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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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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//! 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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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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//! 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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//! 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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//! 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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bool PopView(const Name& contextName, ViewPtr view) override;
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ViewPtr GetCurrentView(const Name& contextName) const 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 GetDefaultViewportContext() const override;
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ViewportContextPtr GetViewportContextByScene(const Scene* scene) const override;
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private:
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private:
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void RegisterViewportContext(const Name& contextName, ViewportContextPtr viewportContext);
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void RegisterViewportContext(const Name& contextName, ViewportContextPtr viewportContext);
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@@ -176,6 +176,20 @@ namespace AZ
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return {};
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return {};
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}
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}
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ViewportContextPtr ViewportContextManager::GetViewportContextByScene(const Scene* scene) const
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{
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AZStd::lock_guard lock(m_containerMutex);
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for (const auto& viewportData : m_viewportContexts)
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{
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ViewportContextPtr viewportContext = viewportData.second.context.lock();
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if (viewportContext && viewportContext->GetRenderScene().get() == scene)
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{
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return viewportContext;
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}
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}
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return {};
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}
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void ViewportContextManager::RenameViewportContext(ViewportContextPtr viewportContext, const Name& newContextName)
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void ViewportContextManager::RenameViewportContext(ViewportContextPtr viewportContext, const Name& newContextName)
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{
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{
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auto currentAssignedViewportContext = GetViewportContextByName(newContextName);
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auto currentAssignedViewportContext = GetViewportContextByName(newContextName);
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@@ -10,6 +10,7 @@
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#include <Atom/RPI.Public/Scene.h>
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#include <Atom/RPI.Public/Scene.h>
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#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
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#include <Atom/RPI.Public/AuxGeom/AuxGeomDraw.h>
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#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
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#include <Atom/RPI.Public/AuxGeom/AuxGeomFeatureProcessorInterface.h>
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#include <Atom/RPI.Public/ViewportContextBus.h>
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#include <Integration/Rendering/RenderActorInstance.h>
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#include <Integration/Rendering/RenderActorInstance.h>
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#include <Integration/Rendering/RenderActorSettings.h>
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#include <Integration/Rendering/RenderActorSettings.h>
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@@ -41,6 +42,8 @@ namespace AZ::Render
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return;
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return;
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}
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}
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const RPI::Scene* scene = RPI::Scene::GetSceneForEntityId(instance->GetEntityId());
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const RPI::ViewportContextPtr viewport = AZ::Interface<AZ::RPI::ViewportContextRequestsInterface>::Get()->GetViewportContextByScene(scene);
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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const AZ::Render::RenderActorSettings& renderActorSettings = EMotionFX::GetRenderActorSettings();
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// Render aabb
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// Render aabb
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@@ -55,12 +58,17 @@ namespace AZ::Render
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RenderLineSkeleton(instance, renderActorSettings.m_lineSkeletonColor);
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RenderLineSkeleton(instance, renderActorSettings.m_lineSkeletonColor);
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}
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}
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// Render advance skeleton
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// Render advanced skeleton
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_SKELETON])
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_SKELETON])
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{
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{
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RenderSkeleton(instance, renderActorSettings.m_skeletonColor);
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RenderSkeleton(instance, renderActorSettings.m_skeletonColor);
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}
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}
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_NODENAMES])
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{
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RenderJointNames(instance, viewport, renderActorSettings.m_jointNameColor);
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}
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// Render internal EMFX debug lines.
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// Render internal EMFX debug lines.
