Remove redundant API calls from EditorViewportWidget and use new WorldToScreen call (#4022)
* remove redundant API calls from EditorViewportWidget and use new WorldToScreen call Signed-off-by: hultonha <hultonha@amazon.co.uk> * remove additional pre/post widget render calls that are no longer required Signed-off-by: hultonha <hultonha@amazon.co.uk>
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+3
-4
@@ -11,6 +11,7 @@
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#include <AzCore/Component/TransformBus.h>
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#include <AzCore/Math/VertexContainerInterface.h>
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#include <AzCore/std/sort.h>
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#include <AzFramework/Viewport/ViewportScreen.h>
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#include <AzToolsFramework/ComponentMode/EditorComponentModeBus.h>
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#include <AzToolsFramework/Manipulators/LinearManipulator.h>
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#include <AzToolsFramework/Manipulators/ManipulatorSnapping.h>
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@@ -363,9 +364,7 @@ namespace AzToolsFramework
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boxSelectData.m_activeSelection = boxSelectData.m_startSelection;
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}
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// set the widget context before calls to ViewportWorldToScreen so we are not
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// going to constantly be pushing/popping the widget context
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ViewportInteraction::WidgetContextGuard widgetContextGuard(viewportId);
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const AzFramework::CameraState cameraState = GetCameraState(viewportId);
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// box select active (clicking and dragging)
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if (editorBoxSelect.BoxRegion())
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@@ -385,7 +384,7 @@ namespace AzToolsFramework
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found, fixedVertices, &AZ::FixedVerticesRequestBus<Vertex>::Handler::GetVertex, vertexIndex, localVertex);
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const AZ::Vector3 worldVertex = worldFromLocal.TransformPoint(AZ::AdaptVertexOut<Vertex>(localVertex));
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const AzFramework::ScreenPoint screenPosition = GetScreenPosition(viewportId, worldVertex);
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const AzFramework::ScreenPoint screenPosition = AzFramework::WorldToScreen(worldVertex, cameraState);
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// check if a vertex is inside the box select region
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if (editorBoxSelect.BoxRegion()->contains(ViewportInteraction::QPointFromScreenPoint(screenPosition)))
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