@ -790,13 +759,13 @@ namespace AzFramework
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{
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const float moveRate = AZStd::exp2(cameraProps.m_translateSmoothnessFn());
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const float moveTime = AZStd::exp2(-moveRate * deltaTime);
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camera.m_lookDist = AZ::Lerp(targetCamera.m_lookDist, currentCamera.m_lookDist, moveTime);
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camera.m_lookAt = targetCamera.m_lookAt.Lerp(currentCamera.m_lookAt, moveTime);
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camera.m_pivot = targetCamera.m_pivot.Lerp(currentCamera.m_pivot, moveTime);
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camera.m_offset = targetCamera.m_offset.Lerp(currentCamera.m_offset, moveTime);
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}
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else
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{
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camera.m_lookDist = targetCamera.m_lookDist;
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camera.m_lookAt = targetCamera.m_lookAt;
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camera.m_pivot = targetCamera.m_pivot;
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camera.m_offset = targetCamera.m_offset;
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}
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return camera;
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@@ -29,17 +29,15 @@ namespace AzFramework
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//! @note Order of rotation is Z, Y, X.
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AZ::Vector3 EulerAngles(const AZ::Matrix3x3& orientation);
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//! A simple camera representation using spherical coordinates as input (pitch, yaw and look distance).
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//! A simple camera representation using spherical coordinates as input (pitch, yaw, pivot and offset).
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//! The cameras transform and view can be obtained through accessor functions that use the internal
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//! spherical coordinates to calculate the position and orientation.
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struct Camera
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{
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AZ::Vector3 m_lookAt = AZ::Vector3::CreateZero(); //!< Position of camera when m_lookDist is zero,
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//!< or position of m_lookAt when m_lookDist is greater
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//!< than zero.
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float m_yaw{ 0.0 }; //!< Yaw rotation of camera (stored in radians) usually clamped to 0-360 degrees (0-2Pi radians).
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float m_pitch{ 0.0 }; //!< Pitch rotation of the camera (stored in radians) usually clamped to +/-90 degrees (-Pi/2 - Pi/2 radians).
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float m_lookDist{ 0.0 }; //!< Zero gives first person free look, otherwise orbit about m_lookAt
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AZ::Vector3 m_pivot = AZ::Vector3::CreateZero(); //!< Pivot point to rotate about (modified in world space).
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AZ::Vector3 m_offset = AZ::Vector3::CreateZero(); //!< Offset relative to pivot (modified in camera space).
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float m_yaw = 0.0f; //!< Yaw rotation of camera (stored in radians) usually clamped to 0-360 degrees (0-2Pi radians).
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float m_pitch = 0.0f; //!< Pitch rotation of the camera (stored in radians) usually clamped to +/-90 degrees (-Pi/2 - Pi/2 radians).
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//! View camera transform (V in model-view-projection matrix (MVP)).
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AZ::Transform View() const;
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@@ -51,6 +49,15 @@ namespace AzFramework
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AZ::Vector3 Translation() const;
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};
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//! Helper to allow the pivot to be positioned without altering the camera's position.
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inline void MovePivotDetached(Camera& camera, const AZ::Vector3& pivot)
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{
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const auto& view = camera.View();
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const auto delta = view.TransformPoint(pivot) - view.TransformPoint(camera.m_pivot);
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camera.m_offset -= delta;
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camera.m_pivot = pivot;
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}
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inline AZ::Transform Camera::View() const
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{
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return Transform().GetInverse();
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@@ -58,8 +65,8 @@ namespace AzFramework
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inline AZ::Transform Camera::Transform() const
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{
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return AZ::Transform::CreateTranslation(m_lookAt) * AZ::Transform::CreateRotationZ(m_yaw) *
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AZ::Transform::CreateRotationX(m_pitch) * AZ::Transform::CreateTranslation(AZ::Vector3::CreateAxisY(m_lookDist));
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return AZ::Transform::CreateTranslation(m_pivot) * AZ::Transform::CreateRotationZ(m_yaw) * AZ::Transform::CreateRotationX(m_pitch) *
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AZ::Transform::CreateTranslation(m_offset);
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}
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inline AZ::Matrix3x3 Camera::Rotation() const
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@@ -279,21 +286,37 @@ namespace AzFramework
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public:
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||||
bool HandleEvents(const InputEvent& event);
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||||
Camera StepCamera(const Camera& targetCamera, float deltaTime);
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||||
bool HandlingEvents() const
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||||
{
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||||
return m_handlingEvents;
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||||
}
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||||
bool HandlingEvents() const;
|
||||
|
||||
Cameras m_cameras; //!< Represents a collection of camera inputs that together provide a camera controller.
