fixing bug with subdivision level for runtime asset colliders and adding caching for collider aabbs
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@@ -330,10 +330,9 @@ namespace PhysX
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}
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const bool hasNonUniformScale = (AZ::NonUniformScaleRequestBus::FindFirstHandler(GetEntityId()) != nullptr);
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// the value for the subdivision level doesn't matter in the runtime, because any approximation of primitives will already have
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// happened in the editor, so can pass an arbitrary value here
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AZ::u8 subdivisionLevel = 0;
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Utils::GetShapesFromAsset(physicsAssetConfiguration, componentColliderConfiguration, hasNonUniformScale, subdivisionLevel, m_shapes);
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AZ::u8 subdivisionLevel = physicsAssetConfiguration.m_subdivisionLevel;
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Utils::GetShapesFromAsset(physicsAssetConfiguration, componentColliderConfiguration, hasNonUniformScale,
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physicsAssetConfiguration.m_subdivisionLevel, m_shapes);
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return true;
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}
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