Commit Graph

339 Commits

Author SHA1 Message Date
Benjamin Jillich 2fbb2a73c6 Animation Editor: Morph targets window shows duplicated morph targets (#5831)
Dialog stack wasn't deleting the morph target widgets after reinitializing the window which ended up in duplicated morph targets

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-23 08:55:53 +01:00
Roman a3a4038aca Added joint orientation rendering (#5821)
* Render joint orientation

Signed-off-by: rhhong <rhhong@amazon.com>

* fix build error

Signed-off-by: rhhong <rhhong@amazon.com>

* CR feedback

Signed-off-by: rhhong <rhhong@amazon.com>
2021-11-22 11:38:35 -08:00
moraaar 5145fceedc Fix some compilation errors due to warnings of potentially returning unitialized variables. (#5796)
Signed-off-by: moraaar <moraaar@amazon.com>
2021-11-22 09:57:42 +00:00
Benjamin Jillich 9e076db1fe [EMotion FX] In-place option isn't working correctly (#5743)
The in-place option for the simple motion component, the motion anim graph node as well as in the motion window were not working in case the motion extraction node was not the root joint. The convention is to keep the motion extraction joint the root joint to make it work correctly - the isolated issue can be solved by only evaluating the motion extraction joint animation in case in-place is disabled and replace the is root joint check with one that checks if we are actually dealing with the motion extraction joint.

Resolves #5636

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-19 14:48:10 +01:00
Roman e52cbd2bb3 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>
2021-11-18 06:42:41 -08:00
Roman 9b6e2ed51d render solid skeleton option (#5610)
* 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>
2021-11-17 08:05:03 -08:00
Benjamin Jillich 84ba4afc54 EMotion FX: Deleting a corresponding anim graph when a Reference node is open crashes the Editor (#5612)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-16 12:45:02 +01:00
amzn-sean 38a03817bb Removal and Replacement of the CryTimer (gEnv->pTimer) (#5409)
Replaced and removed the CryTimer (gEnv->pTimer). The new TimeSystem is a merger of the current time functionality found in the engine.

* Rename TimeSystemComponent.h/.cpp to TimeSystem.h/.cpp
* Adding New TimeSystem
* remove old timer cvars
* small improvements to the time system.
 - updated parts to use the time conversion functions.
 - in AdvanceTickDeltaTimes applying t_simulationTickScale is now uses doubles instead of floats.
* Replace gEnv->pTimer / ITimer usages with TimeSystem
* Updating usages of AZ::TimeMs{ 0 } and AZ::TimeUs{ 0 } to AZ::Time::ZeroTimeMs and AZ::Time::ZeroTimeUs
* red code the CryTimer
* using TimeUs instead of TimeMs is some cases + updating usages of old cvars to new

Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
2021-11-15 12:11:58 +00:00
Guthrie Adams 246f174528 inverted game mode ptr check
Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 16:02:12 -06:00
Guthrie Adams 41a64b1346 Added a null pointer check to EMFX system component
Material editor and other tools load runtime dependencies from game projects. The EMFX system component is checking for game mode by getting a pointer to the editor interface, which will not exist outside of the main O3DE editor.

Signed-off-by: Guthrie Adams <guthadam@amazon.com>
2021-11-10 14:56:17 -06:00
Benjamin Jillich 838970206b Animation Editor: Remove preview label (#5449)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-10 16:23:43 +01:00
Roman aa229976f3 Render Colliders (#5434)
* Render Colliders

Signed-off-by: rhhong <rhhong@amazon.com>

* CR feedback

Signed-off-by: rhhong <rhhong@amazon.com>
2021-11-09 13:42:56 -08:00
Benjamin Jillich 669ac8bb61 EMotion FX: Fix for the Y motion coordinate not being editable in blend space nodes (#5406)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-09 13:07:59 +01:00
Benjamin Jillich 0ce2a7b2f4 EMotion FX: Apply motion extraction only in game-mode and for anim editor entities (#5401)
* Motion extraction should only be applied when in game mode or for entities that belong to the Animation Editor. We don't want our entities to move in editor mode.
* Moved code into separate function that actually applies the trajectory delta to the entity/character controller.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-09 13:07:48 +01:00
Benjamin Jillich f918b12b5a EMotion FX: Taskify dual quat skinning deformer (#5368)
* Moved from job system to task graph for the multi-threaded dual quaternion skinning deformer.
* Prepare the task graph at init time and reuse it at runtime.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-09 13:07:20 +01:00
Chris Burel 4ba2c06386 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:41:15 -07:00
Chris Burel a91f569625 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 13:40:56 -07:00
Chris Burel bb1dfd44d2 Merge branch stabilization/2110 into development
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-11-04 11:10:26 -07:00
lumberyard-employee-dm 627012840d Update how Project Filepaths are calculated when not supplied via command line (#5194)
* Fixed the return value of the ConvertToAbsolutePath function

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added the generated cmake_dependencies.*.setreg files to engine.pak (#5073)

* Copied the generated cmake_dependencies.*.setreg file to the Cache
directory

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removed the platform name from the bootstrap.game.*.setreg

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Update how the project related file paths are determined when not
supplied.

