Integrating latest 47acbe8
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@@ -107,7 +107,7 @@ namespace UnitTest
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AZ::Vector3 movementAlongAxis = AZ::Vector3::CreateZero();
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const AZ::Vector3 expectedMovementAlongAxis = AZ::Vector3(-5.0f, 0.0f, 0.0f);
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const AZ::Vector3 initialManipulatorPosition = m_linearManipulator->GetPosition();
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const AZ::Vector3 initialManipulatorPosition = m_linearManipulator->GetLocalPosition();
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m_linearManipulator->InstallMouseMoveCallback(
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[&movementAlongAxis, this](const AzToolsFramework::LinearManipulator::Action& action)
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{
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@@ -141,6 +141,6 @@ namespace UnitTest
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// expect the manipulator movement along the axis to match the mouse movement along the axis
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EXPECT_EQ(movementAlongAxis, expectedMovementAlongAxis);
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EXPECT_EQ(m_linearManipulator->GetPosition(), initialManipulatorPosition + expectedMovementAlongAxis);
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EXPECT_EQ(m_linearManipulator->GetLocalPosition(), initialManipulatorPosition + expectedMovementAlongAxis);
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}
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} // namespace UnitTest
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@@ -55,7 +55,7 @@ namespace UnitTest
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TEST_F(GridSnappingFixture, MouseDownWithSnappingEnabledSnapsToClosestGridSize)
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{
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// the initial starting position of the manipulator (in front of the camera)
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const auto initialPositionWorld = m_linearManipulator->GetPosition();
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const auto initialPositionWorld = m_linearManipulator->GetLocalPosition();
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// where the manipulator should end up (in front and to the left of the camera)
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const auto finalPositionWorld = AZ::Vector3(-10.0f, 50.0f, 0.0f);
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// perspective scale factor for manipulator distance to camera
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@@ -89,7 +89,7 @@ namespace UnitTest
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->MousePosition(finalPositionScreen)
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->MouseLButtonUp()
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->ExpectManipulatorNotBeingInteracted()
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->ExpectTrue(m_linearManipulator->GetPosition().IsClose(finalPositionWorld, 0.01f))
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->ExpectTrue(m_linearManipulator->GetLocalPosition().IsClose(finalPositionWorld, 0.01f))
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;
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}
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} // namespace UnitTest
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@@ -165,7 +165,7 @@ namespace UnitTest
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void AzManipulatorTestFrameworkWorldSpaceBuilderTestFixture::MoveManipulatorAlongAxis(State& state)
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{
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// the initial starting position of the manipulator (in front of the camera)
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const auto initialPositionWorld = state.m_linearManipulator->GetPosition();
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const auto initialPositionWorld = state.m_linearManipulator->GetLocalPosition();
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// where the manipulator should end up (in front and to the left of the camera)
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const auto finalPositionWorld = AZ::Vector3(-10.0f, 50.0f, 0.0f);
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// perspective scale factor for manipulator distance to camera
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