Merge branch 'development' into ExposeLodControls
This commit is contained in:
@@ -83,10 +83,10 @@ namespace AZ
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// Update RenderActorInstance world bounding box
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// The bounding box is moving with the actor instance.
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// The entity and actor transforms are kept in sync already.
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m_worldAABB = AZ::Aabb::CreateFromMinMax(m_actorInstance->GetAABB().GetMin(), m_actorInstance->GetAABB().GetMax());
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m_worldAABB = m_actorInstance->GetAabb();
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// Update RenderActorInstance local bounding box
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// NB: computing the local bbox from the world bbox makes the local bbox artifically larger than it should be
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// NB: computing the local bbox from the world bbox makes the local bbox artificially larger than it should be
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// instead EMFX should support getting the local bbox from the actor instance directly
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m_localAABB = m_worldAABB.GetTransformedAabb(m_transformInterface->GetWorldTM().GetInverse());
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@@ -107,9 +107,8 @@ namespace AZ
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{
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if (debugOptions.m_drawAABB)
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{
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const MCore::AABB emfxAabb = m_actorInstance->GetAABB();
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const AZ::Aabb azAabb = AZ::Aabb::CreateFromMinMax(emfxAabb.GetMin(), emfxAabb.GetMax());
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auxGeom->DrawAabb(azAabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line);
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const AZ::Aabb& aabb = m_actorInstance->GetAabb();
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auxGeom->DrawAabb(aabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line);
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}
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if (debugOptions.m_drawSkeleton)
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@@ -132,14 +131,13 @@ namespace AZ
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const EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->GetSkeleton();
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const EMotionFX::Pose* pose = transformData->GetCurrentPose();
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const AZ::u32 transformCount = transformData->GetNumTransforms();
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const AZ::u32 lodLevel = m_actorInstance->GetLODLevel();
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const AZ::u32 numJoints = skeleton->GetNumNodes();
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const size_t lodLevel = m_actorInstance->GetLODLevel();
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const size_t numJoints = skeleton->GetNumNodes();
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m_auxVertices.clear();
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m_auxVertices.reserve(numJoints * 2);
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for (AZ::u32 jointIndex = 0; jointIndex < numJoints; ++jointIndex)
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for (size_t jointIndex = 0; jointIndex < numJoints; ++jointIndex)
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{
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const EMotionFX::Node* joint = skeleton->GetNode(jointIndex);
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if (!joint->GetSkeletalLODStatus(lodLevel))
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@@ -147,23 +145,23 @@ namespace AZ
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continue;
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}
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const AZ::u32 parentIndex = joint->GetParentIndex();
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if (parentIndex == InvalidIndex32)
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const size_t parentIndex = joint->GetParentIndex();
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if (parentIndex == InvalidIndex)
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{
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continue;
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}
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const AZ::Vector3 parentPos = pose->GetWorldSpaceTransform(parentIndex).mPosition;
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const AZ::Vector3 parentPos = pose->GetWorldSpaceTransform(parentIndex).m_position;
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m_auxVertices.emplace_back(parentPos);
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const AZ::Vector3 bonePos = pose->GetWorldSpaceTransform(jointIndex).mPosition;
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const AZ::Vector3 bonePos = pose->GetWorldSpaceTransform(jointIndex).m_position;
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m_auxVertices.emplace_back(bonePos);
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}
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const AZ::Color skeletonColor(0.604f, 0.804f, 0.196f, 1.0f);
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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 = m_auxVertices.size();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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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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@@ -204,9 +202,9 @@ namespace AZ
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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 = m_auxVertices.size();
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lineArgs.m_vertCount = static_cast<uint32_t>(m_auxVertices.size());
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lineArgs.m_colors = m_auxColors.data();
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lineArgs.m_colorCount = m_auxColors.size();
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lineArgs.m_colorCount = static_cast<uint32_t>(m_auxColors.size());
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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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@@ -489,13 +487,13 @@ namespace AZ
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AZ::u32 AtomActorInstance::GetJointCount()
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{
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return m_actorInstance->GetActor()->GetSkeleton()->GetNumNodes();
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return aznumeric_caster(m_actorInstance->GetActor()->GetSkeleton()->GetNumNodes());
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}
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const char* AtomActorInstance::GetJointNameByIndex(AZ::u32 jointIndex)
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{
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EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->GetSkeleton();
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const AZ::u32 numNodes = skeleton->GetNumNodes();
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const size_t numNodes = skeleton->GetNumNodes();
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if (jointIndex < numNodes)
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{
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return skeleton->GetNode(jointIndex)->GetName();
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@@ -509,12 +507,12 @@ namespace AZ
