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o3de/Code/Framework/AzFramework/AzFramework/Debug/DebugCameraBus.h
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

69 lines
2.7 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/EBus/EBus.h>
namespace AZ
{
class Transform;
class Matrix3x3;
class Vector3;
}
namespace AzFramework
{
//! The debug camera allows the user control over the view through mouse + keyboard and/or
//! controller while the game still uses the view camera for everything else. This can for
//! instance be used to debug occlusion culling as all occlusion calculates will be done
//! from the view camera, so the debug camera makes it possible to check if hidden objects
//! are correctly culled.
//! This class can be useful to validate a hypothetical camera-based look-ahead asset streaming system.
//! The developer can update the camera location using this EBus, without requiring to move the viewport camera.
class DebugCameraInterface
: public AZ::EBusTraits
{
public:
enum class Mode
{
FreeFloating, //< Controls move the debug camera through the world.
Fixed, //< The debug camera stays in the position it was navigated to and control is handed back to the game.
Disabled, //< Debug camera is disabled.
Unknown
};
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
//! Sets the debug camera in free floating, fixed or disabled mode.
virtual void SetMode(Mode mode) = 0;
//! Returns the current mode the debug camera is in.
virtual Mode GetMode() const = 0;
//! Retrieves the world position of the debug camera. This is the same position that can be retrieved
//! from GetTransform.
virtual void GetPosition(AZ::Vector3& result) const = 0;
//! Retrieves the view orientation of the debub camera. This is the same orientation that can be retrieved
//! from GetTransform.
virtual void GetView(AZ::Matrix3x3& result) const = 0;
//! Get the world transform for the debug camera.
virtual void GetTransform(AZ::Transform& result) const = 0;
};
using DebugCameraBus = AZ::EBus<DebugCameraInterface>;
//! The debug camera sends out notifications about some changes. This interface provides access to these.
class DebugCameraEventsInterface
: public AZ::EBusTraits
{
public:
//! Called when the debug camera moves, usually due to user interaction.
virtual void DebugCameraMoved(const AZ::Transform& world) {}
};
using DebugCameraEventsBus = AZ::EBus<DebugCameraEventsInterface>;
} // namespace AzFramework