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66 lines
3.1 KiB
C++
66 lines
3.1 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <CameraFramework/ICameraLookAtBehavior.h>
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#include <AzCore/Math/Transform.h>
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#include <AzCore/RTTI/ReflectContext.h>
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#include <AzCore/std/string/string.h>
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#include <LmbrCentral/Scripting/GameplayNotificationBus.h>
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#include "StartingPointCamera/StartingPointCameraConstants.h"
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#include <AzCore/Memory/SystemAllocator.h>
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namespace Camera
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{
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//////////////////////////////////////////////////////////////////////////
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/// This will rotate the camera LookAt transform. If you have a camera that
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/// is closely following a target, say in third person perspective you
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/// would not want the target to pitch while looking up and down. You may
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/// also desire the ability to swivel the camera around the target while
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/// the target remains stationary.
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//////////////////////////////////////////////////////////////////////////
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class RotateCameraLookAt
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: public ICameraLookAtBehavior
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, public AZ::GameplayNotificationBus::Handler
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{
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public:
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~RotateCameraLookAt() override = default;
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AZ_RTTI(RotateCameraLookAt, "{B72C5BE7-2DAF-412B-BBBB-F216B3DFB9A0}", ICameraLookAtBehavior);
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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
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static void Reflect(AZ::ReflectContext* reflection);
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//////////////////////////////////////////////////////////////////////////
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// ICameraLookAtBehavior
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void AdjustLookAtTarget(float deltaTime, const AZ::Transform& targetTransform, AZ::Transform& outLookAtTargetTransform) override;
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void Activate(AZ::EntityId) override;
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void Deactivate() override;
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//////////////////////////////////////////////////////////////////////////
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// AZ::GameplayNotificationBus
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void OnEventBegin(const AZStd::any&) override;
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void OnEventUpdating(const AZStd::any&) override;
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void OnEventEnd(const AZStd::any&) override;
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private:
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//////////////////////////////////////////////////////////////////////////
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// Reflected data
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AxisOfRotation m_axisOfRotation = AxisOfRotation::X_Axis;
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AZStd::string m_eventName = "";
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float m_rotationSpeedScale = 1.f;
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bool m_shouldInvertAxis = false;
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//////////////////////////////////////////////////////////////////////////
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// internal data
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float m_rotationAmount = 0.f;
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AZ::EntityId m_rigEntity;
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};
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} // namespace Camera
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