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114 lines
3.8 KiB
C++
114 lines
3.8 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "CameraSystemComponent.h"
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#include <AzCore/Math/MatrixUtils.h>
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#include <AzCore/Component/TransformBus.h>
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#include <AzFramework/Viewport/CameraState.h>
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#include <Atom/RPI.Public/View.h>
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#include <Atom/RPI.Public/ViewportContextBus.h>
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namespace Camera
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{
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void CameraSystemComponent::Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<CameraSystemComponent, AZ::Component>()
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->Version(1)
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;
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}
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}
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void CameraSystemComponent::Activate()
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{
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CameraSystemRequestBus::Handler::BusConnect();
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ActiveCameraRequestBus::Handler::BusConnect();
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CameraNotificationBus::Handler::BusConnect();
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}
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void CameraSystemComponent::Deactivate()
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{
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CameraNotificationBus::Handler::BusDisconnect();
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ActiveCameraRequestBus::Handler::BusDisconnect();
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CameraSystemRequestBus::Handler::BusDisconnect();
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}
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AZ::EntityId CameraSystemComponent::GetActiveCamera()
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{
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return m_activeView;
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}
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const AZ::Transform& CameraSystemComponent::GetActiveCameraTransform()
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{
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if (m_activeView.IsValid())
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{
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AZ::TransformBus::EventResult(m_activeViewProperties.transform, m_activeView, &AZ::TransformBus::Events::GetWorldTM);
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}
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else
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{
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// In editor, invalid entity ID for the active view denotes the "default editor camera"
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// In game, this is an impossible state and if we reached here, we'll likely fail somehow...
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m_activeViewProperties.transform = AZ::Transform::CreateIdentity();
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using namespace AZ::RPI;
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if (auto viewSystem = ViewportContextRequests::Get())
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{
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if (auto view = viewSystem->GetCurrentView(viewSystem->GetDefaultViewportContextName()))
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{
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m_activeViewProperties.transform = view->GetCameraTransform();
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}
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}
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}
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return m_activeViewProperties.transform;
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}
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const Configuration& CameraSystemComponent::GetActiveCameraConfiguration()
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{
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if (m_activeView.IsValid())
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{
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CameraRequestBus::EventResult(m_activeViewProperties.configuration, m_activeView, &CameraRequestBus::Events::GetCameraConfiguration);
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}
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else
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{
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auto& cfg = m_activeViewProperties.configuration;
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cfg = Configuration();
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// In editor, invalid entity ID for the active view denotes the "default editor camera"
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// In game, this is an impossible state and if we reached here, we'll likely fail somehow...
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using namespace AZ::RPI;
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if (auto viewSystem = ViewportContextRequests::Get())
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{
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if (auto view = viewSystem->GetCurrentView(viewSystem->GetDefaultViewportContextName()))
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{
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AzFramework::CameraState cam;
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AzFramework::SetCameraClippingVolumeFromPerspectiveFovMatrixRH(cam, view->GetViewToClipMatrix());
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cfg.m_fovRadians = cam.m_fovOrZoom;
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cfg.m_nearClipDistance = cam.m_nearClip;
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cfg.m_farClipDistance = cam.m_farClip;
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// No idea what to do here. Seems to be unused?
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cfg.m_frustumWidth = cfg.m_frustumHeight = 1.0f;
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}
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}
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}
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return m_activeViewProperties.configuration;
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}
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void CameraSystemComponent::OnActiveViewChanged(const AZ::EntityId& activeView)
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{
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m_activeView = activeView;
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}
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} // namespace Camera
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