CR feedback; add ability to update the render in the preference window.
Signed-off-by: rhhong <rhhong@amazon.com>
This commit is contained in:
@@ -41,16 +41,18 @@ namespace AZ::Render
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return;
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}
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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// Render aabb
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_AABB])
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{
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RenderAABB(instance);
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RenderAABB(instance, renderActorSettings.m_staticAABBColor);
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}
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// Render skeleton
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_LINESKELETON])
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{
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RenderSkeleton(instance);
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RenderSkeleton(instance, renderActorSettings.m_skeletonColor);
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}
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// Render internal EMFX debug lines.
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@@ -85,14 +87,16 @@ namespace AZ::Render
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continue;
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}
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RenderNormals(mesh, globalTM, renderVertexNormals, renderFaceNormals, scaleMultiplier);
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RenderNormals(mesh, globalTM, renderVertexNormals, renderFaceNormals, renderActorSettings.m_vertexNormalsScale,
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renderActorSettings.m_faceNormalsScale, scaleMultiplier, renderActorSettings.m_vertexNormalsColor, renderActorSettings.m_faceNormalsColor);
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if (renderTangents)
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{
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RenderTangents(mesh, globalTM, scaleMultiplier);
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RenderTangents(mesh, globalTM, renderActorSettings.m_tangentsScale, scaleMultiplier,
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renderActorSettings.m_tangentsColor, renderActorSettings.m_mirroredBitangentsColor, renderActorSettings.m_bitangentsColor);
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}
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if (renderWireframe)
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{
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RenderWireframe(mesh, globalTM, scaleMultiplier);
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RenderWireframe(mesh, globalTM, renderActorSettings.m_wireframeScale, scaleMultiplier, renderActorSettings.m_wireframeColor);
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}
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}
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}
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@@ -101,8 +105,8 @@ namespace AZ::Render
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float AtomActorDebugDraw::CalculateScaleMultiplier(EMotionFX::ActorInstance* instance) const
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{
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const AZ::Aabb aabb = instance->GetAabb();
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const float aabbRadius = AZ::Vector3(aabb.GetMax() - aabb.GetMin()).GetLength() * 0.5f;
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// Scale the multiplier down to 1% of the character size, that looks pretty nice on all models
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const float aabbRadius = aabb.GetExtents().GetLength() * 0.5f;
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// Scale the multiplier down to 1% of the character size, that looks pretty nice on most of the models.
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return aabbRadius * 0.01f;
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}
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@@ -134,15 +138,14 @@ namespace AZ::Render
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}
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}
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void AtomActorDebugDraw::RenderAABB(EMotionFX::ActorInstance* instance)
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void AtomActorDebugDraw::RenderAABB(EMotionFX::ActorInstance* instance, const AZ::Color& aabbColor)
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{
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RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
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const AZ::Aabb& aabb = instance->GetAabb();
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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auxGeom->DrawAabb(aabb, renderActorSettings.m_staticAABBColor, RPI::AuxGeomDraw::DrawStyle::Line);
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auxGeom->DrawAabb(aabb, aabbColor, RPI::AuxGeomDraw::DrawStyle::Line);
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}
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void AtomActorDebugDraw::RenderSkeleton(EMotionFX::ActorInstance* instance)
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void AtomActorDebugDraw::RenderSkeleton(EMotionFX::ActorInstance* instance, const AZ::Color& skeletonColor)
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{
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RPI::AuxGeomDrawPtr auxGeom = m_auxGeomFeatureProcessor->GetDrawQueue();
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@@ -177,11 +180,10 @@ namespace AZ::Render
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m_auxVertices.emplace_back(bonePos);
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}
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
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lineArgs.m_verts = m_auxVertices.data();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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lineArgs.m_colors = &renderActorSettings.m_lineSkeletonColor;
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lineArgs.m_colors = &skeletonColor;
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lineArgs.m_colorCount = 1;
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lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
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auxGeom->DrawLines(lineArgs);
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@@ -229,7 +231,16 @@ namespace AZ::Render