The project-path determination now goes back to only detecting a "project.json" file.
It no longer attempts to detect a "Cache" directory

The project-cache-path determination now in addition to checking the
project_cache_path key searches for a "Cache" directory.

The project-path defaults to executable folder if it cannot be detected.

The copying of generated executable folder Registry directory contents
to the product cache is now removed after the archive step.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated the invocation of the AssetProcessor in Jenkins to supply an
absolute path to the project.

The project-path is no longer treated as relative to the engine root,
but instead relative to the current working directory at application
startup.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Added constant for the storing the name of Cache directory

Fixed typos and grammatical errors in the SettingsRegistryMergeUtils.cpp

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Updated UnitTest prepend the EngineRoot path to "AutomatedTesting" when
setting the project path.

This is needed now that the project-path isn't treated relative to the
EngineRoot if it is not absolute.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Fix AssetSeedManagerTest and PlatformAddressedAssetCatalogManagerTest

Instead of trying to used the AutomatedTesting directory as the project root, the temp directory created during the test is used as the project root.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Moved the setting of the project cache root folder and project
asset platform root folder into the `if (!projectCachePath.empty())`
block

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>

* Removing the scan up logic for the "Cache" directory.

This is no longer needed to locate the project cache path in a Project Game Release Layout.

Because the project path defaults to the executable directory if, it is not found, the Cache directory will be set to the "Cache" directory within the executable directory.

Signed-off-by: lumberyard-employee-dm <56135373+lumberyard-employee-dm@users.noreply.github.com>
2021-11-04 11:02:18 -05:00
Benjamin Jillich 54506b6c6c Animation Editor: Clicking Visualization in Anim Graph in the animation editor has no effect. (#5088)
asprintf() is returning a new QString and is also deprecated. Switched to use the AZStd::string::format() as that uses the small string optimization and doesn't result in an allocation.

Resolves #2429

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-11-04 11:52:27 +01:00
moraaar e553eb0116 Fixed editor crash dropping an fbx to entity inspector (#5242)
The issue was that EditorActorComponent (added by the drag and drop of the FBX into the entity) continued with the loading of an actor asset even though the component is not activated due to incompatible services, which ultimately lead to logic which should never have been reached and crashing.

Also fixed EditorActorComponent missing activation and deactivation of the base editor component class, which is necessary.

All tests from EMotionFX.Editor.Tests passed.

Signed-off-by: moraaar <moraaar@amazon.com>
2021-11-04 09:27:23 +00:00
rhhong 246debd50a fix android compile error
Signed-off-by: rhhong <rhhong@amazon.com>
2021-11-03 09:27:42 -07:00
rhhong 0c86198fd9 CR feedback; add ability to update the render in the preference window.
Signed-off-by: rhhong <rhhong@amazon.com>
2021-11-02 23:09:42 -07:00
Tommy Walton f8aa265253 Modifying a copy to not overrun if the target is smaller than the size of the default value array (#5186)
Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-11-02 13:42:20 -07:00
rhhong f089187f3a Merge branch 'development' into animation/rhhong/render_settings_merge
Signed-off-by: rhhong <rhhong@amazon.com>
2021-11-01 23:06:09 -07:00
rhhong c79bf7a0c1 load render option in atom render plugin and use render actor settings in atom debug draw
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-30 22:37:05 -07:00
Adi Bar-Lev 66612cac28 Merge pull request #5116 from aws-lumberyard-dev/barlev/gitflow_211028_O3DE
Barlev/gitflow 211028 O3DE
2021-10-29 10:00:14 -04:00
Benjamin Jillich 37381489ee EMotion FX: Actor component: Skeleton rendering is not working (#5084)
Enabling the "Draw skeleton" checkbox in the actor component does not show the skeleton.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-10-29 09:12:27 +02:00
Adi Bar-Lev 8119fe4d86 Merge commit '8d7eb4767afff80992bebe4619afc10aef04a93b' into barlev/gitflow_211028_O3DE 2021-10-28 19:17:33 -04:00
greerdv dd0780f6ec make sure joint frame rotations are editable for ragdoll setup
Signed-off-by: greerdv <greerdv@amazon.com>
2021-10-28 12:26:05 +01:00
Chris Burel cd65e686ff Use aznew where appropriate for EMotionFX Command subclasses (#4912)
Signed-off-by: Chris Burel <burelc@amazon.com>
2021-10-27 09:53:24 +02:00
Roman 77d02ea657 Add some debug rendering options. (#4950)
* [WIP] Adding rendering options

Signed-off-by: rhhong <rhhong@amazon.com>

* code review feedback. Also add the renderflag as qsettings.

