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39 lines
1.7 KiB
C++
39 lines
1.7 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project
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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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#pragma once
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#include <AzCore/Math/Vector3.h>
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#include "StartingPointCamera/StartingPointCameraConstants.h"
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#include <AzCore/Math/Quaternion.h>
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#include <AzCore/Math/Transform.h>
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namespace Camera
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{
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const char* GetNameFromUuid(const AZ::Uuid& uuid);
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//////////////////////////////////////////////////////////////////////////
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/// This methods will 0 out a vector component and re-normalize it
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//////////////////////////////////////////////////////////////////////////
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void MaskComponentFromNormalizedVector(AZ::Vector3& v, VectorComponentType vectorComponentType);
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//////////////////////////////////////////////////////////////////////////
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/// This will calculate the requested Euler angle from a given AZ::Quaternion
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//////////////////////////////////////////////////////////////////////////
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float GetEulerAngleFromTransform(const AZ::Transform& rotation, EulerAngleType eulerAngleType);
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//////////////////////////////////////////////////////////////////////////
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/// This will calculate an AZ::Transform based on an Euler angle
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//////////////////////////////////////////////////////////////////////////
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AZ::Transform CreateRotationFromEulerAngle(EulerAngleType rotationType, float radians);
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//////////////////////////////////////////////////////////////////////////
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/// Creates the Quaternion representing the rotation looking down the vector
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//////////////////////////////////////////////////////////////////////////
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AZ::Quaternion CreateQuaternionFromViewVector(const AZ::Vector3 lookVector);
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} //namespace Camera
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