Minor fixups for terrain physics collide lyn 7692 (#5413)
* First commit Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com> * completed changes Signed-off-by: John Jones-Steele <82226755+jjjoness@users.noreply.github.com>
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@@ -185,12 +185,12 @@ namespace Terrain
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void TerrainPhysicsColliderComponent::GetHeightfieldHeightBounds(float& minHeightBounds, float& maxHeightBounds) const
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{
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AZ::Aabb heightfieldAabb = GetHeightfieldAabb();
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const AZ::Aabb heightfieldAabb = GetHeightfieldAabb();
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// Because our terrain heights are relative to the center of the bounding box, the min and max allowable heights are also
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// relative to the center. They are also clamped to the size of the bounding box.
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minHeightBounds = -(heightfieldAabb.GetZExtent() / 2.0f);
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maxHeightBounds = heightfieldAabb.GetZExtent() / 2.0f;
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minHeightBounds = -maxHeightBounds;
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}
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AZ::Transform TerrainPhysicsColliderComponent::GetHeightfieldTransform() const
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@@ -199,9 +199,7 @@ namespace Terrain
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AZ::Vector3 translate;
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AZ::TransformBus::EventResult(translate, GetEntityId(), &AZ::TransformBus::Events::GetWorldTranslation);
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AZ::Transform transform = AZ::Transform::CreateTranslation(translate);
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return transform;
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return AZ::Transform::CreateTranslation(translate);
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}
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void TerrainPhysicsColliderComponent::GenerateHeightsInBounds(AZStd::vector<float>& heights) const
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