/* * 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 "StartingPointCamera/StartingPointCameraConstants.h" #include namespace Camera { ////////////////////////////////////////////////////////////////////////// /// This behavior will rotate the calculated camera transform ////////////////////////////////////////////////////////////////////////// class Rotate : public ICameraTransformBehavior { public: ~Rotate() override = default; AZ_RTTI(Rotate, "{EE06111E-75E8-47F0-B243-5A5308A5F605}", ICameraTransformBehavior) AZ_CLASS_ALLOCATOR(Rotate, 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 float m_angleInDegrees = 0.f; AxisOfRotation m_axisType = X_Axis; }; } // namespace Camera