Merge pull request #7040 from aws-lumberyard-dev/TerrainMaterialsFix

LYN-7640 Terrain Physics Materials hooked up all the way down to PhysX
This commit is contained in:
SergeyAMZN
2022-01-24 10:25:51 +00:00
committed by GitHub
8 changed files with 307 additions and 76 deletions
@@ -35,16 +35,15 @@ namespace Physics
{
}
virtual ~HeightMaterialPoint() = default;
~HeightMaterialPoint() = default;
static void Reflect(AZ::ReflectContext* context);
AZ_RTTI(HeightMaterialPoint, "{DF167ED4-24E6-4F7B-8AB7-42622F7DBAD3}");
AZ_TYPE_INFO(HeightMaterialPoint, "{DF167ED4-24E6-4F7B-8AB7-42622F7DBAD3}");
float m_height{ 0.0f }; //!< Holds the height of this point in the heightfield relative to the heightfield entity location.
QuadMeshType m_quadMeshType{ QuadMeshType::SubdivideUpperLeftToBottomRight }; //!< By default, create two triangles like this |\|, where this point is in the upper left corner.
uint8_t m_materialIndex{ 0 }; //!< The surface material index for the upper left corner of this quad.
uint16_t m_padding{ 0 }; //!< available for future use.
};
//! An interface to provide heightfield values.
@@ -189,6 +189,9 @@ namespace PhysX
configuration.m_entityId = GetEntityId();
configuration.m_debugName = GetEntity()->GetName();
// Update material selection from the mapping
Utils::SetMaterialsFromHeightfieldProvider(GetEntityId(), m_colliderConfig.m_materialSelection);
AzPhysics::ShapeColliderPairList colliderShapePairs;
colliderShapePairs.emplace_back(AZStd::make_shared<Physics::ColliderConfiguration>(m_colliderConfig), m_shapeConfig);
configuration.m_colliderAndShapeData = colliderShapePairs;
@@ -140,6 +140,10 @@ namespace PhysX
Physics::HeightfieldShapeConfiguration& configuration = static_cast<Physics::HeightfieldShapeConfiguration&>(*m_shapeConfig.second);
configuration = Utils::CreateHeightfieldShapeConfiguration(GetEntityId());
// Update material selection from the mapping
Physics::ColliderConfiguration* colliderConfig = m_shapeConfig.first.get();
Utils::SetMaterialsFromHeightfieldProvider(GetEntityId(), colliderConfig->m_materialSelection);
}
void HeightfieldColliderComponent::RefreshHeightfield()
+84 -49
View File
@@ -66,6 +66,68 @@ namespace PhysX
}
}
AZStd::pair<uint8_t, uint8_t> GetPhysXMaterialIndicesFromHeightfieldSamples(
const AZStd::vector<Physics::HeightMaterialPoint>& samples,
const int32_t row, const int32_t col,
const int32_t numRows, const int32_t numCols)
{
uint8_t materialIndex0 = 0;
uint8_t materialIndex1 = 0;
const bool lastRowIndex = (row == (numRows - 1));
const bool lastColumnIndex = (col == (numCols - 1));
// In PhysX, the material indices refer to the quad down and to the right of the sample.
// If we're in the last row or last column, there aren't any quads down or to the right,
// so just clear these out.
if (lastRowIndex || lastColumnIndex)
{
return { materialIndex0, materialIndex1 };
}
auto GetIndex = [numCols](int32_t row, int32_t col)
{
return (row * numCols) + col;
};
// Our source data is providing one material index per vertex, but PhysX wants one material index
// per triangle. The heuristic that we'll go with for selecting the material index is to choose
// the material for the vertex that's not on the diagonal of each triangle.
// Ex: A *---* B
// | / | For this, we'll use A for index0 and D for index1.
// C *---* D
//
// Ex: A *---* B
// | \ | For this, we'll use C for index0 and B for index1.
