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48 lines
2.3 KiB
C++
48 lines
2.3 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/ICameraTransformBehavior.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 Camera Transform Behavior will follow the target transform from
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/// a given angle of Yaw, Pitch or Roll
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//////////////////////////////////////////////////////////////////////////
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class FollowTargetFromAngle
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: public ICameraTransformBehavior
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{
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public:
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~FollowTargetFromAngle() override = default;
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AZ_RTTI(FollowTargetFromAngle, "{4DBE7A2C-8E93-422E-8942-9601A270D37E}", ICameraTransformBehavior)
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AZ_CLASS_ALLOCATOR(FollowTargetFromAngle, 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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// ICameraTransformBehavior
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void AdjustCameraTransform(float deltaTime, const AZ::Transform& initialCameraTransform, const AZ::Transform& targetTransform, AZ::Transform& inOutCameraTransform) 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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float m_angleInDegrees = 0.f;
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EulerAngleType m_rotationType = EulerAngleType::Pitch;
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float m_distanceFromTarget = 1.0f;
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};
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} //namespace Camera
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