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216 lines
8.4 KiB
C++
216 lines
8.4 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include "GeometrySystemComponent.h"
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#include <AzCore/Serialization/SerializeContext.h>
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#include <Shape/ShapeGeometryUtil.h>
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#include <AzCore/std/containers/array.h>
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namespace LmbrCentral
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{
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void GeometrySystemComponent::Activate()
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{
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CapsuleGeometrySystemRequestBus::Handler::BusConnect();
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}
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void GeometrySystemComponent::Deactivate()
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{
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CapsuleGeometrySystemRequestBus::Handler::BusDisconnect();
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}
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/**
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* Generate vertices for triangles to make up a complete capsule.
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*/
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static void GenerateSolidCapsuleMeshVertices(
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const float radius, const float height,
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const AZ::u32 sides, const AZ::u32 capSegments,
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AZ::Vector3* vertices)
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{
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const float middleHeight = AZ::GetMax(height - radius * 2.0f, 0.0f);
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const float halfMiddleHeight = middleHeight * 0.5f;
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vertices = CapsuleTubeUtil::GenerateSolidStartCap(
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AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(),
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radius, sides, capSegments, vertices);
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AZStd::array<float, 2> endPositions = { { -halfMiddleHeight, halfMiddleHeight } };
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for (size_t i = 0; i < endPositions.size(); ++i)
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{
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const AZ::Vector3 position = AZ::Vector3::CreateAxisZ(endPositions[i]);
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vertices = CapsuleTubeUtil::GenerateSegmentVertices(
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position, AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(),
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radius, sides, vertices);
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}
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CapsuleTubeUtil::GenerateSolidEndCap(
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AZ::Vector3::CreateAxisZ(halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(),
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radius, sides, capSegments, vertices);
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}
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/**
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* Generate vertices (via GenerateSolidCapsuleMeshVertices) and then build index
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* list for capsule shape for solid rendering.
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*/
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static void GenerateSolidCapsuleMesh(
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const float radius, const float height, const AZ::u32 sides, const AZ::u32 capSegments,
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AZStd::vector<AZ::Vector3>& vertexBufferOut, AZStd::vector<AZ::u32>& indexBufferOut)
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{
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const AZ::u32 segments = 1;
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const AZ::u32 totalSegments = segments + capSegments * 2;
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const size_t numVerts = sides * (totalSegments + 1) + 2;
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const size_t numTriangles = (sides * totalSegments) * 2 + (sides * 2);
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vertexBufferOut.resize(numVerts);
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indexBufferOut.resize(numTriangles * 3);
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GenerateSolidCapsuleMeshVertices(
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radius, height, sides, capSegments, &vertexBufferOut[0]);
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CapsuleTubeUtil::GenerateSolidMeshIndices(
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sides, segments, capSegments, &indexBufferOut[0]);
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}
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/**
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* Generate full wire mesh for capsule (end caps, loops, and lines along length).
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*/
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static void GenerateWireCapsuleMesh(
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const float radius, const float height, const AZ::u32 sides,
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const AZ::u32 capSegments, AZStd::vector<AZ::Vector3>& lineBufferOut)
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{
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// notes on vert buffer size
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// total end segments
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// 2 verts for each segment
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// 2 * capSegments for one full half arc
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// 2 arcs per end
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// 2 ends
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// total segments
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// 2 verts for each segment
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// 2 lines - top and bottom
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// 2 lines - left and right
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// total loops
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// 2 verts for each segment
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// loops == sides
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// 1 extra segment needed for last loop
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// 1 extra segment needed for centre loop
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const AZ::u32 segments = 1;
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const AZ::u32 totalEndSegments = capSegments * 2 * 2 * 2 * 2;
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const AZ::u32 totalSegments = segments * 2 * 2 * 2;
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const AZ::u32 totalLoops = sides * 2 * (segments + 2);
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const size_t numVerts = totalEndSegments + totalSegments + totalLoops;
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lineBufferOut.resize(numVerts);
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const float middleHeight = AZ::GetMax(height - radius * 2.0f, 0.0f);
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const float halfMiddleHeight = middleHeight * 0.5f;
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// start cap
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AZ::Vector3* vertices = CapsuleTubeUtil::GenerateWireCap(
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AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
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-AZ::Vector3::CreateAxisZ(),
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AZ::Vector3::CreateAxisX(),
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radius,
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capSegments,
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&lineBufferOut[0]);
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// first loop
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vertices = CapsuleTubeUtil::GenerateWireLoop(
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AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), sides, radius, vertices);
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// centre loop
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vertices = CapsuleTubeUtil::GenerateWireLoop(
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AZ::Vector3::CreateZero(),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), sides, radius, vertices);
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// body
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// left line
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, 0.0f),
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vertices);
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, 0.0f),
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vertices);
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// right line
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
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-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, AZ::Constants::Pi),
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vertices);
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(halfMiddleHeight),
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-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisX(), radius, AZ::Constants::Pi),
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vertices);
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// top line
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, 0.0f),
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vertices);
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, 0.0f),
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vertices);
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// bottom line
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(-halfMiddleHeight),
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-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, AZ::Constants::Pi),
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vertices);
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vertices = WriteVertex(
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CapsuleTubeUtil::CalculatePositionOnSphere(
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AZ::Vector3::CreateAxisZ(halfMiddleHeight),
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-AZ::Vector3::CreateAxisZ(), AZ::Vector3::CreateAxisY(), radius, AZ::Constants::Pi),
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vertices);
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// final loop
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vertices = CapsuleTubeUtil::GenerateWireLoop(
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AZ::Vector3::CreateAxisZ(halfMiddleHeight), AZ::Vector3::CreateAxisZ(),
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AZ::Vector3::CreateAxisX(), sides, radius, vertices);
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// end cap
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CapsuleTubeUtil::GenerateWireCap(
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AZ::Vector3::CreateAxisZ(halfMiddleHeight),
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AZ::Vector3::CreateAxisZ(),
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AZ::Vector3::CreateAxisX(), radius,
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capSegments, vertices);
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}
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void GeometrySystemComponent::Reflect(AZ::ReflectContext* context)
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{
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<GeometrySystemComponent, AZ::Component>()
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->Version(1)
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;
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}
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}
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void GeometrySystemComponent::GenerateCapsuleMesh(
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const float radius, const float height,
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const AZ::u32 sides, const AZ::u32 capSegments,
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AZStd::vector<AZ::Vector3>& vertexBufferOut,
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AZStd::vector<AZ::u32>& indexBufferOut,
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AZStd::vector<AZ::Vector3>& lineBufferOut)
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{
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GenerateSolidCapsuleMesh(
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radius, height, sides, capSegments, vertexBufferOut, indexBufferOut);
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GenerateWireCapsuleMesh(
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radius, height, sides, capSegments, lineBufferOut);
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}
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}
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