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auxGeom->DrawLines(lineArgs);
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}
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void AtomActorDebugDraw::RenderNormals(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, bool vertexNormals, bool faceNormals, float scaleMultiplier)
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void AtomActorDebugDraw::RenderNormals(
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EMotionFX::Mesh* mesh,
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const AZ::Transform& worldTM,
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bool vertexNormals,
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bool faceNormals,
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float vertexNormalsScale,
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float faceNormalsScale,
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float scaleMultiplier,
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const AZ::Color& vertexNormalsColor,
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const AZ::Color& faceNormalsColor)
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{
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if (!mesh)
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{
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@@ -247,8 +258,6 @@ namespace AZ::Render
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return;
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}
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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PrepareForMesh(mesh, worldTM);
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AZ::Vector3* normals = (AZ::Vector3*)mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_NORMALS);
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@@ -284,14 +293,14 @@ namespace AZ::Render
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const AZ::Vector3 normalPos = (posA + posB + posC) * (1.0f / 3.0f);
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m_auxVertices.emplace_back(normalPos);
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m_auxVertices.emplace_back(normalPos + (normalDir * renderActorSettings.m_faceNormalsScale * scaleMultiplier));
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m_auxVertices.emplace_back(normalPos + (normalDir * faceNormalsScale * scaleMultiplier));
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}
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}
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RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
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lineArgs.m_verts = m_auxVertices.data();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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lineArgs.m_colors = &renderActorSettings.m_faceNormalsColor;
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lineArgs.m_colors = &faceNormalsColor;
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lineArgs.m_colorCount = 1;
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lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
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auxGeom->DrawLines(lineArgs);
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@@ -315,7 +324,7 @@ namespace AZ::Render
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const uint32 vertexIndex = j + startVertex;
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const AZ::Vector3& position = m_worldSpacePositions[vertexIndex];
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const AZ::Vector3 normal = worldTM.TransformVector(normals[vertexIndex]).GetNormalizedSafe() *
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renderActorSettings.m_vertexNormalsScale * scaleMultiplier;
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vertexNormalsScale * scaleMultiplier;
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m_auxVertices.emplace_back(position);
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m_auxVertices.emplace_back(position + normal);
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@@ -325,14 +334,21 @@ namespace AZ::Render
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RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
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lineArgs.m_verts = m_auxVertices.data();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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lineArgs.m_colors = &renderActorSettings.m_vertexNormalsColor;
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lineArgs.m_colors = &vertexNormalsColor;
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lineArgs.m_colorCount = 1;
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lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
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auxGeom->DrawLines(lineArgs);
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}
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}
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void AtomActorDebugDraw::RenderTangents(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier)
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void AtomActorDebugDraw::RenderTangents(
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EMotionFX::Mesh* mesh,
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const AZ::Transform& worldTM,
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float tangentsScale,
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float scaleMultiplier,
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const AZ::Color& tangentsColor,
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const AZ::Color& mirroredBitangentsColor,
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const AZ::Color& bitangentsColor)
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{
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if (!mesh)
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{
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@@ -345,8 +361,6 @@ namespace AZ::Render
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return;
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}
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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// Get the tangents and check if this mesh actually has tangents
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AZ::Vector4* tangents = static_cast<AZ::Vector4*>(mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_TANGENTS));
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if (!tangents)
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@@ -384,23 +398,23 @@ namespace AZ::Render
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bitangent = (worldTM.TransformVector(bitangent)).GetNormalizedSafe();
