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

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/*
* 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 "StartingPointCamera/StartingPointCameraConstants.h"
#include <AzCore/Memory/SystemAllocator.h>
namespace Camera
{
//////////////////////////////////////////////////////////////////////////
/// This will slide the look at target along a desired axis based on a
/// particular Euler angle. As an example setting this up with ForwardBackward
/// and Pitch, the more the target pitches the further forward it will slide.
/// This will have the behavior that when looking down you will be looking
/// down ahead of the target instead of directly at the top. A similar result
/// will occur when looking up. This could also be used for peeking around
/// corners. This is primarily useful for third person cameras.
//////////////////////////////////////////////////////////////////////////
class SlideAlongAxisBasedOnAngle
: public ICameraLookAtBehavior
{
public:
~SlideAlongAxisBasedOnAngle() override = default;
AZ_RTTI(SlideAlongAxisBasedOnAngle, "{8DDA8D0B-5BC3-437E-894B-5144E6E81236}", ICameraLookAtBehavior);
AZ_CLASS_ALLOCATOR(SlideAlongAxisBasedOnAngle, 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 {}
private:
//////////////////////////////////////////////////////////////////////////
// Reflected data
RelativeAxisType m_axisToSlideAlong = ForwardBackward;
EulerAngleType m_angleTypeToChangeFor = Pitch;
VectorComponentType m_vectorComponentToIgnore = None;
float m_maximumPositiveSlideDistance = 0.0f;
float m_maximumNegativeSlideDistance = 0.0f;
};
} // namespace Camera