Commit Graph

141 Commits

Author SHA1 Message Date
Benjamin Jillich 96aa9fde06 Removed legacy loading automated tests and ported file format for anim graph for remaining automated tests
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-26 10:00:07 +02:00
Benjamin Jillich ff2649d0c8 Adapted loading calls to removed legacy file loading
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-26 09:59:19 +02:00
Benjamin Jillich abc501e535 Removed legacy file format loading for anim graphs and motion sets
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-26 09:58:24 +02:00
Benjamin Jillich c097d19215 Removed legacy chunk processors for anim graphs and motion sets together with unused shared data
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-26 09:57:51 +02:00
Benjamin Jillich a287b67b43 Removed ReadDataSize/ReadData() helpers for attributes
Used only by legacy binary file format

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-26 09:57:01 +02:00
Benjamin Jillich a3e90b878c Removed legacy anim graph node parsers and legacy file format chunks
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-26 09:55:37 +02:00
sphrose 9639003a7d LYN-4774 Fix missing box icons inside the main Viewport (#2297)
* LYN-4774 Fix missing box icons inside the main Viewport

Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>

* V2 icons

Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>

* Bug fixes

Signed-off-by: sphrose <82213493+sphrose@users.noreply.github.com>
2021-07-21 16:33:04 -07:00
Esteban Papp a08f850766 Merge pull request #2284 from nemerle/header_inclution_reductions_pt1
Reduce inclusion overhead a little bit
2021-07-20 10:51:25 -07:00
Benjamin Jillich e85d6e9c4c Fixing a crash for animated transforms having a bone as parent (#2255)
Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-20 08:01:49 +02:00
nemerle e76b65fce9 Reduce inclusion overhead a little bit
Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
2021-07-20 02:31:38 +02:00
Esteban Papp 1f9b284de2 Merge branch 'development' into cmake/SPEC-7179
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>

