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o3de/Gems/EMotionFX/Code/Source/Integration/Rendering/RenderFlag.h

45 lines
1.2 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/std/containers/bitset.h>
namespace EMotionFX
{
enum ActorRenderFlag
{
RENDER_SOLID = 0,
RENDER_WIREFRAME = 1,
RENDER_LIGHTING = 2,
RENDER_SHADOWS = 3,
RENDER_FACENORMALS = 4,
RENDER_VERTEXNORMALS = 5,
RENDER_TANGENTS = 6,
RENDER_AABB = 7,
RENDER_SKELETON = 8,
RENDER_LINESKELETON = 9,
RENDER_NODEORIENTATION = 10,
RENDER_NODENAMES = 11,
RENDER_GRID = 12,
RENDER_BACKFACECULLING = 13,
RENDER_ACTORBINDPOSE = 14,
RENDER_RAGDOLL_COLLIDERS = 15,
RENDER_RAGDOLL_JOINTLIMITS = 16,
RENDER_HITDETECTION_COLLIDERS = 17,
RENDER_USE_GRADIENTBACKGROUND = 18,
RENDER_MOTIONEXTRACTION = 19,
RENDER_CLOTH_COLLIDERS = 20,
RENDER_SIMULATEDOBJECT_COLLIDERS = 21,
RENDER_SIMULATEJOINTS = 22,
RENDER_EMFX_DEBUG = 23,
NUM_RENDERFLAGS = 24
};
using ActorRenderFlagBitset = AZStd::bitset<ActorRenderFlag::NUM_RENDERFLAGS>;
}