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
This commit is contained in:
Esteban Papp
2021-08-10 11:45:02 -07:00
1094 changed files with 33185 additions and 45041 deletions
@@ -18,13 +18,13 @@
#include <PhysX/UserDataTypes.h>
#include <PhysX/Utils.h>
#include <PhysX/PhysXLocks.h>
#include <PhysX/Debug/PhysXDebugConfiguration.h>
#include <AzFramework/Physics/PhysicsScene.h>
#include <AzFramework/Physics/PhysicsSystem.h>
#include <AzFramework/Physics/Ragdoll.h>
#include <AzFramework/Physics/SystemBus.h>
#include <AzFramework/Physics/Utils.h>
#include <AzFramework/Components/CameraBus.h>
#include <IRenderAuxGeom.h>
#include <MathConversion.h>
@@ -468,16 +468,25 @@ namespace PhysXDebug
RenderBuffers();
}
AZ::Vector3 GetViewCameraPosition()
{
using Camera::ActiveCameraRequestBus;
AZ::Transform tm = AZ::Transform::CreateIdentity();
ActiveCameraRequestBus::BroadcastResult(tm, &ActiveCameraRequestBus::Events::GetActiveCameraTransform);
return tm.GetTranslation();
}
void SystemComponent::UpdateColliderVisualizationByProximity()
{
if (auto* debug = AZ::Interface<PhysX::Debug::PhysXDebugInterface>::Get();
UseEditorPhysicsScene() && m_settings.m_visualizeCollidersByProximity
&& debug != nullptr)
{
const CCamera& camera = gEnv->pSystem->GetViewCamera();
const AZ::Vector3& viewPos = GetViewCameraPosition();
const PhysX::Debug::ColliderProximityVisualization data(
m_settings.m_visualizeCollidersByProximity,
LYVec3ToAZVec3(camera.GetPosition()),
viewPos,
m_culling.m_boxSize * 0.5f);
debug->UpdateColliderProximityVisualization(data);
}
@@ -663,8 +672,7 @@ namespace PhysXDebug
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
// Currently using the Cry view camera to support Editor, Game and Launcher modes. This will be updated in due course.
const CCamera& camera = gEnv->pSystem->GetViewCamera();
AZ::Vector3 cameraTranslation = LYVec3ToAZVec3(camera.GetPosition());
const AZ::Vector3 cameraTranslation = GetViewCameraPosition();
if (!cameraTranslation.IsClose(AZ::Vector3::CreateZero()))
{