Merge branch 'main' into Prefab/CreatePrefab
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+24
-21
@@ -53,7 +53,7 @@ namespace AzToolsFramework
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float, cl_viewportGizmoAxisLabelOffset, 1.15f, nullptr, AZ::ConsoleFunctorFlags::Null,
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"The offset of the label for the viewport axis gizmo");
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AZ_CVAR(
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float, cl_viewportGizmoAxisLabelSize, 2.0f, nullptr, AZ::ConsoleFunctorFlags::Null,
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float, cl_viewportGizmoAxisLabelSize, 1.0f, nullptr, AZ::ConsoleFunctorFlags::Null,
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"The size of each label for the viewport axis gizmo");
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AZ_CVAR(
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AZ::Vector2, cl_viewportGizmoAxisScreenPosition, AZ::Vector2(0.045f, 0.9f), nullptr,
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@@ -3434,19 +3434,22 @@ namespace AzToolsFramework
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const auto cameraProjection = AzFramework::CameraProjection(gizmoCameraState);
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// screen space offset to move the 2d gizmo around
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const AZ::Vector3 screenPosition =
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(AZ::Vector2ToVector3(cl_viewportGizmoAxisScreenPosition) - AZ::Vector3(0.5f, 0.5f, 0.0f)) *
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AZ::Vector2ToVector3(gizmoCameraState.m_viewportSize);
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const AZ::Vector2 screenOffset = AZ::Vector2(cl_viewportGizmoAxisScreenPosition) - AZ::Vector2(0.5f, 0.5f);
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// map from a position in world space (relative to the the gizmo camera near the origin) to a position in
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// screen space
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const auto calculateGizmoAxis =
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[&cameraView, &cameraProjection, &gizmoCameraState, &screenPosition]
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(const AZ::Vector3& position)
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[&cameraView, &cameraProjection, &screenOffset]
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(const AZ::Vector3& axis)
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{
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return AZ::Vector2ToVector3(AzFramework::Vector2FromScreenPoint(
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AzFramework::WorldToScreen(
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position, cameraView, cameraProjection, gizmoCameraState.m_viewportSize))) + screenPosition;
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auto result = AZ::Vector2(
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AzFramework::WorldToScreenNDC(
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axis,
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cameraView,
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cameraProjection)
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);
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result.SetY(1.0f - result.GetY());
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return result + screenOffset;
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};
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// get all important axis positions in screen space
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@@ -3456,31 +3459,31 @@ namespace AzToolsFramework
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const auto gizmoEndAxisY = calculateGizmoAxis(-AZ::Vector3::CreateAxisY() * lineLength);
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const auto gizmoEndAxisZ = calculateGizmoAxis(-AZ::Vector3::CreateAxisZ() * lineLength);
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const AZ::Vector3 gizmoAxisX = gizmoEndAxisX - gizmoStart;
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const AZ::Vector3 gizmoAxisY = gizmoEndAxisY - gizmoStart;
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const AZ::Vector3 gizmoAxisZ = gizmoEndAxisZ - gizmoStart;
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const AZ::Vector2 gizmoAxisX = gizmoEndAxisX - gizmoStart;
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const AZ::Vector2 gizmoAxisY = gizmoEndAxisY - gizmoStart;
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const AZ::Vector2 gizmoAxisZ = gizmoEndAxisZ - gizmoStart;
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// draw the axes of the gizmo
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debugDisplay.SetLineWidth(cl_viewportGizmoAxisLineWidth);
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debugDisplay.SetColor(AZ::Colors::Red);
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debugDisplay.DrawLine(gizmoStart, gizmoEndAxisX);
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debugDisplay.DrawLine2d(gizmoStart, gizmoEndAxisX, 1.0f);
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debugDisplay.SetColor(AZ::Colors::Lime);
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debugDisplay.DrawLine(gizmoStart, gizmoEndAxisY);
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debugDisplay.DrawLine2d(gizmoStart, gizmoEndAxisY, 1.0f);
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debugDisplay.SetColor(AZ::Colors::Blue);
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debugDisplay.DrawLine(gizmoStart, gizmoEndAxisZ);
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debugDisplay.DrawLine2d(gizmoStart, gizmoEndAxisZ, 1.0f);
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debugDisplay.SetLineWidth(1.0f);
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const float labelOffset = cl_viewportGizmoAxisLabelOffset;
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const auto labelOffsetX = gizmoStart + gizmoAxisX * labelOffset;
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const auto labelOffsetY = gizmoStart + gizmoAxisY * labelOffset;
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const auto labelOffsetZ = gizmoStart + gizmoAxisZ * labelOffset;
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const auto labelXScreenPosition = (gizmoStart + (gizmoAxisX * labelOffset)) * editorCameraState.m_viewportSize;
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const auto labelYScreenPosition = (gizmoStart + (gizmoAxisY * labelOffset)) * editorCameraState.m_viewportSize;
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const auto labelZScreenPosition = (gizmoStart + (gizmoAxisZ * labelOffset)) * editorCameraState.m_viewportSize;
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// draw the label of of each axis for the gizmo
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const float labelSize = cl_viewportGizmoAxisLabelSize;
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debugDisplay.SetColor(AZ::Colors::White);
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debugDisplay.Draw2dTextLabel(labelOffsetX.GetX(), labelOffsetX.GetY(), labelSize, "X", true);
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debugDisplay.Draw2dTextLabel(labelOffsetY.GetX(), labelOffsetY.GetY(), labelSize, "Y", true);
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debugDisplay.Draw2dTextLabel(labelOffsetZ.GetX(), labelOffsetZ.GetY(), labelSize, "Z", true);
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debugDisplay.Draw2dTextLabel(labelXScreenPosition.GetX(), labelXScreenPosition.GetY(), labelSize, "X", true);
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debugDisplay.Draw2dTextLabel(labelYScreenPosition.GetX(), labelYScreenPosition.GetY(), labelSize, "Y", true);
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debugDisplay.Draw2dTextLabel(labelZScreenPosition.GetX(), labelZScreenPosition.GetY(), labelSize, "Z", true);
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}
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void EditorTransformComponentSelection::DisplayViewportSelection2d(
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