Merge branch 'main' into ly-as-sdk/LYN-2948

This commit is contained in:
pappeste
2021-05-28 08:29:29 -07:00
22 changed files with 581 additions and 140 deletions
@@ -12,6 +12,7 @@
#pragma once
#include <AzCore/EBus/EBus.h>
#include <AzFramework/Entity/EntityContextBus.h>
#include <AzFramework/Render/GeometryIntersectionStructures.h>
namespace AzFramework
@@ -35,12 +36,12 @@ namespace AzFramework
AzFramework::EntityContextId m_contextId;
};
//! Interface for intersection requests, implement this interface for making your component
//! render geometry intersectable.
//! Interface for intersection requests.
//! Implement this interface to make your component 'intersectable'.
class IntersectionRequests
: public AZ::EBusTraits
{
//! Policy for notifying the Intersector bus of entities connected/disconnected to this ebus
//! Policy for notifying the Intersector bus of entities connected/disconnected to this EBus
//! so it updates the internal data of the entities
template<class Bus>
struct IntersectionRequestsConnectionPolicy
@@ -144,7 +144,7 @@ namespace AzFramework
z = AZStd::atan2(-orientation.GetElement(1, 2), orientation.GetElement(1, 1));
}
return {x, y, z};
return { x, y, z };
}
void UpdateCameraFromTransform(Camera& camera, const AZ::Transform& transform)
@@ -179,7 +179,7 @@ namespace AzFramework
{
const auto nextCamera = m_cameras.StepCamera(targetCamera, m_motionDelta, m_scrollDelta, deltaTime);
m_motionDelta = ScreenVector{0, 0};
m_motionDelta = ScreenVector{ 0, 0 };
m_scrollDelta = 0.0f;
return nextCamera;
@@ -213,7 +213,10 @@ namespace AzFramework
auto& cameraInput = m_idleCameraInputs[i];
const bool canBegin = cameraInput->Beginning() &&
AZStd::all_of(m_activeCameraInputs.cbegin(), m_activeCameraInputs.cend(),
[](const auto& input) { return !input->Exclusive(); }) &&
[](const auto& input)
{
return !input->Exclusive();
}) &&
(!cameraInput->Exclusive() || (cameraInput->Exclusive() && m_activeCameraInputs.empty()));
if (canBegin)
@@ -231,7 +234,8 @@ namespace AzFramework
const Camera nextCamera = AZStd::accumulate(
AZStd::begin(m_activeCameraInputs), AZStd::end(m_activeCameraInputs), targetCamera,
[cursorDelta, scrollDelta, deltaTime](Camera acc, auto& camera) {
[cursorDelta, scrollDelta, deltaTime](Camera acc, auto& camera)
{
acc = camera->StepCamera(acc, cursorDelta, scrollDelta, deltaTime);
return acc;
});
@@ -284,7 +288,8 @@ namespace AzFramework
bool RotateCameraInput::HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, [[maybe_unused]] float scrollDelta)
{
const ClickDetector::ClickEvent clickEvent = [&event, this] {
const ClickDetector::ClickEvent clickEvent = [&event, this]
{
if (const auto& input = AZStd::get_if<DiscreteInputEvent>(&event))
{
if (input->m_channelId == m_rotateChannelId)
@@ -330,7 +335,10 @@ namespace AzFramework
nextCamera.m_pitch -= float(cursorDelta.m_y) * ed_cameraSystemRotateSpeed;
nextCamera.m_yaw -= float(cursorDelta.m_x) * ed_cameraSystemRotateSpeed;
const auto clampRotation = [](const float angle) { return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
const auto clampRotation = [](const float angle)
{
return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi);
};
nextCamera.m_yaw = clampRotation(nextCamera.m_yaw);
// clamp pitch to be +-90 degrees
@@ -377,9 +385,10 @@ namespace AzFramework
const auto deltaPanX = float(cursorDelta.m_x) * panAxes.m_horizontalAxis * ed_cameraSystemPanSpeed;
const auto deltaPanY = float(cursorDelta.m_y) * panAxes.m_verticalAxis * ed_cameraSystemPanSpeed;
const auto inv = [](const bool invert) {
constexpr float Dir[] = {1.0f, -1.0f};