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_EMFX_DEBUG])
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_EMFX_DEBUG])
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{
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{
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@@ -552,4 +560,54 @@ namespace AZ::Render
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auxGeom->DrawLines(lineArgs);
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auxGeom->DrawLines(lineArgs);
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}
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}
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}
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}
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void AtomActorDebugDraw::RenderJointNames(EMotionFX::ActorInstance* actorInstance,
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RPI::ViewportContextPtr viewportContext, const AZ::Color& jointNameColor)
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{
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if (!m_fontDrawInterface)
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{
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auto fontQueryInterface = AZ::Interface<AzFramework::FontQueryInterface>::Get();
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if (!fontQueryInterface)
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{
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return;
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}
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m_fontDrawInterface = fontQueryInterface->GetDefaultFontDrawInterface();
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}
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if (!m_fontDrawInterface || !viewportContext || !viewportContext->GetRenderScene() ||
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!AZ::Interface<AzFramework::FontQueryInterface>::Get())
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{
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return;
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}
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const EMotionFX::Actor* actor = actorInstance->GetActor();
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const EMotionFX::Skeleton* skeleton = actor->GetSkeleton();
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const EMotionFX::TransformData* transformData = actorInstance->GetTransformData();
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const EMotionFX::Pose* pose = transformData->GetCurrentPose();
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const size_t numEnabledNodes = actorInstance->GetNumEnabledNodes();
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m_drawParams.m_drawViewportId = viewportContext->GetId();
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AzFramework::WindowSize viewportSize = viewportContext->GetViewportSize();
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m_drawParams.m_position = AZ::Vector3(static_cast<float>(viewportSize.m_width), 0.0f, 1.0f) +
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TopRightBorderPadding * viewportContext->GetDpiScalingFactor();
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m_drawParams.m_color = jointNameColor;
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m_drawParams.m_scale = AZ::Vector2(BaseFontSize);
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m_drawParams.m_hAlign = AzFramework::TextHorizontalAlignment::Right;
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m_drawParams.m_monospace = false;
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m_drawParams.m_depthTest = false;
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m_drawParams.m_virtual800x600ScreenSize = false;
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m_drawParams.m_scaleWithWindow = false;
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m_drawParams.m_multiline = true;
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m_drawParams.m_lineSpacing = 0.5f;
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for (size_t i = 0; i < numEnabledNodes; ++i)
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{
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const EMotionFX::Node* joint = skeleton->GetNode(actorInstance->GetEnabledNode(i));
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const size_t jointIndex = joint->GetNodeIndex();
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const AZ::Vector3 worldPos = pose->GetWorldSpaceTransform(jointIndex).m_position;
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m_drawParams.m_position = worldPos;
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m_fontDrawInterface->DrawScreenAlignedText3d(m_drawParams, joint->GetName());
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}
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}
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} // namespace AZ::Render
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} // namespace AZ::Render
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@@ -10,8 +10,10 @@
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/Math/Color.h>
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#include <AzCore/Math/Color.h>
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#include <AzFramework/Font/FontInterface.h>
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#include <Integration/Rendering/RenderFlag.h>
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#include <Integration/Rendering/RenderFlag.h>
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#include <Integration/Rendering/RenderActorInstance.h>
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#include <Integration/Rendering/RenderActorInstance.h>
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#include <Atom/RPI.Public/ViewportContext.h>
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namespace EMotionFX
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namespace EMotionFX
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{
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{
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@@ -60,14 +62,21 @@ namespace AZ::Render
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const AZ::Color& tangentsColor, const AZ::Color& mirroredBitangentsColor, const AZ::Color& bitangentsColor);
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const AZ::Color& tangentsColor, const AZ::Color& mirroredBitangentsColor, const AZ::Color& bitangentsColor);
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void RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float wireframeScale, float scaleMultiplier,
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void RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float wireframeScale, float scaleMultiplier,
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const AZ::Color& wireframeColor);
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const AZ::Color& wireframeColor);
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void RenderJointNames(EMotionFX::ActorInstance* actorInstance, RPI::ViewportContextPtr viewportContext, const AZ::Color& jointNameColor);
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EMotionFX::Mesh* m_currentMesh = nullptr; /**< A pointer to the mesh whose world space positions are in the pre-calculated positions buffer.
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EMotionFX::Mesh* m_currentMesh = nullptr; /**< A pointer to the mesh whose world space positions are in the pre-calculated positions buffer.
