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@ -687,12 +687,6 @@ namespace PhysX
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[[maybe_unused]] const AZ::Vector3& colliderScale,
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[[maybe_unused]] const AZ::Vector3& colliderScale,
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[[maybe_unused]] const bool forceUniformScaling) const
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[[maybe_unused]] const bool forceUniformScaling) const
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{
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{
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const int numColumns = heightfieldShapeConfig.GetNumColumns();
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const int numRows = heightfieldShapeConfig.GetNumRows();
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const float minXBounds = -(numColumns * heightfieldShapeConfig.GetGridResolution().GetX()) / 2.0f;
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const float minYBounds = -(numRows * heightfieldShapeConfig.GetGridResolution().GetY()) / 2.0f;
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auto heights = heightfieldShapeConfig.GetSamples();
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auto heights = heightfieldShapeConfig.GetSamples();
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if (heights.empty())
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if (heights.empty())
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@ -700,6 +694,12 @@ namespace PhysX
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return;
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return;
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}
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}
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const int numColumns = heightfieldShapeConfig.GetNumColumns();
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const int numRows = heightfieldShapeConfig.GetNumRows();
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const float minXBounds = -(numColumns * heightfieldShapeConfig.GetGridResolution().GetX()) / 2.0f;
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const float minYBounds = -(numRows * heightfieldShapeConfig.GetGridResolution().GetY()) / 2.0f;
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for (int xIndex = 0; xIndex < numColumns - 1; xIndex++)
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for (int xIndex = 0; xIndex < numColumns - 1; xIndex++)
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{
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{
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for (int yIndex = 0; yIndex < numRows - 1; yIndex++)
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for (int yIndex = 0; yIndex < numRows - 1; yIndex++)
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