return Dir[static_cast<int>(invert)];
const auto inv = [](const bool invert)
{
constexpr float Dir[] = { 1.0f, -1.0f };
return Dir[aznumeric_cast<int>(invert)];
};
nextCamera.m_lookAt += deltaPanX * inv(ed_cameraSystemPanInvertX);
@@ -475,7 +484,8 @@ namespace AzFramework
const auto axisY = translationBasis.GetBasisY();
const auto axisZ = translationBasis.GetBasisZ();
const float speed = [boost = m_boost]() {
const float speed = [boost = m_boost]()
{
return ed_cameraSystemTranslateSpeed * (boost ? ed_cameraSystemBoostMultiplier : 1.0f);
}();
@@ -555,10 +565,12 @@ namespace AzFramework
if (Beginning())
{
const auto hasLookAt = [&nextCamera, &targetCamera, &lookAtFn = m_lookAtFn] {
const auto hasLookAt = [&nextCamera, &targetCamera, &lookAtFn = m_lookAtFn]
{
if (lookAtFn)
{
if (const auto lookAt = lookAtFn())
// pass through the camera's position and look vector for use in the lookAt function
if (const auto lookAt = lookAtFn(targetCamera.Translation(), targetCamera.Rotation().GetBasisY()))
{
auto transform = AZ::Transform::CreateLookAt(targetCamera.m_lookAt, *lookAt);
nextCamera.m_lookDist = -lookAt->GetDistance(targetCamera.m_lookAt);
@@ -692,14 +704,20 @@ namespace AzFramework
Camera SmoothCamera(const Camera& currentCamera, const Camera& targetCamera, const float deltaTime)
{
const auto clamp_rotation = [](const float angle) { return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi); };
const auto clamp_rotation = [](const float angle)
{
return AZStd::fmod(angle + AZ::Constants::TwoPi, AZ::Constants::TwoPi);
};
// keep yaw in 0 - 360 range
float targetYaw = clamp_rotation(targetCamera.m_yaw);
const float currentYaw = clamp_rotation(currentCamera.m_yaw);
// return the sign of the float input (-1, 0, 1)
const auto sign = [](const float value) { return aznumeric_cast<float>((0.0f < value) - (value < 0.0f)); };
const auto sign = [](const float value)
{
return aznumeric_cast<float>((0.0f < value) - (value < 0.0f));
};
// ensure smooth transition when moving across 0 - 360 boundary
const float yawDelta = targetYaw - currentYaw;
@@ -727,26 +745,28 @@ namespace AzFramework
const auto& inputChannelId = inputChannel.GetInputChannelId();
const auto& inputDeviceId = inputChannel.GetInputDevice().GetInputDeviceId();
const bool wasMouseButton =
AZStd::any_of(InputDeviceMouse::Button::All.begin(), InputDeviceMouse::Button::All.end(), [inputChannelId](const auto& button) {
const bool wasMouseButton = AZStd::any_of(
InputDeviceMouse::Button::All.begin(), InputDeviceMouse::Button::All.end(),
[inputChannelId](const auto& button)
{
return button == inputChannelId;
});
if (inputChannelId == InputDeviceMouse::Movement::X)
{
return HorizontalMotionEvent{(int)inputChannel.GetValue()};
return HorizontalMotionEvent{ aznumeric_cast<int>(inputChannel.GetValue()) };
}
else if (inputChannelId == InputDeviceMouse::Movement::Y)
{
return VerticalMotionEvent{(int)inputChannel.GetValue()};
return VerticalMotionEvent{ aznumeric_cast<int>(inputChannel.GetValue()) };
}
else if (inputChannelId == InputDeviceMouse::Movement::Z)
{
return ScrollEvent{inputChannel.GetValue()};
return ScrollEvent{ inputChannel.GetValue() };
}
else if (wasMouseButton || InputDeviceKeyboard::IsKeyboardDevice(inputDeviceId))
{
return DiscreteInputEvent{inputChannelId, inputChannel.GetState()};
return DiscreteInputEvent{ inputChannelId, inputChannel.GetState() };
}
return AZStd::monostate{};
@@ -34,9 +34,9 @@ namespace AzFramework
AZ::Vector3 m_lookAt = AZ::Vector3::CreateZero(); //!< Position of camera when m_lookDist is zero,
//!< or position of m_lookAt when m_lookDist is greater
//!< than zero.