// C *---* D
//
// This is a pretty arbitrary choice, so the heuristic might need to be revisited over time if this
// causes incorrect or unpredictable physics material mappings.
const Physics::HeightMaterialPoint& currentSample = samples[GetIndex(row, col)];
switch (currentSample.m_quadMeshType)
{
case Physics::QuadMeshType::SubdivideUpperLeftToBottomRight:
materialIndex0 = samples[GetIndex(row + 1, col)].m_materialIndex;
materialIndex1 = samples[GetIndex(row, col + 1)].m_materialIndex;
break;
case Physics::QuadMeshType::SubdivideBottomLeftToUpperRight:
materialIndex0 = currentSample.m_materialIndex;
materialIndex1 = samples[GetIndex(row + 1, col + 1)].m_materialIndex;
break;
case Physics::QuadMeshType::Hole:
materialIndex0 = physx::PxHeightFieldMaterial::eHOLE;
materialIndex1 = physx::PxHeightFieldMaterial::eHOLE;
break;
default:
AZ_Assert(false, "Unhandled case in GetPhysXMaterialIndicesFromHeightfieldSamples");
break;
}
return { materialIndex0, materialIndex1 };
}
void CreatePxGeometryFromHeightfield(
Physics::HeightfieldShapeConfiguration& heightfieldConfig, physx::PxGeometryHolder& pxGeometry)
{
@@ -116,12 +178,8 @@ namespace PhysX
for (int32_t row = 0; row < numRows; row++)
{
const bool lastRowIndex = (row == (numRows - 1));
for (int32_t col = 0; col < numCols; col++)
{
const bool lastColumnIndex = (col == (numCols - 1));
auto GetIndex = [numCols](int32_t row, int32_t col)
{
return (row * numCols) + col;
@@ -134,52 +192,15 @@ namespace PhysX
AZ_Assert(currentSample.m_materialIndex < physxMaximumMaterialIndex, "MaterialIndex must be less than 128");
currentPhysxSample.height = azlossy_cast<physx::PxI16>(
AZ::GetClamp(currentSample.m_height, minHeightBounds, maxHeightBounds) * scaleFactor);
if (lastRowIndex || lastColumnIndex)
{
// In PhysX, the material indices refer to the quad down and to the right of the sample.
// If we're in the last row or last column, there aren't any quads down or to the right,
// so just clear these out.
currentPhysxSample.materialIndex0 = 0;
currentPhysxSample.materialIndex1 = 0;
}
else
{
// Our source data is providing one material index per vertex, but PhysX wants one material index
// per triangle. The heuristic that we'll go with for selecting the material index is to choose
// the material for the vertex that's not on the diagonal of each triangle.
// Ex: A *---* B
// | / | For this, we'll use A for index0 and D for index1.
// C *---* D
//
// Ex: A *---* B
// | \ | For this, we'll use C for index0 and B for index1.
// C *---* D
//
// This is a pretty arbitrary choice, so the heuristic might need to be revisited over time if this
// causes incorrect or unpredictable physics material mappings.
switch (currentSample.m_quadMeshType)
{
case Physics::QuadMeshType::SubdivideUpperLeftToBottomRight:
currentPhysxSample.materialIndex0 = samples[GetIndex(row + 1, col)].m_materialIndex;
currentPhysxSample.materialIndex1 = samples[GetIndex(row, col + 1)].m_materialIndex;
// Set the tesselation flag to say that we need to go from UL to BR
currentPhysxSample.materialIndex0.setBit();
break;
case Physics::QuadMeshType::SubdivideBottomLeftToUpperRight:
currentPhysxSample.materialIndex0 = currentSample.m_materialIndex;
currentPhysxSample.materialIndex1 = samples[GetIndex(row + 1, col + 1)].m_materialIndex;
break;
case Physics::QuadMeshType::Hole:
currentPhysxSample.materialIndex0 = physx::PxHeightFieldMaterial::eHOLE;
