/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include #include "StartingPointCamera/StartingPointCameraConstants.h" #include #include namespace Camera { const char* GetNameFromUuid(const AZ::Uuid& uuid); ////////////////////////////////////////////////////////////////////////// /// This methods will 0 out a vector component and re-normalize it ////////////////////////////////////////////////////////////////////////// void MaskComponentFromNormalizedVector(AZ::Vector3& v, VectorComponentType vectorComponentType); ////////////////////////////////////////////////////////////////////////// /// This will calculate the requested Euler angle from a given AZ::Quaternion ////////////////////////////////////////////////////////////////////////// float GetEulerAngleFromTransform(const AZ::Transform& rotation, EulerAngleType eulerAngleType); ////////////////////////////////////////////////////////////////////////// /// This will calculate an AZ::Transform based on an Euler angle ////////////////////////////////////////////////////////////////////////// AZ::Transform CreateRotationFromEulerAngle(EulerAngleType rotationType, float radians); ////////////////////////////////////////////////////////////////////////// /// Creates the Quaternion representing the rotation looking down the vector ////////////////////////////////////////////////////////////////////////// AZ::Quaternion CreateQuaternionFromViewVector(const AZ::Vector3 lookVector); } //namespace Camera