Gems/LmbrCentral/Code/Source/Geometry/GeometrySystemComponent.cpp
static void GenerateSolidCapsuleMesh(
        const float radius, const float height, const AZ::u32 sides, const AZ::u32 capSegments,
        AZStd::vector<AZ::Vector3>& vertexBufferOut, AZStd::vector<AZ::u32>& indexBufferOut)
    {
        const AZ::u32 segments = 1;
        const AZ::u32 totalSegments = segments + capSegments * 2;

        const size_t numVerts = sides * (totalSegments + 1) + 2;
        const size_t numTriangles = (sides * totalSegments) * 2 + (sides * 2);

        vertexBufferOut.resize(numVerts);
        indexBufferOut.resize(numTriangles * 3);

        GenerateSolidCapsuleMeshVertices(
            radius, height, sides, capSegments, &vertexBufferOut[0]);

        CapsuleTubeUtil::GenerateSolidMeshIndices(
            sides, segments, capSegments, &indexBufferOut[0]);
    }
/**
     * Generate vertices (via GenerateSolidCapsuleMeshVertices) and then build index
     * list for capsule shape for solid rendering.
     */
Generate vertices (via GenerateSolidCapsuleMeshVertices) and then build index
list for capsule shape for solid rendering.
Generate vertices ( via GenerateSolidCapsuleMeshVertices ) and then build index list for capsule shape for solid rendering .
static void GenerateSolidCapsuleMesh(
        const float radius, const float height, const AZ::u32 sides, const AZ::u32 capSegments,
        AZStd::vector<AZ::Vector3>& vertexBufferOut, AZStd::vector<AZ::u32>& indexBufferOut)
    {
        const AZ::u32 segments = 1;
        const AZ::u32 totalSegments = segments + capSegments * 2;
        const size_t numVerts = sides * (totalSegments + 1) + 2;
        const size_t numTriangles = (sides * totalSegments) * 2 + (sides * 2);
        vertexBufferOut.resize(numVerts);
        indexBufferOut.resize(numTriangles * 3);
        GenerateSolidCapsuleMeshVertices(
            radius, height, sides, capSegments, &vertexBufferOut[0]);
        CapsuleTubeUtil::GenerateSolidMeshIndices(
            sides, segments, capSegments, &indexBufferOut[0]);
    }
static void GenerateSolidCapsuleMesh ( const float radius , const float height , const AZ :: u32 sides , const AZ :: u32 capSegments , AZStd :: vector < AZ :: Vector3 > & vertexBufferOut , AZStd :: vector < AZ :: u32 > & indexBufferOut ) { const AZ :: u32 segments = 1 ; const AZ :: u32 totalSegments = segments + capSegments * 2 ; const size_t numVerts = sides * ( totalSegments + 1 ) + 2 ; const size_t numTriangles = ( sides * totalSegments ) * 2 + ( sides * 2 ) ; vertexBufferOut . resize ( numVerts ) ; indexBufferOut . resize ( numTriangles * 3 ) ; GenerateSolidCapsuleMeshVertices ( radius , height , sides , capSegments , & vertexBufferOut [ 0 ] ) ; CapsuleTubeUtil :: GenerateSolidMeshIndices ( sides , segments , capSegments , & indexBufferOut [ 0 ] ) ; }
Generate vertices (via GenerateSolidCapsuleMeshVertices) and then build index
 list for capsule shape for solid rendering.
Generate vertices ( via GenerateSolidCapsuleMeshVertices ) and then build index list for capsule shape for solid rendering .