currentPhysxSample.materialIndex1 = physx::PxHeightFieldMaterial::eHOLE;
break;
default:
AZ_Warning("PhysX Heightfield", false, "Unhandled case in CreatePxGeometryFromConfig");
currentPhysxSample.materialIndex0 = 0;
currentPhysxSample.materialIndex1 = 0;
break;
}
auto [materialIndex0, materialIndex1] = GetPhysXMaterialIndicesFromHeightfieldSamples(samples, row, col, numRows, numCols);
currentPhysxSample.materialIndex0 = materialIndex0;
currentPhysxSample.materialIndex1 = materialIndex1;
if (currentSample.m_quadMeshType == Physics::QuadMeshType::SubdivideUpperLeftToBottomRight)
{
// Set the tesselation flag to say that we need to go from UL to BR
currentPhysxSample.setTessFlag();
}
}
}
@@ -1562,6 +1583,20 @@ namespace PhysX
return configuration;
}
void SetMaterialsFromHeightfieldProvider(const AZ::EntityId& heightfieldProviderId, Physics::MaterialSelection& materialSelection)
{
AZStd::vector<Physics::MaterialId> materialList;
Physics::HeightfieldProviderRequestsBus::EventResult(
materialList, heightfieldProviderId, &Physics::HeightfieldProviderRequestsBus::Events::GetMaterialList);
materialSelection.SetMaterialSlots(Physics::MaterialSelection::SlotsArray(materialList.size(), ""));
for (int i = 0; i < materialList.size(); ++i)
{
materialSelection.SetMaterialId(materialList[i], i);
}
}
} // namespace Utils
namespace ReflectionUtils
+7
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@@ -188,8 +188,15 @@ namespace PhysX
//! Returns defaultValue if the input is infinite or NaN, otherwise returns the input unchanged.
const AZ::Vector3& Sanitize(const AZ::Vector3& input, const AZ::Vector3& defaultValue = AZ::Vector3::CreateZero());
AZStd::pair<uint8_t, uint8_t> GetPhysXMaterialIndicesFromHeightfieldSamples(
const AZStd::vector<Physics::HeightMaterialPoint>& samples,
const int32_t row, const int32_t col,
const int32_t numRows, const int32_t numCols);
Physics::HeightfieldShapeConfiguration CreateHeightfieldShapeConfiguration(AZ::EntityId entityId);
void SetMaterialsFromHeightfieldProvider(const AZ::EntityId& heightfieldProviderId, Physics::MaterialSelection& materialSelection);
namespace Geometry
{
using PointList = AZStd::vector<AZ::Vector3>;
@@ -19,6 +19,7 @@
#include <AzFramework/Physics/Components/SimulatedBodyComponentBus.h>
#include <PhysX/MockPhysXHeightfieldProviderComponent.h>
#include <AzCore/Casting/lossy_cast.h>
#include <Utils.h>
using ::testing::NiceMock;
using ::testing::Return;
@@ -27,18 +28,28 @@ namespace PhysXEditorTests
{
AZStd::vector<Physics::HeightMaterialPoint> GetSamples()
{
AZStd::vector<Physics::HeightMaterialPoint> samples{ { 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 2.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 1.5f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 1.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 1.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 0.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight },
{ 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight } };
AZStd::vector<Physics::HeightMaterialPoint> samples{ { 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 0 },
{ 2.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 1 },
{ 1.5f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 2 },
{ 1.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 0 },
{ 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 1 },
{ 1.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 2 },
