/* * 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 namespace Camera { ////////////////////////////////////////////////////////////////////////// /// Use this behavior to offset the camera's position by a fixed amount ////////////////////////////////////////////////////////////////////////// class OffsetCameraPosition : public ICameraTransformBehavior { public: ~OffsetCameraPosition() override = default; AZ_RTTI(OffsetCameraPosition, "{DB64D5DA-84B7-45B7-B221-B5A07BDA2F69}", ICameraTransformBehavior) AZ_CLASS_ALLOCATOR(OffsetCameraPosition, 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); ////////////////////////////////////////////////////////////////////////// // ICameraTransformBehavior void AdjustCameraTransform(float deltaTime, const AZ::Transform& initialCameraTransform, const AZ::Transform& targetTransform, AZ::Transform& inOutCameraTransform) override; void Activate(AZ::EntityId) override {} void Deactivate() override {} private: ////////////////////////////////////////////////////////////////////////// // Reflected Data AZ::Vector3 m_offset = AZ::Vector3::CreateZero(); bool m_isRelativeOffset = false; }; } // namespace Camera