|
||||
|
||||
private:
|
||||
ScreenVector m_motionDelta; //!< The delta used for look/orbit/pan (rotation + translation) - two dimensional.
|
||||
ScreenVector m_motionDelta; //!< The delta used for look/pivot/pan (rotation + translation) - two dimensional.
|
||||
CursorState m_cursorState; //!< The current and previous position of the cursor (used to calculate movement delta).
|
||||
float m_scrollDelta = 0.0f; //!< The delta used for dolly/movement (translation) - one dimensional.
|
||||
bool m_handlingEvents = false; //!< Is the camera system currently handling events (events are consumed and not propagated).
|
||||
};
|
||||
|
||||
//! A camera input to handle motion deltas that can rotate or orbit the camera.
|
||||
inline bool CameraSystem::HandlingEvents() const
|
||||
{
|
||||
return m_handlingEvents;
|
||||
}
|
||||
|
||||
//! Clamps pitch to be +/-90 degrees (-Pi/2, Pi/2).
|
||||
//! @param pitch Pitch angle in radians.
|
||||
inline float ClampPitchRotation(const float pitch)
|
||||
{
|
||||
return AZ::GetClamp(pitch, -AZ::Constants::HalfPi, AZ::Constants::HalfPi);
|
||||
}
|
||||
|
||||
//! Ensures yaw wraps between 0 and 360 degrees (0, 2Pi).
|
||||
//! @param yaw Yaw angle in radians.
|
||||
inline float WrapYawRotation(const float yaw)
|
||||
{
|
||||
return AZStd::fmod(yaw + AZ::Constants::TwoPi, AZ::Constants::TwoPi);
|
||||
}
|
||||
|
||||
//! A camera input to handle motion deltas that can rotate or pivot the camera.
|
||||
class RotateCameraInput : public CameraInput
|
||||
{
|
||||
public:
|
||||
@@ -332,8 +355,8 @@ namespace AzFramework
|
||||
return { orientation.GetBasisX(), orientation.GetBasisZ() };
|
||||
}
|
||||
|
||||
//! PanAxes to use while in 'orbit' camera behavior.
|
||||
inline PanAxes OrbitPan(const Camera& camera)
|
||||
//! PanAxes to use while in 'pivot' camera behavior.
|
||||
inline PanAxes PivotPan(const Camera& camera)
|
||||
{
|
||||
const AZ::Matrix3x3 orientation = camera.Rotation();
|
||||
|
||||
@@ -347,11 +370,23 @@ namespace AzFramework
|
||||
return { basisX, basisY };
|
||||
}
|
||||
|
||||
using TranslationDeltaFn = AZStd::function<void(Camera& camera, const AZ::Vector3& delta)>;
|
||||
|
||||
inline void TranslatePivot(Camera& camera, const AZ::Vector3& delta)
|
||||
{
|
||||
camera.m_pivot += delta;
|
||||
}
|
||||
|
||||
inline void TranslateOffset(Camera& camera, const AZ::Vector3& delta)
|
||||
{
|
||||
camera.m_offset += camera.View().TransformVector(delta);
|
||||
}
|
||||
|
||||
//! A camera input to handle motion deltas that can pan the camera (translate in two axes).
