Render joint names (#5685)
* render solid skeleton option Signed-off-by: rhhong <rhhong@amazon.com> * Fix broken build Signed-off-by: rhhong <rhhong@amazon.com> * CR update Signed-off-by: rhhong <rhhong@amazon.com> * Render joint names Signed-off-by: rhhong <rhhong@amazon.com> * CR update Signed-off-by: rhhong <rhhong@amazon.com> * CR update Signed-off-by: rhhong <rhhong@amazon.com>
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@@ -67,6 +67,9 @@ namespace AZ
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virtual ViewportContextPtr GetViewportContextByName(const Name& contextName) const = 0;
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//! Gets the registered ViewportContext with the corresponding ID, if any.
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virtual ViewportContextPtr GetViewportContextById(AzFramework::ViewportId id) const = 0;
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//! Gets the registered ViewportContext with matching RPI::Scene, if any.
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//! This function will return the first result.
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virtual ViewportContextPtr GetViewportContextByScene(const Scene* scene) const = 0;
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//! Maps a ViewportContext to a new name, inheriting the View stack (if any) registered to that context name.
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//! This can be used to switch "default" viewports by registering a viewport with the default ViewportContext name
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//! but note that only one ViewportContext can be mapped to a context name at a time.
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@@ -41,6 +41,7 @@ namespace AZ
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bool PopView(const Name& contextName, ViewPtr view) override;
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ViewPtr GetCurrentView(const Name& contextName) const override;
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ViewportContextPtr GetDefaultViewportContext() const override;
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ViewportContextPtr GetViewportContextByScene(const Scene* scene) const override;
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private:
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void RegisterViewportContext(const Name& contextName, ViewportContextPtr viewportContext);
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