/* * 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 <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); ///< 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: ////////////////////////////////////////////////////////////////////////// // Reflected data RelativeAxisType m_axisToSlideAlong = ForwardBackward; EulerAngleType m_angleTypeToChangeFor = Pitch; VectorComponentType m_vectorComponentToIgnore = None; float m_maximumPositiveSlideDistance = 0.0f; float m_maximumNegativeSlideDistance = 0.0f; }; } // namespace Camera