Changes to get visibility system working again in-game
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@@ -9,7 +9,7 @@
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma optimize("", off)
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#include <AzCore/Component/TransformBus.h>
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#include <AzFramework/Viewport/CameraState.h>
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#include <AzFramework/Visibility/BoundsBus.h>
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@@ -62,8 +62,8 @@ namespace UnitTest
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SetupRowOfEntities(AZ::Vector3::CreateAxisX(-20.0f), AZ::Vector3::CreateAxisX(2.0f));
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// request the entity union bounds system to update
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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AzFramework::IEntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::IEntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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// create default camera looking down the negative y-axis moved just back from the origin
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AzFramework::CameraState cameraState = AzFramework::CreateDefaultCamera(
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@@ -101,8 +101,8 @@ namespace UnitTest
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SetupRowOfEntities(AZ::Vector3::CreateAxisX(-20.0f), AZ::Vector3::CreateAxisX(2.0f));
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// request the entity union bounds system to update
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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AzFramework::IEntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::IEntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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// create default camera looking down the negative x-axis moved along the x-axis and tilted slightly down
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AzFramework::CameraState cameraState = AzFramework::CreateDefaultCamera(
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@@ -143,15 +143,15 @@ namespace UnitTest
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SetupRowOfEntities(AZ::Vector3::CreateAxisX(-20.0f), AZ::Vector3::CreateAxisX(2.0f));
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// request the entity union bounds system to update
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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AzFramework::IEntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::IEntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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const AZ::EntityId entityIdToMove = m_editorEntityIds[10];
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AZ::TransformBus::Event(
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entityIdToMove, &AZ::TransformBus::Events::SetWorldTranslation, AZ::Vector3::CreateAxisZ(100.0f));
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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AzFramework::IEntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::IEntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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// create default camera looking down the negative y-axis moved just back from the origin
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AzFramework::CameraState cameraState = AzFramework::CreateDefaultCamera(
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@@ -241,8 +241,8 @@ namespace UnitTest
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{
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m_localAabb = localAabb;
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::RefreshEntityLocalBoundsUnion, GetEntityId());
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AzFramework::IEntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::IEntityBoundsUnionRequestBus::Events::RefreshEntityLocalBoundsUnion, GetEntityId());
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}
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TEST_F(EditorVisibilityFixture, UpdatedBoundsIntersectingFrustumAddsVisibleEntity)
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@@ -264,8 +264,8 @@ namespace UnitTest
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entityId, &AZ::TransformBus::Events::SetWorldTranslation, AZ::Vector3(40.0f, -3.0f, 20.0f));
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// request the entity union bounds system to update
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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AzFramework::IEntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::IEntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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// create default camera looking down the positive x-axis moved to position offset from world origin
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AzFramework::CameraState cameraState = AzFramework::CreateDefaultCamera(
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@@ -288,8 +288,8 @@ namespace UnitTest
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testBoundComponent->ChangeBounds(AZ::Aabb::CreateFromMinMax(AZ::Vector3(-2.5f), AZ::Vector3(2.5f)));
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// perform an 'update' of the visibility system
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AzFramework::EntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::EntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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AzFramework::IEntityBoundsUnionRequestBus::Broadcast(
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&AzFramework::IEntityBoundsUnionRequestBus::Events::ProcessEntityBoundsUnionRequests);
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entityVisibilityQuery.UpdateVisibility(cameraState);
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