rhhong
20f9e80648
wireframe rendering
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-26 08:14:34 -07:00
rhhong
3e686ca9ce
fix linux build
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-25 21:17:38 -07:00
rhhong
ebf84c49ac
code review feedback. Also add the renderflag as qsettings.
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-25 19:11:36 -07:00
rhhong
8595805c47
[WIP] Adding rendering options
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-25 01:32:12 -07:00
rhhong
bfa600ede4
CR feedback
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-18 22:29:36 -07:00
rhhong
32833c68c7
CR feedback
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-18 22:27:21 -07:00
rhhong
13781a759f
Add toolbar for anim viewport and some more camera controls.
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-17 16:40:47 -07:00
Roman
129d249cb4
Do not delete the actor instance if it's belong to an entity. ( #4624 )
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-12 17:53:30 +02:00
rhhong
38efd58173
Fix merging issue with camera input
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:54:30 -07:00
rhhong
4d2f65c4d8
code review feedback 2
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:39 -07:00
rhhong
a448caea7c
fix broken build
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:38 -07:00
rhhong
265d3792f0
fix broken build
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:36 -07:00
rhhong
5fca7ffd86
CR feedback
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:34 -07:00
rhhong
646369c1b5
update camera naming and behavior after the merge in
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:29 -07:00
rhhong
10febe2a4b
Move some utility class and settings to a setting file.
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:27 -07:00
rhhong
ffa637d115
Code cleanup
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:24 -07:00
rhhong
47a2240fc3
Using modular camera system to replace the camera entity.
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:21 -07:00
rhhong
09f9e5c6c3
CR feedback
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:19 -07:00
rhhong
82bfbd5c98
Add ability to load actor from the ui
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:16 -07:00
rhhong
b7900bf646
render an actor
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:11 -07:00
rhhong
d185338978
Code clean
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:08 -07:00
rhhong
cda2bb9d4d
Add anim viewport renderer
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:05 -07:00
rhhong
c4a3162c85
CR feedback - code cleaning
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:20:00 -07:00
rhhong
af9448d4ea
delete auto moc header
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:19:55 -07:00
rhhong
f2b449c4b9
Registering an empty atom render plugin in the emfxatom gem.
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Signed-off-by: rhhong <rhhong@amazon.com >
2021-10-07 14:19:48 -07:00
Esteban Papp
a7780b6dbe
Gems/Atom*
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-09-10 20:16:11 -07:00
Steve Pham
fa0f2a1007
Fix unused warnings release ( #3677 )
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* Release build fix for Windows
* Release build fix for Android
* Release build fix for Windows
* Release build fix for Android
* Release build fix for Linux
* Release build fix for Mac
* Release build fix for iOS
Signed-off-by: Steve Pham <spham@amazon.com >
2021-08-30 13:10:41 -07:00
Esteban Papp
9c7b55a31d
Merge branch 'development' into cmake/linux_fix_warn_unused
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
# Conflicts:
# Gems/Atom/RHI/Code/Include/Atom/RHI.Reflect/Bits.h
# Gems/Atom/RHI/Code/Include/Atom/RHI/IndexBufferView.h
# Gems/Atom/Tools/MaterialEditor/Code/Source/Window/MaterialEditorWindow.cpp
# Gems/Atom/Tools/ShaderManagementConsole/Code/Source/Window/ShaderManagementConsoleWindow.cpp
2021-08-24 10:43:48 -07:00
Esteban Papp
804d833bb9
Gems/Atom
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-08-23 13:01:33 -07:00
Kyle Birnbaum
2b1f4c2fc0
Merge branch 'development' into ExposeLodControls
2021-08-20 12:45:00 -07:00
Kyle B
b53a085700
Merge branch 'development' into ExposeLodControls
2021-08-20 12:14:59 -07:00
pappeste
33cbc2db21
AtomLyIntegration
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-08-16 16:10:42 -07:00
Chris Burel
1837d05169
Rename EMotionFX class members to follow the m_ naming convention
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Signed-off-by: Chris Burel <burelc@amazon.com >
2021-08-09 16:40:35 -07:00
Chris Burel
2cfee517a0
Adjust EMotionFXAtom to work with the new EMotionFX size_t API
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Signed-off-by: Chris Burel <burelc@amazon.com >
2021-08-09 09:22:38 -07:00
Benjamin Jillich
868d718a18
Added automatic bounding box expansion, fixed several bugs in the aabb calculations and removed node OBBs ( #2871 )
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Merge pull request #2871 from aws-lumberyard-dev/jillich/EmfxAabbImprovements
2021-08-09 01:19:42 -07:00
Kyle B
51271fa15b
Created group for Lod component data
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Signed-off-by: Kyle B <kylebirnbaum@gmail.com >
2021-08-06 16:57:00 -07:00
Benjamin Jillich
8a47476498
Merge branch 'development' into jillich/EmfxAabbImprovements
2021-08-05 15:13:29 +02:00
Esteban Papp
b33a4db332
Merge branch 'development' into cmake/SPEC-2513_w4267
2021-08-02 18:03:04 -07:00
Kyle B
5b88d96eec
Exposed fields to the mesh component giving greater Lod control from the editor
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Signed-off-by: Kyle B <kylebirnbaum@gmail.com >
2021-08-02 13:36:10 -07:00
Benjamin Jillich
b840b24de2
Ported the actor and a few other places
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* 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 >
2021-08-02 14:38:20 +02:00
santorac
b407e501e3
Merge branch 'development' into Atom/santorac/OptionalSceneApiMaterialConversion
2021-07-30 14:54:14 -07:00
Chris Santora
fec79a7d53
Moved the material slot list from ModelLodAsset to ModelAsset, so all the slots live in one main list. This removes data duplication between LODs and cleans up the code a bit.
