#include <CameraInput.h>
Inherits AzFramework::CameraInput.
Public Types | |
| using | PivotFn = AZStd::function< AZ::Vector3(const AZ::Vector3 &position, const AZ::Vector3 &direction)> |
Public Types inherited from AzFramework::CameraInput | |
| enum class | Activation { Idle , Beginning , Active , Ending } |
| using | ActivateChangeFn = AZStd::function< void()> |
Public Member Functions | |
| OrbitCameraInput (const InputChannelId &orbitChannelId) | |
| bool | HandleEvents (const InputState &state, const ScreenVector &cursorDelta, float scrollDelta) override |
| Respond to input events to transition a camera input to active, handle input while running, and restore to idle when input ends. | |
| Camera | StepCamera (const Camera &targetCamera, const ScreenVector &cursorDelta, float scrollDelta, float deltaTime) override |
| bool | Exclusive () const override |
| void | SetOrbitInputChannelId (const InputChannelId &orbitChanneId) |
| void | SetPivotFn (PivotFn pivotFn) |
| Override the default behavior for how a pivot point is calculated. | |
Public Member Functions inherited from AzFramework::CameraInput | |
| bool | Beginning () const |
| bool | Ending () const |
| bool | Idle () const |
| bool | Active () const |
| void | BeginActivation () |
| void | EndActivation () |
| void | CancelActivation () |
| void | ContinueActivation () |
| void | ClearActivation () |
| void | Reset () |
| void | SetActivationBeganFn (ActivateChangeFn activationBeganFn) |
| void | SetActivationEndedFn (ActivateChangeFn activationEndedFn) |
Public Attributes | |
| Cameras | m_orbitCameras |
| The camera inputs to run when this camera input is active (only these will run as it is exclusive). | |
Additional Inherited Members |
A camera input that doubles as its own set of camera inputs. It is 'exclusive', so does not overlap with other sibling camera inputs - it runs its own set of camera inputs as 'children'.
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inlineoverridevirtual |
It is usually possible for one to many camera inputs to be running at the same time (the default), it is however possible to to make a camera input 'exclusive', so only it can run at a time. This implies that all other behaviors must have stopped before it can begin, and no other camera input can run while it is active.
Reimplemented from AzFramework::CameraInput.
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overridevirtual |
Respond to input events to transition a camera input to active, handle input while running, and restore to idle when input ends.
Implements AzFramework::CameraInput.
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overridevirtual |
Use processed input events to update the state of the camera.
Implements AzFramework::CameraInput.