float m_yaw{0.0};
float m_pitch{0.0};
float m_lookDist{0.0}; //!< Zero gives first person free look, otherwise orbit about m_lookAt
float m_yaw{ 0.0 };
float m_pitch{ 0.0 };
float m_lookDist{ 0.0 }; //!< Zero gives first person free look, otherwise orbit about m_lookAt
//! View camera transform (v in MVP).
AZ::Transform View() const;
@@ -195,7 +195,11 @@ namespace AzFramework
inline bool Cameras::Exclusive() const
{
return AZStd::any_of(
m_activeCameraInputs.begin(), m_activeCameraInputs.end(), [](const auto& cameraInput) { return cameraInput->Exclusive(); });
m_activeCameraInputs.begin(), m_activeCameraInputs.end(),
[](const auto& cameraInput)
{
return cameraInput->Exclusive();
});
}
//! Responsible for updating a series of cameras given various inputs.
@@ -209,7 +213,7 @@ namespace AzFramework
private:
ScreenVector m_motionDelta; //!< The delta used for look/orbit/pan (rotation + translation) - two dimensional.
float m_scrollDelta = 0.0f; //!< The delta used for dolly/movement (translation) - one dimensional.
float m_scrollDelta = 0.0f; //!< The delta used for dolly/movement (translation) - one dimensional.
};
class RotateCameraInput : public CameraInput
@@ -237,7 +241,7 @@ namespace AzFramework
inline PanAxes LookPan(const Camera& camera)
{
const AZ::Matrix3x3 orientation = camera.Rotation();
return {orientation.GetBasisX(), orientation.GetBasisZ()};
return { orientation.GetBasisX(), orientation.GetBasisZ() };
}
inline PanAxes OrbitPan(const Camera& camera)
@@ -245,12 +249,13 @@ namespace AzFramework
const AZ::Matrix3x3 orientation = camera.Rotation();
const auto basisX = orientation.GetBasisX();
const auto basisY = [&orientation] {
const auto basisY = [&orientation]
{
const auto forward = orientation.GetBasisY();
return AZ::Vector3(forward.GetX(), forward.GetY(), 0.0f).GetNormalized();
}();
return {basisX, basisY};
return { basisX, basisY };
}
class PanCameraInput : public CameraInput
@@ -285,7 +290,8 @@ namespace AzFramework
const AZ::Matrix3x3 orientation = camera.Rotation();
const auto basisX = orientation.GetBasisX();
const auto basisY = [&orientation] {
const auto basisY = [&orientation]
{
const auto forward = orientation.GetBasisY();
return AZ::Vector3(forward.GetX(), forward.GetY(), 0.0f).GetNormalized();
}();
@@ -398,7 +404,7 @@ namespace AzFramework
class OrbitCameraInput : public CameraInput
{
public:
using LookAtFn = AZStd::function<AZStd::optional<AZ::Vector3>()>;
using LookAtFn = AZStd::function<AZStd::optional<AZ::Vector3>(const AZ::Vector3& position, const AZ::Vector3& direction)>;
// CameraInput overrides ...
bool HandleEvents(const InputEvent& event, const ScreenVector& cursorDelta, float scrollDelta) override;