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I had to update the ModelLod class to take in both the ModelLodAsset and ModelAsset for initialization so it can fetch the slots for each mesh.
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:41:02 -07:00
Chris Santora
3daf3f7d7a
Fixed an issue with Actors where the material slot IDs were incorrect, and caused the displayed slot labels to be all "<unknown>" (and likely other issues).
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Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:40:59 -07:00
Chris Santora
14d2e38b90
Refactored how model material slots work in preparation to support more flexible material conversion options for the scene asset pipeline. The material slot IDs are based on the MaterialUid that come from SceneAPI. Since these IDs are also used as the AssetId sub-ID for the converted material assets, the system was just checking the material asset sub-ID to determine the material slot ID. But in order to support certain FBX material conversion options, we needed to break this tie, so the slot ID is separate from the AssetId of the material in that slot. This will allow some other material to be used in the slot, instead of being forced to use one that was generated from the FBX.
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Here we inttroduce a new struct ModelMaterialSlot which formalizes the concept of material slot, with an ID, display name, and default material assignment. The ID still comes from the MaterialUid like before. The display name is built-in, rather than being parsed out from the asset file name. And the default material assignment can be any material asset, it doesn't have to come from the FBX (or other scene file).
This commit is just the preliminary set of changes. Cursory testing shows that it works pretty well but more testing is needed (and likely some fixes) before merging.
Here is what's left to do...
Add serialization version converters to preserve prior prefab data.
See if we can get rid of GetLabelByAssetId function only rely on the display name inside ModelMaterialSlot.
I'm not sure if the condition for enabling the "Edit Material Instance..." context menu item is correct.
Test actors
Lots more testing in general
Signed-off-by: santorac <55155825+santorac@users.noreply.github.com >
2021-07-30 11:40:51 -07:00
Guthrie Adams
ffbeb903c1
Material Component: Add functions to lookup material ids by name
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Signed-off-by: Guthrie Adams <guthadam@amazon.com >
2021-07-29 18:09:40 -05:00
pappeste
eb2da69e6e
AtomLyIntegration
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Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com >
2021-07-27 19:29:25 -07:00
Terry Michaels
d9ec159f0e
Merge pull request #2235 from aws-lumberyard-dev/daimini/gitflow_210716_o3de
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Gitflow 7/16/21 - O3DE
2021-07-16 17:50:44 -05:00
Steve Pham
38261d0800
Shorten copyright headers by splitting into 2 lines ( #2213 )
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* Updated all copyright headers to split the longer original copyright line into 2 shorter lines
Signed-off-by: Steve Pham <spham@amazon.com >
2021-07-16 15:25:48 -07:00
Danilo Aimini
e9270e491a
Merge branch 'stabilization/2106' into daimini/gitflow_210716_o3de
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Signed-off-by: Danilo Aimini <82231674+AMZN-daimini@users.noreply.github.com >
# Conflicts:
# scripts/build/bootstrap/incremental_build_util.py
2021-07-16 13:21:55 -07:00
lumberyard-employee-dm
6b747cf1e0
Added missing EMotionFX.Editor target as a runtime dependency of the EMotionFXAtom.Editor target to fix launching of the Editor when the EMotionFX gem isn't explictly enabled. ( #2228 )
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Filled the dependencies of the AtomContent.Builders gem with the AtomConent_ReferenceMaterial and AtomContent_Sponza gem
Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com >
2021-07-16 11:20:43 -05:00