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o3de/Gems/StartingPointCamera/Code/Source/StartingPointCamera/StartingPointCameraUtilities.cpp
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Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00

123 lines
4.6 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
*
*/
#include <StartingPointCamera/StartingPointCameraUtilities.h>
#include <AzCore/Component/ComponentApplicationBus.h>
#include <AzCore/Serialization/SerializeContext.h>
namespace Camera
{
const char* GetNameFromUuid(const AZ::Uuid& uuid)
{
AZ::SerializeContext* serializeContext = nullptr;
AZ::ComponentApplicationBus::BroadcastResult(serializeContext, &AZ::ComponentApplicationRequests::GetSerializeContext);
if (serializeContext)
{
if (const AZ::SerializeContext::ClassData* classData = serializeContext->FindClassData(uuid))
{
return classData->m_name;
}
}
return "";
}
//////////////////////////////////////////////////////////////////////////
/// This methods will 0 out a vector component and re-normalize it
//////////////////////////////////////////////////////////////////////////
void MaskComponentFromNormalizedVector(AZ::Vector3& v, VectorComponentType vectorComponentType)
{
switch (vectorComponentType)
{
case X_Component:
{
v.SetX(0.f);
break;
}
case Y_Component:
{
v.SetY(0.f);
break;
}
case Z_Component:
{
v.SetZ(0.f);
break;
}
default:
AZ_Assert(false, "MaskComponentFromNormalizedVector: VectorComponentType - unexpected value");
break;
}
v.Normalize();
}
//////////////////////////////////////////////////////////////////////////
/// This will calculate the requested Euler angle from a given AZ::Quaternion
//////////////////////////////////////////////////////////////////////////
float GetEulerAngleFromTransform(const AZ::Transform& rotation, EulerAngleType eulerAngleType)
{
AZ::Vector3 angles = rotation.GetEulerDegrees();
switch (eulerAngleType)
{
case Pitch:
return angles.GetX();
case Roll:
return angles.GetY();
case Yaw:
return angles.GetZ();
default:
AZ_Warning("", false, "GetEulerAngleFromRotation: eulerAngleType - value not supported");
return 0.f;
}
}
//////////////////////////////////////////////////////////////////////////
/// This will calculate an AZ::Transform based on an Euler angle
//////////////////////////////////////////////////////////////////////////
AZ::Transform CreateRotationFromEulerAngle(EulerAngleType rotationType, float radians)
{
switch (rotationType)
{
case Pitch:
return AZ::Transform::CreateRotationX(radians);
case Roll:
return AZ::Transform::CreateRotationY(radians);
case Yaw:
return AZ::Transform::CreateRotationZ(radians);
default:
AZ_Warning("", false, "CreateRotationFromEulerAngle: rotationType - value not supported");
return AZ::Transform::Identity();
}
}
//////////////////////////////////////////////////////////////////////////
/// Creates the Quaternion representing the rotation looking down the vector
//////////////////////////////////////////////////////////////////////////
AZ::Quaternion CreateQuaternionFromViewVector(const AZ::Vector3 lookVector)
{
float twoDimensionLength = AZ::Vector2(lookVector.GetX(), lookVector.GetY()).GetLength();
if (twoDimensionLength > AZ::Constants::FloatEpsilon)
{
AZ::Vector3 hv(lookVector.GetX() / twoDimensionLength, lookVector.GetY() / twoDimensionLength + 1.f, twoDimensionLength + 1.f);
float twoDimensionHVLength = AZ::Vector2(hv.GetX(), hv.GetY()).GetLength();
float twoDZLength = AZ::Vector2(hv.GetZ(), lookVector.GetZ()).GetLength();
float halfCosHV = 0.f;
float halfSinHV = -1.f;
if (twoDimensionHVLength > AZ::Constants::FloatEpsilon)
{
halfCosHV = hv.GetY() / twoDimensionHVLength;
halfSinHV = -hv.GetX() / twoDimensionHVLength;
}
float halfCosZ = hv.GetZ() / twoDZLength;
float halfSinZ = lookVector.GetZ() / twoDZLength;
return AZ::Quaternion(halfCosHV * halfSinZ, halfSinHV * halfSinZ, halfSinHV * halfCosZ, halfCosHV * halfCosZ);
}
return AZ::Quaternion::CreateIdentity();
}
} //namespace Camera