{ 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 0 },
{ 0.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 1 },
{ 3.0f, Physics::QuadMeshType::SubdivideUpperLeftToBottomRight, 2 } };
return samples;
}
AZStd::vector<Physics::MaterialId> GetMaterialList()
{
AZStd::vector<Physics::MaterialId> materials{
{Physics::MaterialId::FromUUID("{EC976D51-2C26-4C1E-BBF2-75BAAAFA162C}")},
{Physics::MaterialId::FromUUID("{B9836F51-A235-4781-95E3-A6302BEE9EFF}")},
{Physics::MaterialId::FromUUID("{7E060707-BB03-47EB-B046-4503C7145B6E}")}
};
return materials;
}
EntityPtr SetupHeightfieldComponent()
{
// create an editor entity with a shape collider component and a box shape component
@@ -78,6 +89,7 @@ namespace PhysXEditorTests
x = -3.0f;
y = 3.0f;
});
ON_CALL(mockShapeRequests, GetMaterialList).WillByDefault(Return(GetMaterialList()));
}
EntityPtr TestCreateActiveGameEntityFromEditorEntity(AZ::Entity* editorEntity)
@@ -89,6 +101,89 @@ namespace PhysXEditorTests
return gameEntity;
}
class PhysXEditorHeightfieldFixture : public PhysXEditorFixture
{
public:
void SetUp() override
{
PhysXEditorFixture::SetUp();
PopulateDefaultMaterialLibrary();
m_editorEntity = SetupHeightfieldComponent();
m_editorMockShapeRequests = AZStd::make_unique<NiceMock<UnitTest::MockPhysXHeightfieldProvider>>(m_editorEntity->GetId());
SetupMockMethods(*m_editorMockShapeRequests.get());
m_editorEntity->Activate();
m_gameEntity = TestCreateActiveGameEntityFromEditorEntity(m_editorEntity.get());
m_gameMockShapeRequests = AZStd::make_unique<NiceMock<UnitTest::MockPhysXHeightfieldProvider>>(m_gameEntity->GetId());
SetupMockMethods(*m_gameMockShapeRequests.get());
m_gameEntity->Activate();
}
void TearDown() override
{
CleanupHeightfieldComponent();
m_editorEntity = nullptr;
m_gameEntity = nullptr;
m_editorMockShapeRequests = nullptr;
m_gameMockShapeRequests = nullptr;
PhysXEditorFixture::TearDown();
}
void PopulateDefaultMaterialLibrary()
{
AZ::Data::AssetId assetId = AZ::Data::AssetId(AZ::Uuid::Create());
// Create an asset out of our Script Event
Physics::MaterialLibraryAsset* matLibAsset = aznew Physics::MaterialLibraryAsset;
{
const AZStd::vector<Physics::MaterialId> matIds = GetMaterialList();
for (const Physics::MaterialId& matId : matIds)
{
Physics::MaterialFromAssetConfiguration matConfig;
matConfig.m_id = matId;
matConfig.m_configuration.m_surfaceType = matId.GetUuid().ToString<AZStd::string>();
matLibAsset->AddMaterialData(matConfig);
}
}
// Note: There is no interface to simply update material library asset. It has to go via updating the entire configuration which causes assets reloading.
// It makes sense as a safety mechanism in the Editor but makes it harder to write tests.
// Hence have to work around it via const_cast here to be able to simply set the generated asset into configuration.
AzPhysics::SystemConfiguration* sysConfig = const_cast<AzPhysics::SystemConfiguration*>(AZ::Interface<AzPhysics::SystemInterface>::Get()->GetConfiguration());
AZ::Data::Asset<Physics::MaterialLibraryAsset> assetData(assetId, matLibAsset, AZ::Data::AssetLoadBehavior::Default);
sysConfig->m_materialLibraryAsset = assetData;
}
Physics::Material* GetMaterialFromRaycast(float x, float y)
{
AzPhysics::RayCastRequest request;
request.m_start = AZ::Vector3(x, y, 5.0f);
request.m_direction = AZ::Vector3(0.0f, 0.0f, -1.0f);
request.m_distance = 10.0f;
//query the scene
auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get();
AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(m_defaultSceneHandle, &request);
EXPECT_EQ(result.m_hits.size(), 1);
if (result)
{
return result.m_hits[0].m_material;
}
return nullptr;
};
EntityPtr m_editorEntity;
EntityPtr m_gameEntity;
AZStd::unique_ptr<NiceMock<UnitTest::MockPhysXHeightfieldProvider>> m_editorMockShapeRequests;
AZStd::unique_ptr<NiceMock<UnitTest::MockPhysXHeightfieldProvider>> m_gameMockShapeRequests;
};
TEST_F(PhysXEditorFixture, EditorHeightfieldColliderComponentDependenciesSatisfiedEntityIsValid)
{
@@ -149,21 +244,13 @@ namespace PhysXEditorTests
CleanupHeightfieldComponent();
}
TEST_F(PhysXEditorFixture, EditorHeightfieldColliderComponentHeightfieldColliderWithAABoxCorrectRuntimeGeometry)
TEST_F(PhysXEditorHeightfieldFixture, EditorHeightfieldColliderComponentHeightfieldColliderWithAABoxCorrectRuntimeGeometry)
{
EntityPtr editorEntity = SetupHeightfieldComponent();
NiceMock<UnitTest::MockPhysXHeightfieldProvider> mockShapeRequests(editorEntity->GetId());
SetupMockMethods(mockShapeRequests);
editorEntity->Activate();
EntityPtr gameEntity = TestCreateActiveGameEntityFromEditorEntity(editorEntity.get());
NiceMock<UnitTest::MockPhysXHeightfieldProvider> mockShapeRequests2(gameEntity->GetId());
SetupMockMethods(mockShapeRequests2);
gameEntity->Activate();
AZ::EntityId gameEntityId = m_gameEntity->GetId();
AzPhysics::SimulatedBody* staticBody = nullptr;
AzPhysics::SimulatedBodyComponentRequestsBus::EventResult(
staticBody, gameEntity->GetId(), &AzPhysics::SimulatedBodyComponentRequests::GetSimulatedBody);
staticBody, gameEntityId, &AzPhysics::SimulatedBodyComponentRequests::GetSimulatedBody);
const auto* pxRigidStatic = static_cast<const physx::PxRigidStatic*>(staticBody->GetNativePointer());
PHYSX_SCENE_READ_LOCK(pxRigidStatic->getScene());
@@ -183,7 +270,7 @@ namespace PhysXEditorTests
int32_t numRows{ 0 };
int32_t numColumns{ 0 };
Physics::HeightfieldProviderRequestsBus::Event(
gameEntity->GetId(), &Physics::HeightfieldProviderRequestsBus::Events::GetHeightfieldGridSize, numColumns, numRows);
gameEntityId, &Physics::HeightfieldProviderRequestsBus::Events::GetHeightfieldGridSize, numColumns, numRows);
EXPECT_EQ(numColumns, heightfield->getNbColumns());
EXPECT_EQ(numRows, heightfield->getNbRows());
@@ -194,12 +281,12 @@ namespace PhysXEditorTests
float minHeightBounds{ 0.0f };
float maxHeightBounds{ 0.0f };
Physics::HeightfieldProviderRequestsBus::Event(
gameEntity->GetId(), &Physics::HeightfieldProviderRequestsBus::Events::GetHeightfieldHeightBounds, minHeightBounds,
gameEntityId, &Physics::HeightfieldProviderRequestsBus::Events::GetHeightfieldHeightBounds, minHeightBounds,
maxHeightBounds);
AZStd::vector<Physics::HeightMaterialPoint> samples;
Physics::HeightfieldProviderRequestsBus::EventResult(
samples, gameEntity->GetId(), &Physics::HeightfieldProviderRequestsBus::Events::GetHeightsAndMaterials);
samples, gameEntityId, &Physics::HeightfieldProviderRequestsBus::Events::GetHeightsAndMaterials);
const float halfBounds{ (maxHeightBounds - minHeightBounds) / 2.0f };
const float scaleFactor = (maxHeightBounds <= minHeightBounds) ? 1.0f : AZStd::numeric_limits<int16_t>::max() / halfBounds;
@@ -208,7 +295,82 @@ namespace PhysXEditorTests
EXPECT_EQ(samplePhysX.height, azlossy_cast<physx::PxI16>(samplePhysics.m_height * scaleFactor));
}
}
CleanupHeightfieldComponent();
}
TEST_F(PhysXEditorHeightfieldFixture, EditorHeightfieldColliderComponentHeightfieldColliderCorrectMaterials)
