Made formatting changes per pull comments, incuding adding comments, changing spacing, and changing the ui type of component fields
Signed-off-by: Kyle B <kylebirnbaum@gmail.com>
This commit is contained in:
@@ -62,13 +62,13 @@ namespace AZ
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void BuildDrawPacketList(size_t modelLodIndex);
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void SetRayTracingData();
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void SetSortKey(RHI::DrawItemSortKey sortKey);
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RHI::DrawItemSortKey GetSortKey();
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RHI::DrawItemSortKey GetSortKey() const;
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void SetLodOverride(RPI::Cullable::LodOverride lodOverride);
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RPI::Cullable::LodOverride GetLodOverride();
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RPI::Cullable::LodOverride GetLodOverride() const;
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void SetMinimumScreenCoverage(float minimumScreenCoverage);
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float GetMinimumScreenCoverage();
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float GetMinimumScreenCoverage() const;
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void SetQualityDecayRate(float qualityDecayRate);
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float GetQualityDecayRate();
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float GetQualityDecayRate() const;
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void UpdateDrawPackets(bool forceUpdate = false);
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void BuildCullable();
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void UpdateCullBounds(const TransformServiceFeatureProcessor* transformService);
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@@ -380,7 +380,7 @@ namespace AZ
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}
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}
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void MeshFeatureProcessor::SetMinimumScreenCoverage( const MeshHandle& meshHandle, float minimumScreenCoverage)
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void MeshFeatureProcessor::SetMinimumScreenCoverage(const MeshHandle& meshHandle, float minimumScreenCoverage)
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{
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if (meshHandle.IsValid())
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{
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@@ -388,7 +388,7 @@ namespace AZ
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}
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}
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float MeshFeatureProcessor::GetMinimumScreenCoverage(const MeshHandle& meshHandle)
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float MeshFeatureProcessor::GetMinimumScreenCoverage(const MeshHandle& meshHandle) const
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{
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if (meshHandle.IsValid())
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{
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@@ -1028,7 +1028,7 @@ namespace AZ
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}
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}
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RHI::DrawItemSortKey MeshDataInstance::GetSortKey()
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RHI::DrawItemSortKey MeshDataInstance::GetSortKey() const
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{
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return m_sortKey;
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}
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@@ -1038,7 +1038,7 @@ namespace AZ
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m_cullable.m_lodData.m_lodOverride = lodOverride;
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}
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RPI::Cullable::LodOverride MeshDataInstance::GetLodOverride()
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RPI::Cullable::LodOverride MeshDataInstance::GetLodOverride() const
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{
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return m_cullable.m_lodData.m_lodOverride;
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}
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@@ -1048,7 +1048,7 @@ namespace AZ
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m_cullable.m_lodData.m_minimumScreenCoverage = minimumScreenCoverage;
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}
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float MeshDataInstance::GetMinimumScreenCoverage()
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float MeshDataInstance::GetMinimumScreenCoverage() const
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{
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return m_cullable.m_lodData.m_minimumScreenCoverage;
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}
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@@ -1058,7 +1058,7 @@ namespace AZ
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m_cullable.m_lodData.m_qualityDecayRate = qualityDecayRate;
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}
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float MeshDataInstance::GetQualityDecayRate()
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float MeshDataInstance::GetQualityDecayRate() const
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{
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return m_cullable.m_lodData.m_qualityDecayRate;
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}
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@@ -89,7 +89,7 @@ namespace AZ
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float m_lodSelectionRadius = 1.0f;
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// the minimum possibe area a sphere enclosing a mesh projected onto the screen should have before it is culled.
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float m_minimumScreenCoverage = 1.0f / 1080.0f;
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float m_minimumScreenCoverage = 1.0f / 1080.0f; //For default, mesh should cover at least a screen pixel at 1080p to be drawn
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// The screen area decay between 0 and 1, i.e. closer to 1 -> lose quality immediately, closer to 0 -> never lose quality
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float m_qualityDecayRate = 0.5f;
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@@ -76,11 +76,11 @@ namespace AZ
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->DataElement(AZ::Edit::UIHandlers::ComboBox, &MeshComponentConfig::m_lodOverride, "Lod Override", "Allows the rendered LOD to be overridden instead of being calculated automatically.")
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->Attribute(AZ::Edit::Attributes::EnumValues, &MeshComponentConfig::GetLodOverrideValues)
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->Attribute(AZ::Edit::Attributes::Visibility, &MeshComponentConfig::IsAssetSet)
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->DataElement(AZ::Edit::UIHandlers::Default, &MeshComponentConfig::m_minimumScreenCoverage, "Minimum Screen Coverage", "Minimum proportion of screen area an entitiy takes up, after that the entitiy is culled.")
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->DataElement(AZ::Edit::UIHandlers::Slider, &MeshComponentConfig::m_minimumScreenCoverage, "Minimum Screen Coverage", "Minimum proportion of screen area an entitiy takes up, after that the entitiy is culled.")
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->Attribute(AZ::Edit::Attributes::Min, 0.f)
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->Attribute(AZ::Edit::Attributes::Max, 1.f)
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->Attribute(AZ::Edit::Attributes::Suffix, " percent")
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->DataElement(AZ::Edit::UIHandlers::Default, &MeshComponentConfig::m_qualityDecayRate, "Quality Decay Rate",
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->DataElement(AZ::Edit::UIHandlers::Slider, &MeshComponentConfig::m_qualityDecayRate, "Quality Decay Rate",
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"Rate at which mesh quality decays (0 -> always stay highest quality, 1 -> quality falls off to lowest quality immediately).")
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->Attribute(AZ::Edit::Attributes::Min, 0.f)
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->Attribute(AZ::Edit::Attributes::Max, 1.f)
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