Merge branch 'development' into cmake/SPEC-2513_w4018
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com> # Conflicts: # Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp
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@@ -18,13 +18,13 @@
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#include <PhysX/UserDataTypes.h>
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#include <PhysX/Utils.h>
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#include <PhysX/PhysXLocks.h>
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#include <PhysX/Debug/PhysXDebugConfiguration.h>
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#include <AzFramework/Physics/PhysicsScene.h>
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#include <AzFramework/Physics/PhysicsSystem.h>
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#include <AzFramework/Physics/Ragdoll.h>
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#include <AzFramework/Physics/SystemBus.h>
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#include <AzFramework/Physics/Utils.h>
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#include <AzFramework/Components/CameraBus.h>
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#include <IRenderAuxGeom.h>
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#include <MathConversion.h>
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@@ -468,16 +468,25 @@ namespace PhysXDebug
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RenderBuffers();
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}
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AZ::Vector3 GetViewCameraPosition()
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{
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using Camera::ActiveCameraRequestBus;
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AZ::Transform tm = AZ::Transform::CreateIdentity();
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ActiveCameraRequestBus::BroadcastResult(tm, &ActiveCameraRequestBus::Events::GetActiveCameraTransform);
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return tm.GetTranslation();
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}
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void SystemComponent::UpdateColliderVisualizationByProximity()
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{
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if (auto* debug = AZ::Interface<PhysX::Debug::PhysXDebugInterface>::Get();
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UseEditorPhysicsScene() && m_settings.m_visualizeCollidersByProximity
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&& debug != nullptr)
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{
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const CCamera& camera = gEnv->pSystem->GetViewCamera();
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const AZ::Vector3& viewPos = GetViewCameraPosition();
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const PhysX::Debug::ColliderProximityVisualization data(
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m_settings.m_visualizeCollidersByProximity,
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LYVec3ToAZVec3(camera.GetPosition()),
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viewPos,
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m_culling.m_boxSize * 0.5f);
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debug->UpdateColliderProximityVisualization(data);
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}
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@@ -663,8 +672,7 @@ namespace PhysXDebug
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
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// Currently using the Cry view camera to support Editor, Game and Launcher modes. This will be updated in due course.
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const CCamera& camera = gEnv->pSystem->GetViewCamera();
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AZ::Vector3 cameraTranslation = LYVec3ToAZVec3(camera.GetPosition());
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const AZ::Vector3 cameraTranslation = GetViewCameraPosition();
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if (!cameraTranslation.IsClose(AZ::Vector3::CreateZero()))
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{
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