Small camera updates (#1460, LYN-2315)
* add interpolation for goto position/orientation * resize default camera look-at point
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@@ -16,6 +16,7 @@
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// Editor
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#include "EditorViewportCamera.h"
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#include "EditorViewportSettings.h"
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#include "GameEngine.h"
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#include "ViewManager.h"
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@@ -111,12 +112,24 @@ void GotoPositionDialog::OnUpdateNumbers()
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void GotoPositionDialog::accept()
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{
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SandboxEditor::SetDefaultViewportCameraPosition(AZ::Vector3(
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aznumeric_cast<float>(m_ui->m_dymX->value()), aznumeric_cast<float>(m_ui->m_dymY->value()),
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aznumeric_cast<float>(m_ui->m_dymZ->value())));
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SandboxEditor::SetDefaultViewportCameraRotation(
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AZ::DegToRad(aznumeric_cast<float>(m_ui->m_dymAnglePitch->value())),
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AZ::DegToRad(aznumeric_cast<float>(m_ui->m_dymAngleYaw->value())));
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if (SandboxEditor::UsingNewCameraSystem())
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{
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SandboxEditor::InterpolateDefaultViewportCameraToTransform(
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AZ::Vector3(
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aznumeric_cast<float>(m_ui->m_dymX->value()), aznumeric_cast<float>(m_ui->m_dymY->value()),
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aznumeric_cast<float>(m_ui->m_dymZ->value())),
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AZ::DegToRad(aznumeric_cast<float>(m_ui->m_dymAnglePitch->value())),
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AZ::DegToRad(aznumeric_cast<float>(m_ui->m_dymAngleYaw->value())));
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}
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else
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{
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SandboxEditor::SetDefaultViewportCameraPosition(AZ::Vector3(
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aznumeric_cast<float>(m_ui->m_dymX->value()), aznumeric_cast<float>(m_ui->m_dymY->value()),
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aznumeric_cast<float>(m_ui->m_dymZ->value())));
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SandboxEditor::SetDefaultViewportCameraRotation(
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AZ::DegToRad(aznumeric_cast<float>(m_ui->m_dymAnglePitch->value())),
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AZ::DegToRad(aznumeric_cast<float>(m_ui->m_dymAngleYaw->value())));
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}
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QDialog::accept();
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}
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