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160 lines
5.9 KiB
C++
160 lines
5.9 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 <AzCore/Settings/SettingsRegistry.h>
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#include <AzFramework/Viewport/ViewportControllerList.h>
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#include <AzFramework/Viewport/CameraInput.h>
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#include <Atom/RPI.Public/ViewportContext.h>
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#include <AtomToolsFramework/Viewport/ModularViewportCameraController.h>
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#include <EMStudio/AnimViewportWidget.h>
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#include <EMStudio/AnimViewportRenderer.h>
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#include <EMStudio/AnimViewportSettings.h>
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namespace EMStudio
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{
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AnimViewportWidget::AnimViewportWidget(QWidget* parent)
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: AtomToolsFramework::RenderViewportWidget(parent)
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{
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setObjectName(QString::fromUtf8("AtomViewportWidget"));
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QSizePolicy qSize(QSizePolicy::Preferred, QSizePolicy::Preferred);
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qSize.setHorizontalStretch(0);
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qSize.setVerticalStretch(0);
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qSize.setHeightForWidth(sizePolicy().hasHeightForWidth());
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setSizePolicy(qSize);
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setAutoFillBackground(false);
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setStyleSheet(QString::fromUtf8(""));
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m_renderer = AZStd::make_unique<AnimViewportRenderer>(GetViewportContext());
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SetupCameras();
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SetupCameraController();
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Reinit();
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AnimViewportRequestBus::Handler::BusConnect();
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}
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AnimViewportWidget::~AnimViewportWidget()
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{
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AnimViewportRequestBus::Handler::BusDisconnect();
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}
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void AnimViewportWidget::Reinit(bool resetCamera)
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{
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if (resetCamera)
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{
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ResetCamera();
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}
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m_renderer->Reinit();
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}
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void AnimViewportWidget::SetupCameras()
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{
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m_rotateCamera = AZStd::make_shared<AzFramework::RotateCameraInput>(EMStudio::ViewportUtil::BuildRotateCameraInputId());
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const auto translateCameraInputChannelIds = EMStudio::ViewportUtil::BuildTranslateCameraInputChannelIds();
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m_translateCamera = AZStd::make_shared<AzFramework::TranslateCameraInput>(
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translateCameraInputChannelIds, AzFramework::LookTranslation, AzFramework::TranslatePivotLook);
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m_translateCamera.get()->m_translateSpeedFn = []
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{
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return 3.0f;
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};
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m_orbitDollyScrollCamera = AZStd::make_shared<AzFramework::OrbitDollyScrollCameraInput>();
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}
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void AnimViewportWidget::SetupCameraController()
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{
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auto controller = AZStd::make_shared<AtomToolsFramework::ModularViewportCameraController>();
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controller->SetCameraViewportContextBuilderCallback(
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[viewportId =
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GetViewportContext()->GetId()](AZStd::unique_ptr<AtomToolsFramework::ModularCameraViewportContext>& cameraViewportContext)
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{
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cameraViewportContext = AZStd::make_unique<AtomToolsFramework::ModularCameraViewportContextImpl>(viewportId);
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});
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controller->SetCameraPriorityBuilderCallback(
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[](AtomToolsFramework::CameraControllerPriorityFn& cameraControllerPriorityFn)
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{
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cameraControllerPriorityFn = AtomToolsFramework::DefaultCameraControllerPriority;
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});
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controller->SetCameraPropsBuilderCallback(
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[](AzFramework::CameraProps& cameraProps)
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{
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cameraProps.m_rotateSmoothnessFn = []
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{
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return EMStudio::ViewportUtil::CameraRotateSmoothness();
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};
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cameraProps.m_translateSmoothnessFn = []
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{
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return EMStudio::ViewportUtil::CameraTranslateSmoothness();
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};
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cameraProps.m_rotateSmoothingEnabledFn = []
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{
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return EMStudio::ViewportUtil::CameraRotateSmoothingEnabled();
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};
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cameraProps.m_translateSmoothingEnabledFn = []
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{
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return EMStudio::ViewportUtil::CameraTranslateSmoothingEnabled();
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};
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});
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controller->SetCameraListBuilderCallback(
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[this](AzFramework::Cameras& cameras)
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{
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cameras.AddCamera(m_rotateCamera);
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cameras.AddCamera(m_translateCamera);
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cameras.AddCamera(m_orbitDollyScrollCamera);
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});
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GetControllerList()->Add(controller);
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}
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void AnimViewportWidget::ResetCamera()
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{
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SetCameraViewMode(CameraViewMode::DEFAULT);
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}
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void AnimViewportWidget::SetCameraViewMode([[maybe_unused]]CameraViewMode mode)
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{
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// Set the camera view mode.
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AZ::Vector3 targetPosition = m_renderer->GetCenter();
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targetPosition.SetZ(targetPosition.GetY() + TargetCenterOffsetZ);
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AZ::Vector3 cameraPosition;
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switch (mode)
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{
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case CameraViewMode::FRONT:
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cameraPosition.Set(0.0f, CameraDistance, targetPosition.GetZ());
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break;
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case CameraViewMode::BACK:
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cameraPosition.Set(0.0f, -CameraDistance, targetPosition.GetZ());
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break;
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case CameraViewMode::TOP:
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cameraPosition.Set(0.0f, 0.0f, CameraDistance + targetPosition.GetZ());
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break;
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case CameraViewMode::BOTTOM:
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cameraPosition.Set(0.0f, 0.0f, -CameraDistance + targetPosition.GetZ());
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break;
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case CameraViewMode::LEFT:
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cameraPosition.Set(-CameraDistance, 0.0f, targetPosition.GetZ());
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break;
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case CameraViewMode::RIGHT:
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cameraPosition.Set(CameraDistance, 0.0f, targetPosition.GetZ());
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break;
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case CameraViewMode::DEFAULT:
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// The default view mode is looking from the top left of the character.
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cameraPosition.Set(-CameraDistance, CameraDistance, CameraDistance + targetPosition.GetZ());
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break;
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}
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GetViewportContext()->SetCameraTransform(AZ::Transform::CreateLookAt(cameraPosition, targetPosition));
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}
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} // namespace EMStudio
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