e52cbd2bb3
* 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>
83 lines
3.4 KiB
C++
83 lines
3.4 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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#pragma once
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/Math/Color.h>
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#include <AzFramework/Font/FontInterface.h>
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#include <Integration/Rendering/RenderFlag.h>
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#include <Integration/Rendering/RenderActorInstance.h>
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#include <Atom/RPI.Public/ViewportContext.h>
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namespace EMotionFX
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{
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class Mesh;
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class ActorInstance;
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}
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namespace AZ::RPI
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{
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class AuxGeomDraw;
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class AuxGeomFeatureProcessorInterface;
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}
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namespace AZ::Render
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{
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// Ultility class for atom debug render on actor
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class AtomActorDebugDraw
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{
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public:
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AtomActorDebugDraw(AZ::EntityId entityId);
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void DebugDraw(const EMotionFX::ActorRenderFlagBitset& renderFlags, EMotionFX::ActorInstance* instance);
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private:
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float CalculateBoneScale(EMotionFX::ActorInstance* actorInstance, EMotionFX::Node* node);
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float CalculateScaleMultiplier(EMotionFX::ActorInstance* instance) const;
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void PrepareForMesh(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM);
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void RenderAABB(EMotionFX::ActorInstance* instance, const AZ::Color& aabbColor);
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void RenderLineSkeleton(EMotionFX::ActorInstance* instance, const AZ::Color& skeletonColor);
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void RenderSkeleton(EMotionFX::ActorInstance* instance, const AZ::Color& skeletonColor);
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void RenderEMFXDebugDraw(EMotionFX::ActorInstance* instance);
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void RenderNormals(
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EMotionFX::Mesh* mesh,
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const AZ::Transform& worldTM,
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bool vertexNormals,
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bool faceNormals,
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float vertexNormalsScale,
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float faceNormalsScale,
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float scaleMultiplier,
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const AZ::Color& vertexNormalsColor,
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const AZ::Color& faceNormalsColor);
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void RenderTangents(
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EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float tangentsScale, float scaleMultiplier,
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const AZ::Color& tangentsColor, const AZ::Color& mirroredBitangentsColor, const AZ::Color& bitangentsColor);
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void RenderWireframe(EMotionFX::Mesh* mesh, const AZ::Transform& worldTM, float wireframeScale, float scaleMultiplier,
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const AZ::Color& wireframeColor);
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void RenderJointNames(EMotionFX::ActorInstance* actorInstance, RPI::ViewportContextPtr viewportContext, const AZ::Color& jointNameColor);
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EMotionFX::Mesh* m_currentMesh = nullptr; /**< A pointer to the mesh whose world space positions are in the pre-calculated positions buffer.
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NULL in case we haven't pre-calculated any positions yet. */
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AZStd::vector<AZ::Vector3> m_worldSpacePositions; /**< The buffer used to store world space positions for rendering normals
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tangents and the wireframe. */
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static constexpr float BaseFontSize = 0.7f;
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const Vector3 TopRightBorderPadding = AZ::Vector3(-40.0f, 22.0f, 0.0f);
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RPI::AuxGeomFeatureProcessorInterface* m_auxGeomFeatureProcessor = nullptr;
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AZStd::vector<AZ::Vector3> m_auxVertices;
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AZStd::vector<AZ::Color> m_auxColors;
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AzFramework::TextDrawParameters m_drawParams;
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AzFramework::FontDrawInterface* m_fontDrawInterface = nullptr;
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};
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}
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