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

53 lines
2.4 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 <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);
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;
float m_maximumPositiveSlideDistance = 0.0f;
float m_maximumNegativeSlideDistance = 0.0f;
bool m_ignoreX = false;
bool m_ignoreY = false;
bool m_ignoreZ = false;
};
} // namespace Camera