/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include #include #include #include #include namespace AZ { class ReflectContext; } namespace Camera { ////////////////////////////////////////////////////////////////////////// /// Offset Position will offset the current LookAt target transform by "Positional Offset" ////////////////////////////////////////////////////////////////////////// class OffsetPosition : public ICameraLookAtBehavior { public: ~OffsetPosition() override = default; AZ_RTTI(OffsetPosition, "{5B2975A6-839B-4DE0-842B-EDE78D778BC9}", ICameraLookAtBehavior); AZ_CLASS_ALLOCATOR(OffsetPosition, 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 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: AZ::Vector3 m_positionalOffset = AZ::Vector3::CreateZero(); bool m_isRelativeOffset = false; }; } // namespace Camera