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