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o3de/Gems/StartingPointCamera/Code/Source/CameraLookAtBehaviors/RotateCameraLookAt.h

66 lines
3.1 KiB
C++

/*
* 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 <CameraFramework/ICameraLookAtBehavior.h>
#include <AzCore/Math/Transform.h>
#include <AzCore/RTTI/ReflectContext.h>
#include <AzCore/std/string/string.h>
#include <LmbrCentral/Scripting/GameplayNotificationBus.h>
#include "StartingPointCamera/StartingPointCameraConstants.h"
#include <AzCore/Memory/SystemAllocator.h>
namespace Camera
{
//////////////////////////////////////////////////////////////////////////
/// This will rotate the camera LookAt transform. If you have a camera that
/// is closely following a target, say in third person perspective you
/// would not want the target to pitch while looking up and down. You may
/// also desire the ability to swivel the camera around the target while
/// the target remains stationary.
//////////////////////////////////////////////////////////////////////////
class RotateCameraLookAt
: public ICameraLookAtBehavior
, public AZ::GameplayNotificationBus::Handler
{
public:
~RotateCameraLookAt() override = default;
AZ_RTTI(RotateCameraLookAt, "{B72C5BE7-2DAF-412B-BBBB-F216B3DFB9A0}", ICameraLookAtBehavior);
AZ_CLASS_ALLOCATOR(RotateCameraLookAt, AZ::SystemAllocator, 0); ///< Use AZ::SystemAllocator, otherwise a CryEngine allocator will be used. This will cause the Asset Processor to crash when this object is deleted, because of the wrong uninitialisation order
static void Reflect(AZ::ReflectContext* reflection);
//////////////////////////////////////////////////////////////////////////
// ICameraLookAtBehavior
void AdjustLookAtTarget(float deltaTime, const AZ::Transform& targetTransform, AZ::Transform& outLookAtTargetTransform) override;
void Activate(AZ::EntityId) override;
void Deactivate() override;
//////////////////////////////////////////////////////////////////////////
// AZ::GameplayNotificationBus
void OnEventBegin(const AZStd::any&) override;
void OnEventUpdating(const AZStd::any&) override;
void OnEventEnd(const AZStd::any&) override;
private:
//////////////////////////////////////////////////////////////////////////
// Reflected data
AxisOfRotation m_axisOfRotation = AxisOfRotation::X_Axis;
AZStd::string m_eventName = "";
float m_rotationSpeedScale = 1.f;
bool m_shouldInvertAxis = false;
//////////////////////////////////////////////////////////////////////////
// internal data
float m_rotationAmount = 0.f;
AZ::EntityId m_rigEntity;
};
} // namespace Camera