Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
pappeste
2021-06-25 16:37:59 -07:00
committed by Esteban Papp
parent 9052764980
commit 2943f16d11
3 changed files with 5 additions and 5 deletions
@@ -251,7 +251,7 @@ namespace PhysX
if (sceneItr != m_sceneList.end())
{
return AzPhysics::SceneHandle((*sceneItr)->GetId(), AZStd::distance(m_sceneList.begin(), sceneItr));
return AzPhysics::SceneHandle((*sceneItr)->GetId(), static_cast<AzPhysics::SceneIndex>(AZStd::distance(m_sceneList.begin(), sceneItr)));
}
return AzPhysics::InvalidSceneHandle;
}
@@ -312,7 +312,7 @@ namespace PhysX
{
m_sceneRemovedEvent.Signal(handle);
m_sceneList[index].reset();
m_freeSceneSlots.push(index);
m_freeSceneSlots.push(static_cast<AzPhysics::SceneIndex>(index));
}
}
}
+1 -1
View File
@@ -396,7 +396,7 @@ namespace PhysX
void SystemComponent::SetCollisionLayerName(int index, const AZStd::string& layerName)
{
m_physXSystem->SetCollisionLayerName(aznumeric_cast<AZ::u64>(index), layerName);
m_physXSystem->SetCollisionLayerName(aznumeric_cast<int>(index), layerName);
}
void SystemComponent::CreateCollisionGroup(const AZStd::string& groupName, const AzPhysics::CollisionGroup& group)
+2 -2
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@@ -94,7 +94,7 @@ namespace PhysX
//invalid scene handle returns empty
AzPhysics::SimulatedBodyHandleList emptyBodies = sceneInterface->AddSimulatedBodies(AzPhysics::InvalidSceneHandle, configs);
EXPECT_TRUE(emptyBodies.empty());
emptyBodies = sceneInterface->AddSimulatedBodies(AzPhysics::SceneHandle(2347892347890, 7), configs);
emptyBodies = sceneInterface->AddSimulatedBodies(AzPhysics::SceneHandle(static_cast<AZ::u32>(2347892347890), AzPhysics::SceneIndex(7)), configs);
EXPECT_TRUE(emptyBodies.empty());
//add some rigid bodies
@@ -165,7 +165,7 @@ namespace PhysX
//invalid scene handle returns null
AzPhysics::SimulatedBody* nullBody = sceneInterface->GetSimulatedBodyFromHandle(AzPhysics::InvalidSceneHandle, newBodies[0]);
EXPECT_TRUE(nullBody == nullptr);
nullBody = sceneInterface->GetSimulatedBodyFromHandle(AzPhysics::SceneHandle(2347892347890, 7), newBodies[0]);
nullBody = sceneInterface->GetSimulatedBodyFromHandle(AzPhysics::SceneHandle(static_cast<AZ::u32>(2347892347890), AzPhysics::SceneIndex(7)), newBodies[0]);
EXPECT_TRUE(nullBody == nullptr);
//invalid simulated body handle returns null