Ported the actor and a few other places
* Fixed a bug with updating the static aabb for actors. It called that before the mesh was loaded resulting in an invalid aabb. * Ported a few more places to AZ::Aabb from MCore::AABB Signed-off-by: Benjamin Jillich <jillich@amazon.com>
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@@ -83,10 +83,10 @@ namespace AZ
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// Update RenderActorInstance world bounding box
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// The bounding box is moving with the actor instance.
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// The entity and actor transforms are kept in sync already.
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m_worldAABB = AZ::Aabb::CreateFromMinMax(m_actorInstance->GetAABB().GetMin(), m_actorInstance->GetAABB().GetMax());
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m_worldAABB = m_actorInstance->GetAabb();
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// Update RenderActorInstance local bounding box
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// NB: computing the local bbox from the world bbox makes the local bbox artifically larger than it should be
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// NB: computing the local bbox from the world bbox makes the local bbox artificially larger than it should be
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// instead EMFX should support getting the local bbox from the actor instance directly
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m_localAABB = m_worldAABB.GetTransformedAabb(m_transformInterface->GetWorldTM().GetInverse());
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@@ -107,9 +107,8 @@ namespace AZ
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{
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if (debugOptions.m_drawAABB)
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{
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const MCore::AABB emfxAabb = m_actorInstance->GetAABB();
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const AZ::Aabb azAabb = AZ::Aabb::CreateFromMinMax(emfxAabb.GetMin(), emfxAabb.GetMax());
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auxGeom->DrawAabb(azAabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line);
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const AZ::Aabb& aabb = m_actorInstance->GetAabb();
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auxGeom->DrawAabb(aabb, AZ::Color(0.0f, 1.0f, 1.0f, 1.0f), RPI::AuxGeomDraw::DrawStyle::Line);
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}
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if (debugOptions.m_drawSkeleton)
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