Merge branch 'main' into ly-as-sdk/LYN-2948
This commit is contained in:
@@ -1985,28 +1985,27 @@ AzFramework::CameraState CRenderViewport::GetCameraState()
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bool CRenderViewport::GridSnappingEnabled()
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{
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return GetViewManager()->GetGrid()->IsEnabled();
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return false;
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}
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float CRenderViewport::GridSize()
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{
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const CGrid* grid = GetViewManager()->GetGrid();
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return grid->scale * grid->size;
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return 0.0f;
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}
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bool CRenderViewport::ShowGrid()
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{
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return gSettings.viewports.bShowGridGuide;
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return false;
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}
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bool CRenderViewport::AngleSnappingEnabled()
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{
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return GetViewManager()->GetGrid()->IsAngleSnapEnabled();
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return false;
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}
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float CRenderViewport::AngleStep()
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{
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return GetViewManager()->GetGrid()->GetAngleSnap();
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return 0.0f;
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}
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AZ::Vector3 CRenderViewport::PickTerrain(const AzFramework::ScreenPoint& point)
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@@ -3882,94 +3881,13 @@ void CRenderViewport::ActivateWindowAndSetFocus()
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//////////////////////////////////////////////////////////////////////////
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void CRenderViewport::RenderConstructionPlane()
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{
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DisplayContext& dc = m_displayContext;
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int prevState = dc.GetState();
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dc.DepthWriteOff();
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// Draw Construction plane.
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CGrid* pGrid = GetViewManager()->GetGrid();
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RefCoordSys coordSys = COORDS_WORLD;
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Vec3 p = m_constructionMatrix[coordSys].GetTranslation();
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Vec3 n = m_constructionPlane.n;
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Vec3 u = Vec3(1, 0, 0);
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Vec3 v = Vec3(0, 1, 0);
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if (gSettings.snap.bGridUserDefined)
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{
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Ang3 angles = Ang3(pGrid->rotationAngles.x * gf_PI / 180.0, pGrid->rotationAngles.y * gf_PI / 180.0, pGrid->rotationAngles.z * gf_PI / 180.0);
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Matrix34 tm = Matrix33::CreateRotationXYZ(angles);
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u = tm * u;
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v = tm * v;
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}
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float step = pGrid->scale * pGrid->size;
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float size = gSettings.snap.constructPlaneSize;
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dc.SetColor(0, 0, 1, 0.1f);
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float s = size;
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dc.DrawQuad(p - u * s - v * s, p + u * s - v * s, p + u * s + v * s, p - u * s + v * s);
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int nSteps = int(size / step);
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int i;
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// Draw X lines.
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dc.SetColor(1, 0, 0.2f, 0.3f);
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for (i = -nSteps; i <= nSteps; i++)
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{
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dc.DrawLine(p - u * size + v * (step * i), p + u * size + v * (step * i));
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}
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// Draw Y lines.
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dc.SetColor(0.2f, 1.0f, 0, 0.3f);
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for (i = -nSteps; i <= nSteps; i++)
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{
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dc.DrawLine(p - v * size + u * (step * i), p + v * size + u * (step * i));
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}
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// Draw origin lines.
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dc.SetLineWidth(2);
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//X
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dc.SetColor(1, 0, 0);
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dc.DrawLine(p - u * s, p + u * s);
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//Y
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dc.SetColor(0, 1, 0);
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dc.DrawLine(p - v * s, p + v * s);
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//Z
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dc.SetColor(0, 0, 1);
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dc.DrawLine(p - n * s, p + n * s);
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dc.SetLineWidth(0);
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dc.SetState(prevState);
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// noop
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}
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//////////////////////////////////////////////////////////////////////////
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void CRenderViewport::RenderSnappingGrid()
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{
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// First, Check whether we should draw the grid or not.
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CGrid* pGrid = GetViewManager()->GetGrid();
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if (pGrid->IsEnabled() == false && pGrid->IsAngleSnapEnabled() == false)
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{
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return;
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}
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DisplayContext& dc = m_displayContext;
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int prevState = dc.GetState();
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dc.DepthWriteOff();
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dc.SetState(prevState);
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// noop
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}
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//////////////////////////////////////////////////////////////////////////
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