{
AZ::EntityId gameEntityId = m_gameEntity->GetId();
int32_t numRows{ 0 };
int32_t numColumns{ 0 };
Physics::HeightfieldProviderRequestsBus::Event(
gameEntityId, &Physics::HeightfieldProviderRequestsBus::Events::GetHeightfieldGridSize, numColumns, numRows);
EXPECT_EQ(numRows, 3);
EXPECT_EQ(numColumns, 3);
AZStd::vector<Physics::HeightMaterialPoint> samples;
Physics::HeightfieldProviderRequestsBus::EventResult(
samples, gameEntityId, &Physics::HeightfieldProviderRequestsBus::Events::GetHeightsAndMaterials);
AzPhysics::SimulatedBody* staticBody = nullptr;
AzPhysics::SimulatedBodyComponentRequestsBus::EventResult(
staticBody, gameEntityId, &AzPhysics::SimulatedBodyComponentRequests::GetSimulatedBody);
const auto* pxRigidStatic = static_cast<const physx::PxRigidStatic*>(staticBody->GetNativePointer());
PHYSX_SCENE_READ_LOCK(pxRigidStatic->getScene());
physx::PxShape* shape = nullptr;
pxRigidStatic->getShapes(&shape, 1, 0);
physx::PxHeightFieldGeometry heightfieldGeometry;
shape->getHeightFieldGeometry(heightfieldGeometry);
physx::PxHeightField* heightfield = heightfieldGeometry.heightField;
AZStd::vector<AZStd::string> physicsSurfaceTypes;
for (Physics::MaterialId materialId : GetMaterialList())
{
physicsSurfaceTypes.emplace_back(materialId.GetUuid().ToString<AZStd::string>());
}
// PhysX Heightfield cooking doesn't map 1-1 sample material indices to triangle material indices
// Hence hardcoding the expected material indices in the test
const AZStd::array<int, 4> physicsMaterialsValidationDataIndex = {0, 2, 1, 1};
for (int sampleRow = 0; sampleRow < numRows; ++sampleRow)
{
for (int sampleColumn = 0; sampleColumn < numColumns; ++sampleColumn)
{
physx::PxHeightFieldSample samplePhysX = heightfield->getSample(sampleRow, sampleColumn);
auto [materialIndex0, materialIndex1] = PhysX::Utils::GetPhysXMaterialIndicesFromHeightfieldSamples(samples, sampleRow, sampleColumn, numRows, numColumns);
EXPECT_EQ(samplePhysX.materialIndex0, materialIndex0);
EXPECT_EQ(samplePhysX.materialIndex1, materialIndex1);
if (sampleRow != numRows - 1 && sampleColumn != numColumns - 1)
{
const float x_offset = -0.25f;
const float y_offset = 0.75f;
const float secondRayOffset = 0.5f;
float rayX = x_offset + sampleColumn;
float rayY = y_offset + sampleRow;
Physics::Material* mat1 = GetMaterialFromRaycast(rayX, rayY);
EXPECT_NE(mat1, nullptr);
Physics::Material* mat2 = GetMaterialFromRaycast(rayX + secondRayOffset, rayY + secondRayOffset);
EXPECT_NE(mat2, nullptr);
if (mat1)
{
AZStd::string expectedMaterialName = physicsSurfaceTypes[physicsMaterialsValidationDataIndex[sampleRow * 2 + sampleColumn]];
EXPECT_EQ(mat1->GetSurfaceTypeName(), expectedMaterialName);
}
}
}
}
}
} // namespace PhysXEditorTests
@@ -70,6 +70,24 @@ namespace PhysXEditorTests
}
}
void PhysXEditorFixture::ConnectToPVD()
{
auto* debug = AZ::Interface<PhysX::Debug::PhysXDebugInterface>::Get();
if (debug)
{
debug->ConnectToPvd();
}
}
void PhysXEditorFixture::DisconnectFromPVD()
{
auto* debug = AZ::Interface<PhysX::Debug::PhysXDebugInterface>::Get();
if (debug)
{
debug->DisconnectFromPvd();
}
}
// DefaultWorldBus
AzPhysics::SceneHandle PhysXEditorFixture::GetDefaultSceneHandle() const
{
@@ -48,6 +48,9 @@ namespace PhysXEditorTests
void SetUp() override;
void TearDown() override;
void ConnectToPVD();
void DisconnectFromPVD();
// DefaultWorldBus
AzPhysics::SceneHandle GetDefaultSceneHandle() const override;