|
||||
class PanCameraInput : public CameraInput
|
||||
{
|
||||
public:
|
||||
PanCameraInput(const InputChannelId& panChannelId, PanAxesFn panAxesFn);
|
||||
PanCameraInput(const InputChannelId& panChannelId, PanAxesFn panAxesFn, TranslationDeltaFn translationDeltaFn);
|
||||
|
||||
// CameraInput overrides ...
|
||||
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
|
||||
@@ -365,6 +400,7 @@ namespace AzFramework
|
||||
|
||||
private:
|
||||
PanAxesFn m_panAxesFn; //!< Builder for the particular pan axes (provided in the constructor).
|
||||
TranslationDeltaFn m_translationDeltaFn; //!< How to apply the translation delta to the camera offset or pivot.
|
||||
InputChannelId m_panChannelId; //!< Input channel to begin the pan camera input.
|
||||
ClickDetector m_clickDetector; //!< Used to determine when a sufficient motion delta has occurred after an initial discrete input
|
||||
//!< event has started (press and move event).
|
||||
@@ -385,8 +421,8 @@ namespace AzFramework
|
||||
return AZ::Matrix3x3::CreateFromColumns(basisX, basisY, basisZ);
|
||||
}
|
||||
|
||||
//! TranslationAxes to use while in 'orbit' camera behavior.
|
||||
inline AZ::Matrix3x3 OrbitTranslation(const Camera& camera)
|
||||
//! TranslationAxes to use while in 'pivot' camera behavior.
|
||||
inline AZ::Matrix3x3 PivotTranslation(const Camera& camera)
|
||||
{
|
||||
const AZ::Matrix3x3 orientation = camera.Rotation();
|
||||
|
||||
@@ -417,8 +453,10 @@ namespace AzFramework
|
||||
class TranslateCameraInput : public CameraInput
|
||||
{
|
||||
public:
|
||||
explicit TranslateCameraInput(
|
||||
TranslationAxesFn translationAxesFn, const TranslateCameraInputChannelIds& translateCameraInputChannelIds);
|
||||
TranslateCameraInput(
|
||||
const TranslateCameraInputChannelIds& translateCameraInputChannelIds,
|
||||
TranslationAxesFn translationAxesFn,
|
||||
TranslationDeltaFn translateDeltaFn);
|
||||
|
||||
// CameraInput overrides ...
|
||||
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
|
||||
@@ -492,15 +530,16 @@ namespace AzFramework
|
||||
|
||||
TranslationType m_translation = TranslationType::Nil; //!< Types of translation the camera input is under.
|
||||
TranslationAxesFn m_translationAxesFn; //!< Builder for translation axes.
|
||||
TranslationDeltaFn m_translateDeltaFn; //!< How to apply the translation delta to the camera offset or pivot.
|
||||
TranslateCameraInputChannelIds m_translateCameraInputChannelIds; //!< Input channel ids that map to internal translation types.
|
||||
bool m_boost = false; //!< Is the translation speed currently being multiplied/scaled upwards.
|
||||
};
|
||||
|
||||
//! A camera input to handle discrete scroll events that can modify the camera look distance.
|
||||
class OrbitDollyScrollCameraInput : public CameraInput
|
||||
//! A camera input to handle discrete scroll events that can modify the camera pivot distance.
|
||||
class PivotDollyScrollCameraInput : public CameraInput
|
||||
{
|
||||
public:
|
||||
OrbitDollyScrollCameraInput();
|
||||
PivotDollyScrollCameraInput();
|
||||
|
||||
// CameraInput overrides ...
|
||||
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
|
||||
@@ -509,11 +548,11 @@ namespace AzFramework
|
||||
AZStd::function<float()> m_scrollSpeedFn;
|
||||
};
|
||||
|
||||
//! A camera input to handle motion deltas that can modify the camera look distance.
|
||||
class OrbitDollyCursorMoveCameraInput : public CameraInput
|
||||
//! A camera input to handle motion deltas that can modify the camera pivot distance.
