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o3de/Gems/AtomLyIntegration/EMotionFXAtom/Code/Tools/EMStudio/AnimViewportWidget.cpp

159 lines
5.8 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <AzCore/Settings/SettingsRegistry.h>
#include <AzFramework/Viewport/ViewportControllerList.h>
#include <AzFramework/Viewport/CameraInput.h>
#include <Atom/RPI.Public/ViewportContext.h>
#include <AtomToolsFramework/Viewport/ModularViewportCameraController.h>
#include <EMStudio/AnimViewportWidget.h>
#include <EMStudio/AnimViewportRenderer.h>
#include <EMStudio/AnimViewportSettings.h>
namespace EMStudio
{
AnimViewportWidget::AnimViewportWidget(QWidget* parent)
: AtomToolsFramework::RenderViewportWidget(parent)
{
setObjectName(QString::fromUtf8("AtomViewportWidget"));
QSizePolicy qSize(QSizePolicy::Preferred, QSizePolicy::Preferred);
qSize.setHorizontalStretch(0);
qSize.setVerticalStretch(0);
qSize.setHeightForWidth(sizePolicy().hasHeightForWidth());
setSizePolicy(qSize);
setAutoFillBackground(false);
setStyleSheet(QString::fromUtf8(""));
m_renderer = AZStd::make_unique<AnimViewportRenderer>(GetViewportContext());
SetupCameras();
SetupCameraController();
Reinit();
AnimViewportRequestBus::Handler::BusConnect();
}
AnimViewportWidget::~AnimViewportWidget()
{
AnimViewportRequestBus::Handler::BusDisconnect();
}
void AnimViewportWidget::Reinit(bool resetCamera)
{
if (resetCamera)
{
ResetCamera();
}
m_renderer->Reinit();
}
void AnimViewportWidget::SetupCameras()
{
m_rotateCamera = AZStd::make_shared<AzFramework::RotateCameraInput>(EMStudio::ViewportUtil::BuildRotateCameraInputId());
const auto translateCameraInputChannelIds = EMStudio::ViewportUtil::BuildTranslateCameraInputChannelIds();
m_translateCamera = AZStd::make_shared<AzFramework::TranslateCameraInput>(
translateCameraInputChannelIds, AzFramework::LookTranslation, AzFramework::TranslatePivotLook);
m_translateCamera.get()->m_translateSpeedFn = []
{
return 3.0f;
};
m_orbitDollyScrollCamera = AZStd::make_shared<AzFramework::OrbitDollyScrollCameraInput>();
}
void AnimViewportWidget::SetupCameraController()
{
auto controller = AZStd::make_shared<AtomToolsFramework::ModularViewportCameraController>();
controller->SetCameraViewportContextBuilderCallback(
[viewportId =
GetViewportContext()->GetId()](AZStd::unique_ptr<AtomToolsFramework::ModularCameraViewportContext>& cameraViewportContext)
{
cameraViewportContext = AZStd::make_unique<AtomToolsFramework::ModularCameraViewportContextImpl>(viewportId);
});
controller->SetCameraPriorityBuilderCallback(
[](AtomToolsFramework::CameraControllerPriorityFn& cameraControllerPriorityFn)
{
cameraControllerPriorityFn = AtomToolsFramework::DefaultCameraControllerPriority;
});
controller->SetCameraPropsBuilderCallback(
[](AzFramework::CameraProps& cameraProps)
{
cameraProps.m_rotateSmoothnessFn = []
{
return EMStudio::ViewportUtil::CameraRotateSmoothness();
};
cameraProps.m_translateSmoothnessFn = []
{
return EMStudio::ViewportUtil::CameraTranslateSmoothness();
};
cameraProps.m_rotateSmoothingEnabledFn = []
{
return EMStudio::ViewportUtil::CameraRotateSmoothingEnabled();
};
cameraProps.m_translateSmoothingEnabledFn = []
{
return EMStudio::ViewportUtil::CameraTranslateSmoothingEnabled();
};
});
controller->SetCameraListBuilderCallback(
[this](AzFramework::Cameras& cameras)
{
cameras.AddCamera(m_rotateCamera);
cameras.AddCamera(m_translateCamera);
cameras.AddCamera(m_orbitDollyScrollCamera);
});
GetControllerList()->Add(controller);
}
void AnimViewportWidget::ResetCamera()
{
SetCameraViewMode(CameraViewMode::DEFAULT);
}
void AnimViewportWidget::SetCameraViewMode([[maybe_unused]]CameraViewMode mode)
{
// Set the camera view mode.
const AZ::Vector3 targetPosition = m_renderer->GetCharacterCenter();
AZ::Vector3 cameraPosition;
switch (mode)
{
case CameraViewMode::FRONT:
cameraPosition.Set(0.0f, CameraDistance, targetPosition.GetZ());
break;
case CameraViewMode::BACK:
cameraPosition.Set(0.0f, -CameraDistance, targetPosition.GetZ());
break;
case CameraViewMode::TOP:
cameraPosition.Set(0.0f, 0.0f, CameraDistance + targetPosition.GetZ());
break;
case CameraViewMode::BOTTOM:
cameraPosition.Set(0.0f, 0.0f, -CameraDistance + targetPosition.GetZ());
break;
case CameraViewMode::LEFT:
cameraPosition.Set(-CameraDistance, 0.0f, targetPosition.GetZ());
break;
case CameraViewMode::RIGHT:
cameraPosition.Set(CameraDistance, 0.0f, targetPosition.GetZ());
break;
case CameraViewMode::DEFAULT:
// The default view mode is looking from the top left of the character.
cameraPosition.Set(-CameraDistance, CameraDistance, CameraDistance + targetPosition.GetZ());
break;
}
GetViewportContext()->SetCameraTransform(AZ::Transform::CreateLookAt(cameraPosition, targetPosition));
}
} // namespace EMStudio