Signed-off-by: rhhong <rhhong@amazon.com>

* fix broken test

Signed-off-by: rhhong <rhhong@amazon.com>

* fix linux build

Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-26 10:59:02 +02:00
John Jones-Steele 3d67be162c Terrain Physics Heightfield support
* New Heightfield Components

Signed-off-by: John Jones-Steele <jjjoness@amazon.com>

* Misc PR fixes
* Fixed linux build failure from bad #include
* Renamed "Terrain Physics Collider" to "Terrain Physics Heightfield Collider" per physics team feedback
* Fixed 1/5 -> 1/4 typo in a comment
* Added missing member copies in HeightfieldShapeConfiguration

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Addressed PR feedback

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Changes from review

Signed-off-by: John Jones-Steele <jjjoness@amazon.com>

* Remove tabs accidently added

Signed-off-by: John Jones-Steele <jjjoness@amazon.com>

* Fixed overly complicated scaling math.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Added comments to make it more obvious what's happening on CreateEnd / DestroyBegin.

Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>

* Moved Heightfield CreatePxGeometryFromConfig into its own function

Signed-off-by: John Jones-Steele <jjjoness@amazon.com>

Co-authored-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
2021-10-22 10:19:36 -05:00
Benjamin Jillich d394f6da3c EMotion FX: AnimGraphNode::CalcSyncFactors crashes because of improper MCORE_INVALIDINDEX32 initialization (#4869)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-10-22 09:22:19 +02:00
Benjamin Jillich 08ff38a7f1 EMotion FX: Adding/Removing/Changing Components to an Entity with Actor Component erases the "Motion extraction joint" (#4780)
Applying meta data onto actors failed as the commands use the actor manager to search them by ID but the actor manager now stores actor assets. The temporarily created actor in the actor exporter was not registered at the actor manager for that reason and the commands were failing to find the actor. This resulted in that all meta data for actors could not be applied on the actors.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-10-19 18:28:24 +02:00
Benjamin Jillich bc29e57bbd EMotion FX: Keyboard hotkeys can be used while creating a transition in Anim Graph after pressing the RMB which may lead to a crash (#4728)
Resolves #2934

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-10-18 09:58:53 +02:00
Esteban Papp 7651ba621c Remove old "Integ" functionality from tests (#4688)
* fixes some warnings for newer versions of VS2022

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* more warning fixes

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* remove integ test filters from AzTest

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* remove integ test handling from AzTestRunner

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* changes integ tests of gridmate to regular tests and disables failing ones

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* removes the Integ from the EMotionFX tests, but leaves them disabled since they are failing

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* removes the Integ from the HttpRequestor tests and disables it since is not passing

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* changing integ tests for DISABLED, these ones are using files that are not there

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* fixes linux build
gridmate tests that were Integ are now disabled

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

* fixes linux warnings

Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-10-15 08:53:26 -07:00
Benjamin Jillich b6a1f62dec EMotion FX: Fix for broken workspaces after asset path change (#4662)
Some days ago an impactful change deprecated @assets@ and @root@ keywords from paths which our workspaces used. Some workspaces used these and were broken. This change makes them backward compatible and loads the assets correctly again. It also auto fixes broken paths that were present in some of the saved workspaces + making sure new workspaces are saved correctly.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-10-13 18:20:48 +02:00
Benjamin Jillich 2b79abb8c4 EMotion FX: A parameter’s text box of Blend Space 2D and 1D Motions only takes one numerical input value including fractions (#4626)
The on value changed event was recevied too often - with every newly typed character. As we're updating elements outside of the value spinbox, we need to wait for the actual done editing signal. This can be achieved by not tracking the keyboard for the spinbox.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-10-13 09:13:19 +02:00
Roman 129d249cb4 Do not delete the actor instance if it's belong to an entity. (#4624)
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-12 17:53:30 +02:00
Terry Michaels 00b938b6a7 Merge pull request #4212 from ppinfel/component-doc-links
Fixes various component's help URL links to correct o3de.org page
2021-10-08 10:30:13 -05:00
rhhong 4d2f65c4d8 code review feedback 2
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:20:39 -07:00
rhhong 5fca7ffd86 CR feedback
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
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:20:29 -07:00
rhhong 82bfbd5c98 Add ability to load actor from the ui
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:20:16 -07:00
rhhong c463721b52 move the function setactorasset
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:20:13 -07:00
rhhong b7900bf646 render an actor
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:20:11 -07:00
rhhong c4a3162c85 CR feedback - code cleaning
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:20:00 -07:00
rhhong f2b449c4b9 Registering an empty atom render plugin in the emfxatom gem.
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:19:48 -07:00
rhhong a96b091d3f Add skeleton class for animviewportwidget.
Signed-off-by: rhhong <rhhong@amazon.com>
2021-10-07 14:18:21 -07:00