|
||||
class PivotDollyMotionCameraInput : public CameraInput
|
||||
{
|
||||
public:
|
||||
explicit OrbitDollyCursorMoveCameraInput(const InputChannelId& dollyChannelId);
|
||||
explicit PivotDollyMotionCameraInput(const InputChannelId& dollyChannelId);
|
||||
|
||||
// CameraInput overrides ...
|
||||
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
|
||||
@@ -521,7 +560,7 @@ namespace AzFramework
|
||||
|
||||
void SetDollyInputChannelId(const InputChannelId& dollyChannelId);
|
||||
|
||||
AZStd::function<float()> m_cursorSpeedFn;
|
||||
AZStd::function<float()> m_motionSpeedFn;
|
||||
|
||||
private:
|
||||
InputChannelId m_dollyChannelId; //!< Input channel to begin the dolly cursor camera input.
|
||||
@@ -544,36 +583,36 @@ namespace AzFramework
|
||||
|
||||
//! A camera input that doubles as its own set of camera inputs.
|
||||
//! It is 'exclusive', so does not overlap with other sibling camera inputs - it runs its own set of camera inputs as 'children'.
|
||||
class OrbitCameraInput : public CameraInput
|
||||
class PivotCameraInput : public CameraInput
|
||||
{
|
||||
public:
|
||||
using LookAtFn = AZStd::function<AZStd::optional<AZ::Vector3>(const AZ::Vector3& position, const AZ::Vector3& direction)>;
|
||||
using PivotFn = AZStd::function<AZ::Vector3(const AZ::Vector3& position, const AZ::Vector3& direction)>;
|
||||
|
||||
explicit OrbitCameraInput(const InputChannelId& orbitChannelId);
|
||||
explicit PivotCameraInput(const InputChannelId& pivotChannelId);
|
||||
|
||||
// CameraInput overrides ...
|
||||
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;
|
||||
Camera StepCamera(const Camera& targetCamera, const ScreenVector& cursorDelta, float scrollDelta, float deltaTime) override;
|
||||
bool Exclusive() const override;
|
||||
|
||||
void SetOrbitInputChannelId(const InputChannelId& orbitChanneId);
|
||||
void SetPivotInputChannelId(const InputChannelId& pivotChanneId);
|
||||
|
||||
Cameras m_orbitCameras; //!< The camera inputs to run when this camera input is active (only these will run as it is exclusive).
|
||||
Cameras m_pivotCameras; //!< The camera inputs to run when this camera input is active (only these will run as it is exclusive).
|
||||
|
||||
//! Override the default behavior for how a look-at point is calculated.
|
||||
void SetLookAtFn(const LookAtFn& lookAtFn);
|
||||
//! Override the default behavior for how a pivot point is calculated.
|
||||
void SetPivotFn(PivotFn pivotFn);
|
||||
|
||||
private:
|
||||
InputChannelId m_orbitChannelId; //!< Input channel to begin the orbit camera input.
|
||||
LookAtFn m_lookAtFn; //!< The look-at behavior to use for this orbit camera (how is the look-at point calculated/retrieved).
|
||||
InputChannelId m_pivotChannelId; //!< Input channel to begin the pivot camera input.
|
||||
PivotFn m_pivotFn; //!< The pivot position to use for this pivot camera (how is the pivot point calculated/retrieved).
|
||||
};
|
||||
|
||||
inline void OrbitCameraInput::SetLookAtFn(const LookAtFn& lookAtFn)
|
||||
inline void PivotCameraInput::SetPivotFn(PivotFn pivotFn)
|
||||
{
|
||||
m_lookAtFn = lookAtFn;
|
||||
m_pivotFn = AZStd::move(pivotFn);
|
||||
}
|
||||
|
||||
inline bool OrbitCameraInput::Exclusive() const
|
||||
inline bool PivotCameraInput::Exclusive() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user