# Conflicts:
#	Code/Editor/Plugins/ComponentEntityEditorPlugin/ComponentEntityEditorPlugin_precompiled.h
#	Code/Editor/Plugins/EditorCommon/EditorCommon_precompiled.h
#	Code/Editor/Plugins/EditorCommon/stdafx.cpp
#	Code/Editor/Plugins/FFMPEGPlugin/FFMPEGPlugin_precompiled.h
#	Code/Editor/Plugins/PerforcePlugin/PerforcePlugin_precompiled.h
#	Code/Editor/Plugins/ProjectSettingsTool/ProjectSettingsTool_precompiled.h
#	Code/Framework/AzToolsFramework/AzToolsFramework/AzToolsFramework_precompiled.h
#	Code/Tools/AssetProcessor/native/precompiled.h
#	Code/Tools/Standalone/StandaloneTools_precompiled.h
#	Gems/AssetMemoryAnalyzer/Code/Source/AssetMemoryAnalyzer_precompiled.h
#	Gems/Atom/Asset/ImageProcessingAtom/Code/Source/ImageProcessing_precompiled.h
#	Gems/Atom/RHI/DX12/Code/Source/RHI/Atom_RHI_DX12_precompiled.h
#	Gems/Atom/RHI/Metal/Code/Include/Platform/Mac/Atom_RHI_Metal_precompiled_Platform.h
#	Gems/Atom/RHI/Metal/Code/Include/Platform/iOS/Atom_RHI_Metal_precompiled_Platform.h
#	Gems/Atom/RHI/Metal/Code/Source/Atom_RHI_Metal_precompiled.h
#	Gems/Atom/RHI/Metal/Code/atom_rhi_metal_common_files.cmake
#	Gems/Atom/RHI/Null/Code/Source/Atom_RHI_Null_precompiled.h
#	Gems/Atom/RHI/Null/Code/atom_rhi_null_common_files.cmake
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Android/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Linux/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Mac/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Include/Platform/Windows/Atom_RHI_Vulkan_precompiled_Platform.h
#	Gems/Atom/RHI/Vulkan/Code/Source/Atom_RHI_Vulkan_precompiled.h
#	Gems/Atom/RHI/Vulkan/Code/Source/RHI/SwapChain.cpp
#	Gems/Atom/RHI/Vulkan/Code/atom_rhi_vulkan_common_files.cmake
#	Gems/AtomLyIntegration/AtomFont/Code/Include/AtomLyIntegration/AtomFont/AtomFont_precompiled.h
#	Gems/Blast/Code/Source/StdAfx.cpp
#	Gems/Camera/Code/Source/Camera_precompiled.h
#	Gems/EMotionFX/Code/Source/EMotionFX_precompiled.h
#	Gems/FastNoise/Code/Source/FastNoise_precompiled.h
#	Gems/Gestures/Code/Source/Gestures_precompiled.h
#	Gems/GradientSignal/Code/Source/GradientSignal_precompiled.h
#	Gems/GraphCanvas/Code/precompiled.h
#	Gems/ImGui/Code/Source/ImGui_precompiled.h
#	Gems/InAppPurchases/Code/Source/InAppPurchases_precompiled.h
#	Gems/LmbrCentral/Code/Source/LmbrCentral_precompiled.h
#	Gems/LmbrCentral/Code/Tests/ShapeGeometryUtilTest.cpp
#	Gems/LyShine/Code/Editor/UiCanvasEditor_precompiled.h
#	Gems/LyShine/Code/Source/Animation/LyShine_precompiled.h
#	Gems/LyShine/Code/Source/LyShine_precompiled.h
#	Gems/LyShineExamples/Code/Source/LyShineExamples_precompiled.h
#	Gems/Maestro/Code/Source/Cinematics/Maestro_precompiled.h
#	Gems/Maestro/Code/Source/Maestro_precompiled.h
#	Gems/MessagePopup/Code/Source/MessagePopup_precompiled.h
#	Gems/Metastream/Code/Source/Metastream_precompiled.h
#	Gems/Microphone/Code/Source/Microphone_precompiled.h
#	Gems/Multiplayer/Code/Source/Multiplayer_precompiled.h
#	Gems/PhysX/Code/NumericalMethods/Source/NumericalMethods_precompiled.h
#	Gems/PhysX/Code/Source/PhysXUnsupported_precompiled.h
#	Gems/PhysX/Code/Source/PhysX_precompiled.h
#	Gems/PhysX/Code/physx_unsupported_files.cmake
#	Gems/PhysXDebug/Code/Source/PhysXDebugUnsupported_precompiled.h
#	Gems/PhysXDebug/Code/Source/PhysXDebug_precompiled.h
#	Gems/ScriptCanvas/Code/Editor/precompiled.h
#	Gems/ScriptCanvas/Code/Source/precompiled.h
#	Gems/ScriptCanvasDeveloper/Code/Source/precompiled.h
#	Gems/ScriptCanvasPhysics/Code/Source/ScriptCanvasPhysics_precompiled.h
#	Gems/ScriptEvents/Code/Source/precompiled.h
#	Gems/ScriptEvents/Code/Tests/Editor/EditorTests.cpp
#	Gems/ScriptedEntityTweener/Code/Source/ScriptedEntityTweener_precompiled.h
#	Gems/SliceFavorites/Code/Source/SliceFavorites_precompiled.h
#	Gems/StartingPointCamera/Code/Source/StartingPointCamera_precompiled.h
#	Gems/StartingPointInput/Code/Source/StartingPointInput_precompiled.h
#	Gems/StartingPointMovement/Code/Source/StartingPointMovement_precompiled.h
#	Gems/SurfaceData/Code/Source/SurfaceData_precompiled.h
#	Gems/TextureAtlas/Code/Source/TextureAtlas_precompiled.h
#	Gems/TickBusOrderViewer/Code/Source/TickBusOrderViewer_precompiled.h
#	Gems/Twitch/Code/Source/Twitch_precompiled.h
#	Gems/VirtualGamepad/Code/Source/VirtualGamepad_precompiled.h
#	Gems/WhiteBox/Code/Source/WhiteBoxUnsupported_precompiled.h
#	Gems/WhiteBox/Code/Source/WhiteBox_precompiled.h
2021-07-16 15:42:37 -07:00
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* 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
Benjamin Jillich c1ebbbc176 EMotion FX: Root bone not initialized without opening Scene Settings #2088 (#2231)
User provided model was exporting correctly with an .assetinfo while it was not when just placing the .fbx file in the project folder.
Turned out that the best matching root bone was set by opening the Scene Settings for the first time, so after saving it again it worked correctly.
We're now chosing the best matching root bone when initializing the actor group, which fixes the issue.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-16 17:53:04 +02:00
Benjamin Jillich d16b810075 Transform node animations ignored (#2160)
* Fixing user asset issue having a transform node as root rather than a bone making the whole character not animate.
* Enabled the ability to export animations for transform nodes.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-16 13:47:47 +02:00
Esteban Papp 074518454c Merge branch 'development' into cmake/SPEC-7179 2021-07-15 16:58:58 -07:00
Benjamin Jillich 3ea3d7a436 Data integrity issue, keyframe times need to be ascending (#2130)
* User provided animation resulted in a data integrity error.
* The first track had 0.66 as max time while another had a keyframe more resulting in 0.69.
* When updating the duration before fixing up the last keyframe for each of the tracks, the duration was returned early with 0.66 while there were other tracks having a keyframe more.
* We're now crawling through all tracks to determine the maximum duration.
* This results in a correct fixup of the last frame.

