Merge branch 'development' into Prefab/IncreaseReadFileSizeLimit
Signed-off-by: srikappa-amzn <srikappa@amazon.com>
This commit is contained in:
@@ -278,7 +278,7 @@ namespace AZ
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#define AZ_Printf(window, ...) AZ::Debug::Trace::Instance().Printf(window, __VA_ARGS__);
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#if !defined(RELEASE) || defined(PERFORMANCE_BUILD)
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#if !defined(RELEASE)
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// Unconditional critical error log, enabled up to Performance config
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#define AZ_Fatal(window, format, ...) AZ::Debug::Trace::Instance().Printf(window, "[FATAL] " format "\n", ##__VA_ARGS__);
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#define AZ_Crash() AZ::Debug::Trace::Instance().Crash();
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@@ -628,7 +628,7 @@ int AZ::Intersect::IntersectRayCappedCylinder(
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int AZ::Intersect::IntersectRayCone(
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const Vector3& rayOrigin, const Vector3& rayDir,
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const Vector3& coneApex, const Vector3& coneDir, float coneHeight,
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float coneBaseRaidus, float& t1, float& t2)
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float coneBaseRadius, float& t1, float& t2)
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{
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// Q = rayOrgin, A = coneApex
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Vector3 AQ = rayOrigin - coneApex;
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@@ -646,7 +646,7 @@ int AZ::Intersect::IntersectRayCone(
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return 0;
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}
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float r2 = coneBaseRaidus * coneBaseRaidus;
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float r2 = coneBaseRadius * coneBaseRadius;
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float h2 = coneHeight * coneHeight;
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float m2 = m * m;
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@@ -240,7 +240,7 @@ namespace AZ
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//! @return The number of intersecting points.
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int IntersectRayCone(
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const Vector3& rayOrigin, const Vector3& rayDir,
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const Vector3& coneApex, const Vector3& coneDir, float coneHeight, float coneBaseRaidus,
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const Vector3& coneApex, const Vector3& coneDir, float coneHeight, float coneBaseRadius,
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float& t1, float& t2);
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//! Test intersection between a ray and a plane in 3D.
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@@ -1290,13 +1290,13 @@ namespace AZ
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const EventArray& GetEvents() const;
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#if defined(PERFORMANCE_BUILD) || !defined(_RELEASE) // m_scriptPath is only available in non-Release mode
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#if !defined(_RELEASE) // m_scriptPath is only available in non-Release mode
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AZStd::string m_scriptPath;
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#endif
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AZStd::string GetScriptPath() const
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{
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#if defined(PERFORMANCE_BUILD) || !defined(_RELEASE) // m_scriptPath is only available in non-Release mode
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#if !defined(_RELEASE) // m_scriptPath is only available in non-Release mode
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return m_scriptPath;
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#else
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return{};
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@@ -1305,7 +1305,7 @@ namespace AZ
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void SetScriptPath(const char* scriptPath)
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{
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#if defined(PERFORMANCE_BUILD) || !defined(_RELEASE) // m_scriptPath is only available in non-Release mode
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#if !defined(_RELEASE) // m_scriptPath is only available in non-Release mode
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m_scriptPath = scriptPath;
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#else
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AZ_UNUSED(scriptPath);
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@@ -3727,7 +3727,7 @@ LUA_API const Node* lua_getDummyNode()
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if (m_handler)
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{
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#if defined(PERFORMANCE_BUILD) || !defined(_RELEASE)
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#if !defined(_RELEASE)
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const AZStd::string_view luaString("Lua");
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lua_Debug info;
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for (int level = 0; lua_getstack(m_lua, level, &info); ++level)
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@@ -3739,7 +3739,7 @@ LUA_API const Node* lua_getDummyNode()
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break;
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}
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}
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#endif//defined(PERFORMANCE_BUILD) || !defined(_RELEASE)
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#endif
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BindEvents(scriptTable);
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@@ -12,10 +12,12 @@
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ly_get_list_relative_pal_filename(pal_dir ${CMAKE_CURRENT_LIST_DIR}/Platform/${PAL_PLATFORM_NAME})
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ly_get_list_relative_pal_filename(common_dir ${CMAKE_CURRENT_LIST_DIR}/Platform/Common)
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if(PAL_TRAIT_PROF_PIX_SUPPORTED AND LY_PIX_ENABLED)
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set(LY_PIX_PATH "${LY_3RDPARTY_PATH}/winpixeventruntime" CACHE PATH "Path to the Windows Pix Event Runtime.")
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set(AZ_CORE_PIX_BUILD_DEPENDENCIES 3rdParty::pix)
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set(AZ_CORE_PIX_BUILD_DEFINES "USE_PIX")
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if(PAL_TRAIT_PROF_PIX_SUPPORTED)
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set(LY_PIX_ENABLED OFF CACHE BOOL "Enables PIX profiler integration.")
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if(LY_PIX_ENABLED)
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message(STATUS "PIX found, enabling as profiler")
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set(AZ_CORE_PIX_BUILD_DEPENDENCIES 3rdParty::pix)
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endif()
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endif()
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ly_add_target(
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@@ -41,9 +43,6 @@ ly_add_target(
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3rdParty::zstd
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3rdParty::cityhash
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${AZ_CORE_PIX_BUILD_DEPENDENCIES}
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COMPILE_DEFINITIONS
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PUBLIC
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${AZ_CORE_PIX_BUILD_DEFINES}
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)
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ly_add_source_properties(
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SOURCES
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@@ -18,7 +18,7 @@ namespace AZ
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{
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void OutputToDebugger([[maybe_unused]] const char* window, [[maybe_unused]] const char* message)
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{
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__android_log_print(ANDROID_LOG_INFO, window, message);
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__android_log_print(ANDROID_LOG_INFO, window, "%s", message);
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}
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}
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}
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@@ -609,6 +609,21 @@ namespace UnitTest
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EXPECT_EQ(hits, 0);
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}
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// replicates a scenario in the Editor using a cone and a pick ray which should have failed but passed
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// note: To replicate this, select an entity so the default translation manipulator appears, move very close to the
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// entity, hover the mouse over one of the manipulator linear manipulator arrows (cone part) and move the mouse away
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// notice the manipulator will remain highlighted as a successful intersection is still reported
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TEST(MATH_IntersectRayConeTestEditor, DISABLED_RayConeEditorScenarioTest)
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{
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auto rayOrigin = Vector3(0.0f, -0.808944702f, 0.0f);
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auto rayDir = Vector3(0.301363617f, 0.939044654f, 0.165454566f);
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float t1 = 0.0f;
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float t2 = 0.0f;
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int hits = Intersect::IntersectRayCone(
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rayOrigin, rayDir, AZ::Vector3(0.0f, 0.0f, 0.161788940f), AZ::Vector3(0.0f, 0.0f, -1.0f), 0.0453009047, 0.0113252262, t1, t2);
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EXPECT_EQ(hits, 0);
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}
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class MATH_IntersectRayQuadTest
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: public AllocatorsFixture
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{
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