diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp index 182314f2a6..ab219b2b92 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.cpp @@ -266,8 +266,7 @@ namespace EMStudio return; } - MCore::AABB aabb; - aabb.Init(); + AZ::Aabb aabb = AZ::Aabb::CreateNull(); const EMotionFX::Actor* actor = actorInstance->GetActor(); const EMotionFX::Skeleton* skeleton = actor->GetSkeleton(); @@ -276,21 +275,20 @@ namespace EMStudio for (const EMotionFX::Node* joint : joints) { const AZ::Vector3 jointPosition = pose->GetWorldSpaceTransform(joint->GetNodeIndex()).mPosition; - - aabb.Encapsulate(jointPosition); + aabb.AddPoint(jointPosition); const AZ::u32 childCount = joint->GetNumChildNodes(); for (AZ::u32 i = 0; i < childCount; ++i) { EMotionFX::Node* childJoint = skeleton->GetNode(joint->GetChildIndex(i)); const AZ::Vector3 childPosition = pose->GetWorldSpaceTransform(childJoint->GetNodeIndex()).mPosition; - aabb.Encapsulate(childPosition); + aabb.AddPoint(childPosition); } } - if (aabb.CheckIfIsValid()) + if (aabb.IsValid()) { - aabb.Widen(aabb.CalcRadius()); + aabb.Expand(AZ::Vector3(aabb.GetExtents().GetLength() * 0.5f)); bool isFollowModeActive = false; for (const RenderViewWidget* viewWidget : m_viewWidgets) @@ -619,35 +617,30 @@ namespace EMStudio EMotionFX::ActorInstance* actorInstance = EMotionFX::ActorInstance::Create(mActor); actorInstance->UpdateMeshDeformers(0.0f, true); - MCore::AABB aabb; - actorInstance->CalcMeshBasedAABB(0, &aabb); + AZ::Aabb aabb; + actorInstance->CalcMeshBasedAabb(0, &aabb); - if (aabb.CheckIfIsValid() == false) + if (!aabb.IsValid()) { - actorInstance->CalcNodeOBBBasedAABB(&aabb); + actorInstance->CalcNodeBasedAabb(&aabb); } - if (aabb.CheckIfIsValid() == false) - { - actorInstance->CalcNodeBasedAABB(&aabb); - } - - mCharacterHeight = aabb.CalcHeight(); + mCharacterHeight = aabb.GetExtents().GetZ(); mOffsetFromTrajectoryNode = aabb.GetMin().GetY() + (mCharacterHeight * 0.5f); actorInstance->Destroy(); // scale the normals down to 1% of the character size, that looks pretty nice on all models - mNormalsScaleMultiplier = aabb.CalcRadius() * 0.01f; + const float radius = AZ::Vector3(aabb.GetMax() - aabb.GetMin()).GetLength() * 0.5f; + mNormalsScaleMultiplier = radius * 0.01f; } // zoom to characters void RenderPlugin::ViewCloseup(bool selectedInstancesOnly, RenderWidget* renderWidget, float flightTime) { - const MCore::AABB sceneAABB = GetSceneAABB(selectedInstancesOnly); - - if (sceneAABB.CheckIfIsValid()) + const AZ::Aabb sceneAabb = GetSceneAabb(selectedInstancesOnly); + if (sceneAabb.IsValid()) { // in case the given view widget parameter is nullptr apply it on all view widgets if (!renderWidget) @@ -655,13 +648,13 @@ namespace EMStudio for (RenderViewWidget* viewWidget : m_viewWidgets) { RenderWidget* current = viewWidget->GetRenderWidget(); - current->ViewCloseup(sceneAABB, flightTime); + current->ViewCloseup(sceneAabb, flightTime); } } // only apply it to the given view widget else { - renderWidget->ViewCloseup(sceneAABB, flightTime); + renderWidget->ViewCloseup(sceneAabb, flightTime); } } } @@ -882,9 +875,9 @@ namespace EMStudio // get the AABB containing all actor instances in the scene - MCore::AABB RenderPlugin::GetSceneAABB(bool selectedInstancesOnly) + AZ::Aabb RenderPlugin::GetSceneAabb(bool selectedInstancesOnly) { - MCore::AABB finalAABB; + AZ::Aabb finalAabb = AZ::Aabb::CreateNull(); CommandSystem::SelectionList& selection = GetCommandManager()->GetCurrentSelection(); if (mUpdateCallback) @@ -922,20 +915,28 @@ namespace EMStudio } // get the mesh based AABB - MCore::AABB aabb; - actorInstance->CalcMeshBasedAABB(0, &aabb); + AZ::Aabb aabb; + actorInstance->CalcMeshBasedAabb(0, &aabb); // get the node based AABB - if (aabb.CheckIfIsValid() == false) + if (!aabb.IsValid()) { - actorInstance->CalcNodeBasedAABB(&aabb); + actorInstance->CalcNodeBasedAabb(&aabb); } // make sure the actor instance is covered in our global bounding box - finalAABB.Encapsulate(aabb); + if (aabb.IsValid()) + { + finalAabb.AddAabb(aabb); + } } - return finalAABB; + if (!finalAabb.IsValid()) + { + finalAabb.Set(AZ::Vector3(-1.0f, -1.0f, 0.0f), AZ::Vector3(1.0f, 1.0f, 0.0f)); + } + + return finalAabb; } @@ -1155,9 +1156,8 @@ namespace EMStudio settings.mNodeBasedColor = renderOptions->GetNodeAABBColor(); settings.mStaticBasedColor = renderOptions->GetStaticAABBColor(); settings.mMeshBasedColor = renderOptions->GetMeshAABBColor(); - settings.mCollisionMeshBasedColor = renderOptions->GetCollisionMeshAABBColor(); - renderUtil->RenderAABBs(actorInstance, settings); + renderUtil->RenderAabbs(actorInstance, settings); } if (widget->GetRenderFlag(RenderViewWidget::RENDER_OBB)) @@ -1169,10 +1169,10 @@ namespace EMStudio const MCommon::Camera* camera = widget->GetRenderWidget()->GetCamera(); const AZ::Vector3& cameraPos = camera->GetPosition(); - MCore::AABB aabb; - actorInstance->CalcNodeBasedAABB(&aabb); - const AZ::Vector3 aabbMid = aabb.CalcMiddle(); - const float aabbRadius = aabb.CalcRadius(); + AZ::Aabb aabb; + actorInstance->CalcNodeBasedAabb(&aabb); + const AZ::Vector3 aabbMid = aabb.GetCenter(); + const float aabbRadius = AZ::Vector3(aabb.GetMax() - aabb.GetMin()).GetLength() * 0.5f; const float camDistance = fabs((cameraPos - aabbMid).GetLength()); // Avoid rendering too big joint spheres when zooming in onto a joint. @@ -1185,7 +1185,7 @@ namespace EMStudio // Scale the joint spheres based on the character's extents, to avoid really large joint spheres // on small characters and too small spheres on large characters. static const float baseRadius = 0.005f; - const float jointSphereRadius = aabb.CalcRadius() * scaleMultiplier * baseRadius; + const float jointSphereRadius = aabbRadius * scaleMultiplier * baseRadius; renderUtil->RenderSimpleSkeleton(actorInstance, &visibleJointIndices, &selectedJointIndices, renderOptions->GetLineSkeletonColor(), renderOptions->GetSelectedObjectColor(), jointSphereRadius); @@ -1268,8 +1268,8 @@ namespace EMStudio // render the selection if (renderOptions->GetRenderSelectionBox() && EMotionFX::GetActorManager().GetNumActorInstances() != 1 && GetCurrentSelection()->CheckIfHasActorInstance(actorInstance)) { - MCore::AABB aabb = actorInstance->GetAABB(); - aabb.Widen(aabb.CalcRadius() * 0.005f); + AZ::Aabb aabb = actorInstance->GetAabb(); + aabb.Expand(AZ::Vector3(0.005f)); renderUtil->RenderSelection(aabb, renderOptions->GetSelectionColor()); } diff --git a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h index 68cabbefa3..7fa0a880d0 100644 --- a/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h +++ b/Gems/EMotionFX/Code/EMotionFX/Tools/EMotionStudio/EMStudioSDK/Source/RenderPlugin/RenderPlugin.h @@ -154,7 +154,7 @@ namespace EMStudio MCORE_INLINE CommandSystem::SelectionList* GetCurrentSelection() const { return mCurrentSelection; } MCORE_INLINE MCommon::RenderUtil* GetRenderUtil() const { return mRenderUtil; } - MCore::AABB GetSceneAABB(bool selectedInstancesOnly); + AZ::Aabb GetSceneAabb(bool selectedInstancesOnly); MCommon::RenderUtil::TrajectoryTracePath* FindTracePath(EMotionFX::ActorInstance* actorInstance); void ResetSelectedTrajectoryPaths();