Signed-off-by: Benjamin Jillich <jillich@amazon.com>
2021-07-14 08:52:52 +02:00
Esteban Papp 316eb65c2c Gems/EMotionFX
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
2021-07-13 15:20:42 -07:00
Chris Galvan 3b1873b045 Merged stabilization/2106 -> development (resolved merge conflicts).
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
2021-07-08 13:56:47 -05:00
Chris Galvan cb069d68f0 Removed min/max settings that were just using the float min/max since these are the default.
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
2021-07-08 11:54:51 -05:00
Chris Galvan 86c9c04c37 Fixed EMFX nodes min/max attributes.
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
2021-07-08 08:02:27 -05:00
Chris Burel 80bdd4e17b Clang compile fixes (#1876)
* Fix compile error from -Wwritable-strings

Signed-off-by: Chris Burel <burelc@amazon.com>

* Fix flags used to build MaskedOcclusionCulling with clang

Signed-off-by: Chris Burel <burelc@amazon.com>

* Fix class that has a final destructor, but the class itself was not final

Signed-off-by: Chris Burel <burelc@amazon.com>
2021-07-07 14:34:45 -07:00
Chris Galvan d7574777a8 Resolved merge conflicts
Signed-off-by: Chris Galvan <chgalvan@amazon.com>
2021-07-02 12:42:44 -05:00
AMZN-stankowi 0c43493e29 FBX to Scene part 3, tangent generation rule FBX -> SourceScene (#1747)
* Tangent space FromFBX -> FromSourceScene

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
2021-07-02 07:56:54 -07:00
AMZN-stankowi 4c4be73bd5 First pass FBX -> Scene File conversion. (#1699)
This is the simple pass, minimizing code changes and focused on comments.