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if (jointName)
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{
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EMotionFX::Skeleton* skeleton = m_actorInstance->GetActor()->GetSkeleton();
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const AZ::u32 numNodes = skeleton->GetNumNodes();
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for (AZ::u32 nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex)
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const size_t numNodes = skeleton->GetNumNodes();
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for (size_t nodeIndex = 0; nodeIndex < numNodes; ++nodeIndex)
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{
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if (0 == azstricmp(jointName, skeleton->GetNode(nodeIndex)->GetName()))
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{
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return nodeIndex;
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return aznumeric_caster(nodeIndex);
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}
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}
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}
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@@ -623,7 +621,8 @@ namespace AZ
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// Update the morph weights for every lod. This does not mean they will all be dispatched, but they will all have up to date weights
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// TODO: once culling is hooked up such that EMotionFX and Atom are always in sync about which lod to update, only update the currently visible lods [ATOM-13564]
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for (uint32_t lodIndex = 0; lodIndex < m_actorInstance->GetActor()->GetNumLODLevels(); ++lodIndex)
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const auto lodCount = aznumeric_cast<uint32_t>(m_actorInstance->GetActor()->GetNumLODLevels());
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for (uint32_t lodIndex = 0; lodIndex < lodCount; ++lodIndex)
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{
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EMotionFX::MorphSetup* morphSetup = m_actorInstance->GetActor()->GetMorphSetup(lodIndex);
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if (morphSetup)
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@@ -632,9 +631,9 @@ namespace AZ
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m_wrinkleMasks.clear();
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m_wrinkleMaskWeights.clear();
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uint32_t morphTargetCount = morphSetup->GetNumMorphTargets();
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size_t morphTargetCount = morphSetup->GetNumMorphTargets();
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m_morphTargetWeights.clear();
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for (uint32_t morphTargetIndex = 0; morphTargetIndex < morphTargetCount; ++morphTargetIndex)
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for (size_t morphTargetIndex = 0; morphTargetIndex < morphTargetCount; ++morphTargetIndex)
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{
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EMotionFX::MorphTarget* morphTarget = morphSetup->GetMorphTarget(morphTargetIndex);
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// check if we are dealing with a standard morph target
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@@ -650,11 +649,11 @@ namespace AZ
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// Each morph target is split into several deform datas, all of which share the same weight but have unique min/max delta values
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// and thus correspond with unique dispatches in the morph target pass
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for (uint32_t deformDataIndex = 0; deformDataIndex < morphTargetStandard->GetNumDeformDatas(); ++deformDataIndex)
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for (size_t deformDataIndex = 0; deformDataIndex < morphTargetStandard->GetNumDeformDatas(); ++deformDataIndex)
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{
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// Morph targets that don't deform any vertices (e.g. joint-based morph targets) are not registered in the render proxy. Skip adding their weights.
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const EMotionFX::MorphTargetStandard::DeformData* deformData = morphTargetStandard->GetDeformData(deformDataIndex);
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if (deformData->mNumVerts > 0)
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if (deformData->m_numVerts > 0)
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{
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float weight = morphTargetSetupInstance->GetWeight();
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m_morphTargetWeights.push_back(weight);
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@@ -850,13 +849,13 @@ namespace AZ
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for (size_t lodIndex = 0; lodIndex < m_skinnedMeshInputBuffers->GetLodCount(); ++lodIndex)
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{
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EMotionFX::MorphSetup* morphSetup = actor->GetMorphSetup(lodIndex);
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EMotionFX::MorphSetup* morphSetup = actor->GetMorphSetup(static_cast<uint32>(lodIndex));
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if (morphSetup)
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{
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const AZStd::vector<AZ::RPI::MorphTargetMetaAsset::MorphTarget>& metaDatas = actor->GetMorphTargetMetaAsset()->GetMorphTargets();
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// Loop over all the EMotionFX morph targets
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uint32_t numMorphTargets = morphSetup->GetNumMorphTargets();
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for (uint32_t morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
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size_t numMorphTargets = morphSetup->GetNumMorphTargets();
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for (size_t morphTargetIndex = 0; morphTargetIndex < numMorphTargets; ++morphTargetIndex)
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{
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EMotionFX::MorphTargetStandard* morphTarget = static_cast<EMotionFX::MorphTargetStandard*>(morphSetup->GetMorphTarget(morphTargetIndex));
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for (const RPI::MorphTargetMetaAsset::MorphTarget& metaData : metaDatas)
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@@ -900,7 +899,7 @@ namespace AZ
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// Set the weights for any active masks
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for (size_t i = 0; i < m_wrinkleMaskWeights.size(); ++i)
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{
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wrinkleMaskObjectSrg->SetConstant(wrinkleMaskWeightsIndex, m_wrinkleMaskWeights[i], i);
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wrinkleMaskObjectSrg->SetConstant(wrinkleMaskWeightsIndex, m_wrinkleMaskWeights[i], static_cast<uint32_t>(i));
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}
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AZ_Error("AtomActorInstance", m_wrinkleMaskWeights.size() <= s_maxActiveWrinkleMasks, "The skinning shader supports no more than %d active morph targets with wrinkle masks.", s_maxActiveWrinkleMasks);
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}
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