bring across lua raycast improvements from 1.x
Signed-off-by: greerdv <greerdv@amazon.com>
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@@ -326,6 +326,12 @@ namespace PhysX
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AzPhysics::SceneQueryHit Shape::RayCastInternal(const AzPhysics::RayCastRequest& worldSpaceRequest, const physx::PxTransform& pose)
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{
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if (const bool shouldCollide = worldSpaceRequest.m_collisionGroup.GetMask() & m_collisionLayer.GetMask();
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!shouldCollide)
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{
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return AzPhysics::SceneQueryHit();
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}
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const physx::PxVec3 start = PxMathConvert(worldSpaceRequest.m_start);
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const physx::PxVec3 unitDir = PxMathConvert(worldSpaceRequest.m_direction);
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const physx::PxU32 maxHits = 1;
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