code review feedback. Also add the renderflag as qsettings.
Signed-off-by: rhhong <rhhong@amazon.com>
This commit is contained in:
@@ -27,7 +27,7 @@ namespace AZ::Render
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m_auxGeomFeatureProcessor = RPI::Scene::GetFeatureProcessorForEntity<RPI::AuxGeomFeatureProcessorInterface>(entityId);
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}
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void AtomActorDebugDraw::DebugDraw(const EMotionFX::ActorRenderFlagMask& renderFlags, EMotionFX::ActorInstance* instance)
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void AtomActorDebugDraw::DebugDraw(const EMotionFX::ActorRenderFlagBitset& renderFlags, EMotionFX::ActorInstance* instance)
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{
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if (!m_auxGeomFeatureProcessor || !instance)
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{
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@@ -47,7 +47,7 @@ namespace AZ::Render
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}
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// Render skeleton
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_SKELETON])
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if (renderFlags[EMotionFX::ActorRenderFlag::RENDER_LINESKELETON])
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{
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RenderSkeleton(instance);
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}
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@@ -345,7 +345,7 @@ namespace AZ::Render
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const AZ::Color colorTangents = AZ::Colors::Red;
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const AZ::Color mirroredBitangentColor = AZ::Colors::Yellow;
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const AZ::Color colorBitangents = AZ::Colors::White;
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const float scale = 1.0f;
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const float scale = 0.01f;
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// Get the tangents and check if this mesh actually has tangents
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AZ::Vector4* tangents = static_cast<AZ::Vector4*>(mesh->FindVertexData(EMotionFX::Mesh::ATTRIB_TANGENTS));
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