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NULL in case we haven't pre-calculated any positions yet. */
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NULL in case we haven't pre-calculated any positions yet. */
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AZStd::vector<AZ::Vector3> m_worldSpacePositions; /**< The buffer used to store world space positions for rendering normals
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AZStd::vector<AZ::Vector3> m_worldSpacePositions; /**< The buffer used to store world space positions for rendering normals
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tangents and the wireframe. */
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tangents and the wireframe. */
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static constexpr float BaseFontSize = 0.7f;
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const Vector3 TopRightBorderPadding = AZ::Vector3(-40.0f, 22.0f, 0.0f);
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RPI::AuxGeomFeatureProcessorInterface* m_auxGeomFeatureProcessor = nullptr;
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RPI::AuxGeomFeatureProcessorInterface* m_auxGeomFeatureProcessor = nullptr;
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AZStd::vector<AZ::Vector3> m_auxVertices;
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AZStd::vector<AZ::Vector3> m_auxVertices;
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AZStd::vector<AZ::Color> m_auxColors;
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AZStd::vector<AZ::Color> m_auxColors;
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AzFramework::TextDrawParameters m_drawParams;
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AzFramework::FontDrawInterface* m_fontDrawInterface = nullptr;
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};
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};
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}
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}
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+2
@@ -1083,6 +1083,7 @@ namespace EMStudio
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settings.m_selectedClothColliderColor = m_selectedClothColliderColor;
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settings.m_selectedClothColliderColor = m_selectedClothColliderColor;
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settings.m_simulatedObjectColliderColor = m_simulatedObjectColliderColor;
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settings.m_simulatedObjectColliderColor = m_simulatedObjectColliderColor;
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settings.m_selectedSimulatedObjectColliderColor = m_selectedSimulatedObjectColliderColor;
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settings.m_selectedSimulatedObjectColliderColor = m_selectedSimulatedObjectColliderColor;
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settings.m_jointNameColor = m_nodeNameColor;
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}
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}
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void RenderOptions::OnGridUnitSizeChangedCallback() const
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void RenderOptions::OnGridUnitSizeChangedCallback() const
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@@ -1285,6 +1286,7 @@ namespace EMStudio
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void RenderOptions::OnNodeNameColorChangedCallback() const
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void RenderOptions::OnNodeNameColorChangedCallback() const
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{
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{
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PluginOptionsNotificationsBus::Event(s_nodeNameColorOptionName, &PluginOptionsNotificationsBus::Events::OnOptionChanged, s_nodeNameColorOptionName);
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PluginOptionsNotificationsBus::Event(s_nodeNameColorOptionName, &PluginOptionsNotificationsBus::Events::OnOptionChanged, s_nodeNameColorOptionName);
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CopyToRenderActorSettings(EMotionFX::GetRenderActorSettings());
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}
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}
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void RenderOptions::OnGridColorChangedCallback() const
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void RenderOptions::OnGridColorChangedCallback() const
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@@ -46,5 +46,6 @@ namespace AZ::Render
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AZ::Color m_staticAABBColor{ 0.0f, 0.7f, 0.7f, 1.0f };
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AZ::Color m_staticAABBColor{ 0.0f, 0.7f, 0.7f, 1.0f };
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AZ::Color m_lineSkeletonColor{ 0.33333f, 1.0f, 0.0f, 1.0f };
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AZ::Color m_lineSkeletonColor{ 0.33333f, 1.0f, 0.0f, 1.0f };
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AZ::Color m_skeletonColor{ 0.19f, 0.58f, 0.19f, 1.0f };
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AZ::Color m_skeletonColor{ 0.19f, 0.58f, 0.19f, 1.0f };
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AZ::Color m_jointNameColor{ 1.0f, 1.0f, 1.0f, 1.0f };
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};
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};
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} // namespace AZ::Render
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} // namespace AZ::Render
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