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m_auxVertices.emplace_back(m_worldSpacePositions[i]);
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m_auxColors.emplace_back(renderActorSettings.m_tangentsColor);
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m_auxVertices.emplace_back(m_worldSpacePositions[i] + (tangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
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m_auxColors.emplace_back(renderActorSettings.m_tangentsColor);
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m_auxColors.emplace_back(tangentsColor);
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m_auxVertices.emplace_back(m_worldSpacePositions[i] + (tangent * tangentsScale * scaleMultiplier));
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m_auxColors.emplace_back(tangentsColor);
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if (tangents[i].GetW() < 0.0f)
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{
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m_auxVertices.emplace_back(m_worldSpacePositions[i]);
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m_auxColors.emplace_back(renderActorSettings.m_mirroredBitangentsColor);
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m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
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m_auxColors.emplace_back(renderActorSettings.m_mirroredBitangentsColor);
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m_auxColors.emplace_back(mirroredBitangentsColor);
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m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * tangentsScale * scaleMultiplier));
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m_auxColors.emplace_back(mirroredBitangentsColor);
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}
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else
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{
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m_auxVertices.emplace_back(m_worldSpacePositions[i]);
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m_auxColors.emplace_back(renderActorSettings.m_bitangentsColor);
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m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * renderActorSettings.m_tangentsScale * scaleMultiplier));
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m_auxColors.emplace_back(renderActorSettings.m_bitangentsColor);
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m_auxColors.emplace_back(bitangentsColor);
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m_auxVertices.emplace_back(m_worldSpacePositions[i] + (bitangent * tangentsScale * scaleMultiplier));
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m_auxColors.emplace_back(bitangentsColor);
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}
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}
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@@ -413,7 +427,8 @@ namespace AZ::Render
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auxGeom->DrawLines(lineArgs);
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}
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void AtomActorDebugDraw::RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float scaleMultiplier)
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void AtomActorDebugDraw::RenderWireframe(
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EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float wireframeScale, float scaleMultiplier, const AZ::Color& wireframeColor)
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{
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// Check if the mesh is valid and skip the node in case it's not
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if (!mesh)
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@@ -427,7 +442,6 @@ namespace AZ::Render
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return;
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}
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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PrepareForMesh(mesh, worldTM);
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const AZ::Vector3* normals = (AZ::Vector3*)mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_NORMALS);
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@@ -450,12 +464,9 @@ namespace AZ::Render
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const uint32 indexB = indices[triangleStartIndex + 1] + startVertex;
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const uint32 indexC = indices[triangleStartIndex + 2] + startVertex;
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const AZ::Vector3 posA =
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m_worldSpacePositions[indexA] + normals[indexA] * renderActorSettings.m_wireframeScale * scaleMultiplier;
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const AZ::Vector3 posB =
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m_worldSpacePositions[indexB] + normals[indexB] * renderActorSettings.m_wireframeScale * scaleMultiplier;
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const AZ::Vector3 posC =
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m_worldSpacePositions[indexC] + normals[indexC] * renderActorSettings.m_wireframeScale * scaleMultiplier;
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const AZ::Vector3 posA = m_worldSpacePositions[indexA] + normals[indexA] * wireframeScale * scaleMultiplier;
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const AZ::Vector3 posB = m_worldSpacePositions[indexB] + normals[indexB] * wireframeScale * scaleMultiplier;
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const AZ::Vector3 posC = m_worldSpacePositions[indexC] + normals[indexC] * wireframeScale * scaleMultiplier;
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m_auxVertices.emplace_back(posA);
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m_auxVertices.emplace_back(posB);
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@@ -470,7 +481,7 @@ namespace AZ::Render
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RPI::AuxGeomDraw::AuxGeomDynamicDrawArguments lineArgs;
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lineArgs.m_verts = m_auxVertices.data();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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lineArgs.m_colors = &renderActorSettings.m_wireframeColor;
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lineArgs.m_colors = &wireframeColor;
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lineArgs.m_colorCount = 1;
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lineArgs.m_depthTest = RPI::AuxGeomDraw::DepthTest::Off;
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auxGeom->DrawLines(lineArgs);
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