Signed-off-by: stankowi <4838196+AMZN-stankowi@users.noreply.github.com>
2021-07-01 08:53:47 -07:00
Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

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

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00
Terry Michaels 149863c527 Removed Amazon as Company for QSettings (#1649)
* Removed Amazon as Company for QSettings

Signed-off-by: Terry Michaels <miterenc@amazon.com>
2021-06-29 14:00:11 -05:00
Roman e1f6d45b04 Defer the render plugin reinit to main thread (#1626)
Fix a problem with reloading actor in emfx studio crashes the editor 
Signed-off-by: rhhong <rhhong@amazon.com>
2021-06-29 11:24:54 -07:00
Gene Walters 4e14c0069b Merge branch 'upstream/stabilization/2106' into genewalt/gitflow_210628 2021-06-28 19:09:20 -07:00
Tommy Walton 5656736db4 Fix for LYN-3726 : Actor Draw Character Doesn't Work (#1336)
-Re-purposed an unused boolean in RPI::Cullable for previous frame's visiblity to instead represent objects that are hidden in the simulation.
-Updated MeshFeatureProcessor::SetVisible to set this value on the cullable.
-Updated the MeshComponent to handle visiblity changes by not rendering the mesh instead of deactivating and/or reactivating the component.
-Updated the AtomActorInstance to handle changes to the visibility from the ActorComponent.

Tested by creating two entities with static mesh components, on entity hidden and the other visible. Plus three entities with actor components, one where the actor is visible, one where the entity is visible but the 'render character' setting on the actor component is disabled, and one where the 'render character' setting is enabled, but the entity is not visible.

For each of these 5 entities, I added them as 5 loose entities, 5 entities that were children to a parent entity, and a slice with all 5 as children to a parent entity, and tested toggling visibility of the parent entities.

For each of these 3 sets of 5 entities, I added them directly to the level, added them all to a layer where the layer was visible, and added them all to a layer where the layer was not visible, and tested toggling the visibility of the layers.
2021-06-28 09:26:03 -07:00
Terry Michaels 21ebff5709 Updated help search and all docs.o3de.org links to o3de.org (#1594) 2021-06-25 15:23:57 -05:00
Benjamin Jillich a3d314d059 [LYN-4727] Adapting the motion group exporter and the save commands to the motion meta data changes 2021-06-25 18:30:40 +02:00
Benjamin Jillich 44c813824e [LYN-4727] Memory management improvements and clear ownership for motion meta data 2021-06-25 16:18:12 +02:00
Benjamin Jillich a462df2991 [LYN-4727] Version converter for motion group that ports XML serialized object-based commands to Json event data 2021-06-25 16:17:17 +02:00
Benjamin Jillich bf0816fb69 [LYN-4574] [LYN-4603] [LYN-4669] Saving motions and actors to json-based .assetinfo files in the Animation Editor fails (#1509)
* Fixes saving motions from within the Animation Editor
* Fixes saving actors from within the Animation Editor
* The motion event chunk of the .motion file format now also stores the event data as json (rather than XML) reducing motion file sizes (Example: 60KB motion went down to 49KB, containing only 4 motion events from 2 tracks).
* Fully backward compatible
* New motion meta data rule stores the event data directly rather than command strings or objects. This is the way that aligns with the Json paradigm and as side-effect bypasses the optionals that we use for the commands which fixes the issue.

