Making terrain query resolution a single float instead of a Vector2 (#7186)
* Making terrain query resolution a single float instead of a Vector2 Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Keeping the concept of different x/y step sizes in region queries since that may be useful and is separate from query resolution. Also keeping the concept of different x/y step sizes in physics since that's independent of the terrain gem. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Formatting cleanups Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * A few more minor cleanups Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Added support to convert serialized Vector2 query resolution to a single float. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Switch ray intersection check back to using separate values for x and y resolution Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Fixing new unit tests added to use float query resolution. Signed-off-by: Ken Pruiksma <pruiksma@amazon.com> * Updating automated test Signed-off-by: Ken Pruiksma <pruiksma@amazon.com>
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@@ -133,7 +133,7 @@ namespace PhysX
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{
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physx::PxHeightField* heightfield = nullptr;
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const AZ::Vector2 gridSpacing = heightfieldConfig.GetGridResolution();
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const AZ::Vector2& gridSpacing = heightfieldConfig.GetGridResolution();
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const int32_t numCols = heightfieldConfig.GetNumColumns();
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const int32_t numRows = heightfieldConfig.GetNumRows();
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