Add some debug rendering options. (#4950)

* [WIP] Adding rendering options

Signed-off-by: rhhong <rhhong@amazon.com>

* code review feedback. Also add the renderflag as qsettings.

Signed-off-by: rhhong <rhhong@amazon.com>

* fix broken test

Signed-off-by: rhhong <rhhong@amazon.com>

* fix linux build

Signed-off-by: rhhong <rhhong@amazon.com>
This commit is contained in:
Roman
2021-10-26 01:59:02 -07:00
committed by GitHub
parent 7ab0871327
commit 77d02ea657
23 changed files with 759 additions and 195 deletions
@@ -116,7 +116,6 @@ namespace EMotionFX
ActorInstance* GetActorInstance() override { return m_actorInstance.get(); }
void AttachToEntity(AZ::EntityId targetEntityId, AttachmentType attachmentType) override;
void DetachFromEntity() override;
void DebugDrawRoot(bool enable) override;
bool GetRenderCharacter() const override;
void SetRenderCharacter(bool enable) override;
bool GetRenderActorVisible() const override;
@@ -181,6 +180,8 @@ namespace EMotionFX
bool IsPhysicsSceneSimulationFinishEventConnected() const;
AZ::Data::Asset<ActorAsset> GetActorAsset() const { return m_configuration.m_actorAsset; }
void SetRenderFlag(ActorRenderFlagBitset renderFlags);
private:
// AZ::TransformNotificationBus::MultiHandler
void OnTransformChanged(const AZ::Transform& local, const AZ::Transform& world) override;
@@ -201,7 +202,7 @@ namespace EMotionFX
AZStd::vector<AZ::EntityId> m_attachments;
AZStd::unique_ptr<RenderActorInstance> m_renderActorInstance;
bool m_debugDrawRoot; ///< Enables drawing of actor root and facing.
ActorRenderFlagBitset m_debugRenderFlags; ///< Actor debug render flag
AzPhysics::SceneEvents::OnSceneSimulationFinishHandler m_sceneFinishSimHandler;
};