* [LYN-4574] Adding new motion event meta data rule that stores the event data directly rather than via commands to align with the Json paradigm
* [LYN-4574] Preparing motion, event table and event track for Json serialization
* [LYN-4574] New chunk to store motion event data in Json format (fully backward compatible to XML)
* [LYN-4669] Json: Empty AZStd::vector<AZStd::shared_ptr<T>> serializes into 1x element with nullptr as data
* [LYN-4603] EMotion FX: Cannot save actors with physics or simulated object setup in Json format
2021-06-25 11:47:09 +02:00
Benjamin Jillich 0ad6346e8b [LYN-4718] [Forums]: [Bug] Editor crashes consistently when EmotionFX is open and Play Game is used (#1552) 2021-06-25 11:41:52 +02:00
Roman 865ff176a9 [bugfix] Any FBX create both a model and actor by default
* [bugfix] Any FBX create both a model and actor by default
2021-06-24 09:18:33 -07:00
Terry Michaels 1e457928f5 Update help URLs and remove unneeded links (#1520) 2021-06-23 14:42:33 -05:00
Steve Pham 70042fcdcd O3DE Copyright Updates for Linux Foundation (#1504) 2021-06-23 10:55:22 -07:00
mbalfour df648db62e Merge branch 'stabilization/2106' into mbalfour/gitflow_210622
# Conflicts:
#	Code/Framework/AzQtComponents/AzQtComponents/Components/Style.cpp
#	Code/Framework/AzToolsFramework/AzToolsFramework/Viewport/ViewportMessages.h
#	Gems/AWSCore/Code/Source/Editor/UI/AWSCoreEditorMenu.cpp
2021-06-22 12:55:18 -05:00
Chris Burel cbeafe29d3 Avoid serializing size_t in EMotionFX code (#1423)
`size_t` is a typedef that is sized differently on different platforms.
Instead, use `AZ::u64`, which is large enough to hold all platforms'
`size_t` types but is a fixed size, to avoid size mismatches per
platform.
2021-06-18 14:14:42 -07:00
nvsickle e55580af57 Merge remote-tracking branch 'upstream/stabilization/2106' into nvsickle/MergeStabilizationJun18 2021-06-18 13:25:53 -07:00
amzn-sean 9f62d631fb Physics joints updated to the new API (#1361)
Co-authored-by: Ulugbek Adilbekov <ulugbek@amazon.com>
2021-06-17 15:52:27 +01:00
Benjamin Jillich 2cfa1de148 [LYN-3117] Adding a skeletal mesh to a project doesn't include an Actor by default (#1303)
* Before we were skipping actors in case there was animation data present in the source asset to avoid having many duplicated actors.
* There was an issue though for simple test fbx files containing a full character with a test motion.
* The new rule is that we will be exporting actors on default whenever there is a skeleton including either skinning data or morph targets, as these usually are not included for animation assets to not increase disk space heavily.
* Tested with several of our assets and always showed the expected behavior with the new way.
2021-06-16 19:08:16 +02:00
mnaumov 9ca0e731f4 Merge remote-tracking branch 'upstream/stabilization/2106' into mnaumov/StabilizationJun15
# Conflicts:
#	Code/CryEngine/CrySystem/LevelSystem/LevelSystem.cpp
2021-06-15 10:41:13 -07:00
Benjamin Jillich 74e922a401 Compile fix in the editor actor component for release build (#1327) 2021-06-15 17:44:57 +02:00
yuriy0 e22d21f4b6 Expose Actor bounding box configurations to component serialize and edit contexts. (#491)
* Expose Actor bounding box configurations to component serialize and edit contexts.

Allows one, for example, to have an animation which moves the character far away from the static bounds, and not have that character dissapear when the static bounds are outside of the camera frustum

* Apply suggestions from code review

* Bug fix: name the parameter, place comments in the intended place.
2021-06-14 20:28:50 -05:00
Benjamin Jillich 59f3813b10 [LYN-3481] EMotionFX crashes when reloading an Actor (#1184) (#1217)
* [LYN-3481] Added new actor instance request and notification buses
* [LYN-3481] Actor instance notifies bus about it being created or destroyed
* [LYN-3481] Selection lists are now automatically removing destroyed actor instances
* [LYN-3481] Morph targets window plugin reinitializing when used actor instance got destroyed
* [LYN-3481] Removing the OnDeleteActorInstance() from the emfx event handler/manager and porting the recorder to the new actor instance bus
* [LYN-3481] Removed the create actor instance calls from the event handler/manager
* [LYN-3481] Fixing automated tests
2021-06-14 08:45:00 +02:00
hultonha 2d41a701af Merge branch 'stabilization/2106' into tomhh_stabilization-to-development 2021-06-11 09:43:11 +01:00
Terry Michaels 91fb8be535 Added toolbar icons, updated viewport header UX (#1240) 2021-06-10 11:42:25 -05:00
chcurran d1a5fb651b Fixes for reflection code that hides itself frm Script explicitly but NOT from ScriptCanvas 2021-06-09 15:14:23 -07:00