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192 lines
8.4 KiB
C++
192 lines
8.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "EditorLookAtComponent.h"
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#include "LookAtComponent.h"
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#include <AzCore/Serialization/EditContext.h>
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#include <AzCore/Math/Transform.h>
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namespace LmbrCentral
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{
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//=========================================================================
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void EditorLookAtComponent::Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<EditorLookAtComponent, AZ::Component>()
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->Version(1)
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->Field("Target", &EditorLookAtComponent::m_targetId)
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->Field("ForwardAxis", &EditorLookAtComponent::m_forwardAxis)
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;
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if (AZ::EditContext* editContext = serializeContext->GetEditContext())
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{
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editContext->Class<EditorLookAtComponent>("Look At", "Force an entity to always look at a given target")
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->ClassElement(AZ::Edit::ClassElements::EditorData, "")
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->Attribute(AZ::Edit::Attributes::Category, "Gameplay")
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->Attribute(AZ::Edit::Attributes::Icon, "Icons/Components/LookAt.svg")
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->Attribute(AZ::Edit::Attributes::ViewportIcon, "Icons/Components/Viewport/LookAt.svg")
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->Attribute(AZ::Edit::Attributes::HelpPageURL, "https://o3de.org/docs/user-guide/components/reference/gameplay/look-at/")
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->Attribute(AZ::Edit::Attributes::AutoExpand, true)
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->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC("Game", 0x232b318c))
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->DataElement(AZ::Edit::UIHandlers::Default, &EditorLookAtComponent::m_targetId, "Target", "The entity to look at")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorLookAtComponent::OnTargetChanged)
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->DataElement(AZ::Edit::UIHandlers::ComboBox, &EditorLookAtComponent::m_forwardAxis, "Forward Axis", "The local axis that should point at the target")
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->EnumAttribute(AZ::Transform::Axis::YPositive, "Y+")
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->EnumAttribute(AZ::Transform::Axis::YNegative, "Y-")
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->EnumAttribute(AZ::Transform::Axis::XPositive, "X+")
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->EnumAttribute(AZ::Transform::Axis::XNegative, "X-")
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->EnumAttribute(AZ::Transform::Axis::ZPositive, "Z+")
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->EnumAttribute(AZ::Transform::Axis::ZNegative, "Z-")
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->Attribute(AZ::Edit::Attributes::ChangeNotify, &EditorLookAtComponent::RecalculateTransform)
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;
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}
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}
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}
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//=========================================================================
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void EditorLookAtComponent::Activate()
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{
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if (m_targetId.IsValid())
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{
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AZ::EntityBus::Handler::BusConnect(m_targetId);
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}
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}
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//=========================================================================
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void EditorLookAtComponent::Deactivate()
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{
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect();
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AZ::EntityBus::Handler::BusDisconnect();
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}
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//=========================================================================
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void EditorLookAtComponent::OnEntityActivated(const AZ::EntityId& /*entity*/)
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{
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AZ::TransformNotificationBus::MultiHandler::BusConnect(GetEntityId());
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AZ::TransformNotificationBus::MultiHandler::BusConnect(m_targetId);
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}
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//=========================================================================
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void EditorLookAtComponent::OnEntityDeactivated(const AZ::EntityId& /*entity*/)
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{
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect(GetEntityId());
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect(m_targetId);
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}
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//=========================================================================
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void EditorLookAtComponent::OnTransformChanged([[maybe_unused]] const AZ::Transform& local, [[maybe_unused]] const AZ::Transform& world)
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{
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// We need to defer the Look-At transform change. Can't flush it through here because
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// that will cause a feedback loop and the originator of the transform change might
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// not be finished broadcasting out to listeners. If we set look-at here, the look-at
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// transform can be stomped later by the original data.
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// Method 1: Connect to the Tick bus for a frame. In the next OnTick we set the
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// Look-At transform and disconnect.
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AZ::TickBus::Handler::BusConnect();
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// Method 2: We may want to stay connected to the TickBus if the transform is constantly
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// changing. Without a good heuristic to detect this case, we'll stick with Method 1.
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// Here's a gist of this method:
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// connect/disconnect to TickBus in OnEntityActivated/OnEntityDeactivated.
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// set a 'shouldRecalc' flag here in OnTransformChanged to true;
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// in OnTick do this:
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// if (shouldRecalc)
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// {
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// RecalculateTransform();
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// shouldRecalc = false;
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// }
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}
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//=========================================================================
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void EditorLookAtComponent::BuildGameEntity(AZ::Entity* gameEntity)
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{
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LookAtComponent* lookAtComponent = gameEntity->CreateComponent<LookAtComponent>();
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if (lookAtComponent)
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{
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lookAtComponent->m_targetId = m_targetId;
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lookAtComponent->m_forwardAxis = m_forwardAxis;
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}
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}
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//=========================================================================
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void EditorLookAtComponent::OnTargetChanged()
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{
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if (m_oldTargetId.IsValid())
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{
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// Disconnect from the old target entity
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect(m_oldTargetId);
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AZ::EntityBus::Handler::BusDisconnect(m_oldTargetId);
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m_oldTargetId = AZ::EntityId();
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}
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if (m_targetId.IsValid())
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{
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// Connect to the new target entity
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// Won't connect to the new target's transform bus until we receive notification
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// that target is activated via the EntityBus.
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AZ::EntityBus::Handler::BusConnect(m_targetId);
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m_oldTargetId = m_targetId;
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RecalculateTransform();
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}
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else
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{
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// If the target is invalid (nothing to look at), stop listening to everything
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect();
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AZ::EntityBus::Handler::BusDisconnect();
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}
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}
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//=========================================================================
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void EditorLookAtComponent::OnTick(float /*deltaTime*/, AZ::ScriptTimePoint /*time*/)
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{
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RecalculateTransform();
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AZ::TickBus::Handler::BusDisconnect();
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}
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//=========================================================================
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void EditorLookAtComponent::RecalculateTransform()
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{
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if (m_targetId.IsValid())
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{
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AZ::TransformNotificationBus::MultiHandler::BusDisconnect(GetEntityId());
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{
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AZ::Transform sourceTM = AZ::Transform::CreateIdentity();
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AZ::TransformBus::EventResult(sourceTM, GetEntityId(), &AZ::TransformBus::Events::GetWorldTM);
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AZ::Transform targetTM = AZ::Transform::CreateIdentity();
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AZ::TransformBus::EventResult(targetTM, m_targetId, &AZ::TransformBus::Events::GetWorldTM);
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AZ::Transform lookAtTransform = AZ::Transform::CreateLookAt(
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sourceTM.GetTranslation(),
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targetTM.GetTranslation(),
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m_forwardAxis
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);
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// update the rotation and translation for sourceTM based on lookAtTransform, but leave scale unchanged
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sourceTM.SetRotation(lookAtTransform.GetRotation());
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sourceTM.SetTranslation(lookAtTransform.GetTranslation());
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EBUS_EVENT_ID(GetEntityId(), AZ::TransformBus, SetWorldTM, lookAtTransform);
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AZ::TransformBus::Event(GetEntityId(), &AZ::TransformBus::Events::SetWorldTM, sourceTM);
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}
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AZ::TransformNotificationBus::MultiHandler::BusConnect(GetEntityId());
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}
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}
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}//namespace LmbrCentral
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