combined the 2 physics shape collider config pair types into 1(#778)
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@@ -13,6 +13,7 @@
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#ifdef HAVE_BENCHMARK
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#include <Benchmarks/PhysXBenchmarkWashingMachine.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzFramework/Physics/PhysicsScene.h>
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#include <AzFramework/Physics/PhysicsSystem.h>
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#include <AzFramework/Physics/SystemBus.h>
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@@ -96,9 +97,12 @@ namespace PhysX::Benchmarks
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config.m_position.SetY((cylinderRadius + halfCylinderWallThickness) * std::sin(AZ::Constants::TwoPi * i / NumCylinderSide) + position.GetY());
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config.m_position.SetZ(z);
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config.m_orientation = AZ::Quaternion::CreateRotationZ(AZ::Constants::HalfPi + (cylinderTheta * i));
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Physics::ColliderConfiguration colliderConfig;
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Physics::BoxShapeConfiguration shapeConfiguration(AZ::Vector3(cylinderRadius, cylinderWallThickness, cylinderHeight));
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config.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(&colliderConfig, &shapeConfiguration);
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auto shapeConfiguration = AZStd::make_shared<Physics::BoxShapeConfiguration>(
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AZ::Vector3(cylinderRadius, cylinderWallThickness, cylinderHeight));
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config.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(
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AZStd::make_shared<Physics::ColliderConfiguration>(), shapeConfiguration);
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m_cylinder[i] = scene->AddSimulatedBody(&config);
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}
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@@ -114,9 +118,9 @@ namespace PhysX::Benchmarks
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bladeRigidBodyConfig.m_position = position;
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bladeRigidBodyConfig.m_position.SetZ(position.GetZ() + (bladeHeight / 2.0f));
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bladeRigidBodyConfig.m_orientation = AZ::Quaternion::CreateRotationZ(0.0f);
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Physics::ColliderConfiguration bladeColliderConfig;
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Physics::BoxShapeConfiguration bladeShapeConfiguration(AZ::Vector3(bladeLength, 1.0f, bladeHeight));
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bladeRigidBodyConfig.m_colliderAndShapeData = AZStd::make_pair(&bladeColliderConfig, &bladeShapeConfiguration);
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auto bladeShapeConfiguration = AZStd::make_shared<Physics::BoxShapeConfiguration>(AZ::Vector3(bladeLength, 1.0f, bladeHeight));
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bladeRigidBodyConfig.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(
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AZStd::make_shared<Physics::ColliderConfiguration>(), bladeShapeConfiguration);
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m_blade = scene->AddSimulatedBody(&bladeRigidBodyConfig);
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}
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