Integrating up through commit 90f050496

This commit is contained in:
alexpete
2021-04-07 14:03:29 -07:00
parent 8f2ed080a9
commit c2cbd430fe
2694 changed files with 285622 additions and 176874 deletions
@@ -20,6 +20,7 @@
#include <AzCore/RTTI/BehaviorContext.h>
#include <AzFramework/Physics/CharacterBus.h>
#include <AzFramework/Physics/Common/PhysicsSceneQueries.h>
#include <EMotionFX/Source/Allocators.h>
#include <EMotionFX/Source/SingleThreadScheduler.h>
@@ -52,7 +53,10 @@
#include <Integration/System/SystemComponent.h>
#include <Integration/System/CVars.h>
#include <AzFramework/Physics/World.h>
#include <AzFramework/Physics/PhysicsScene.h>
#include <AzFramework/Physics/Common/PhysicsSceneQueries.h>
#include <AzFramework/Physics/Common/PhysicsTypes.h>
#include <Integration/MotionExtractionBus.h>
@@ -799,22 +803,27 @@ namespace EMotionFX
RaycastRequests::RaycastResult rayResult;
// Build the ray request in the physics system.
Physics::RayCastRequest physicsRayRequest;
AzPhysics::RayCastRequest physicsRayRequest;
physicsRayRequest.m_start = rayRequest.m_start;
physicsRayRequest.m_direction = rayRequest.m_direction;
physicsRayRequest.m_distance = rayRequest.m_distance;
physicsRayRequest.m_queryType = rayRequest.m_queryType;
// Cast the ray in the physics system.
Physics::RayCastHit physicsRayResult;
Physics::WorldRequestBus::EventResult(physicsRayResult, Physics::DefaultPhysicsWorldId, &Physics::WorldRequests::RayCast, physicsRayRequest);
if (physicsRayResult) // We intersected.
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
rayResult.m_position = physicsRayResult.m_position;
rayResult.m_normal = physicsRayResult.m_normal;
rayResult.m_intersected = true;
if (AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
sceneHandle != AzPhysics::InvalidSceneHandle)
{
AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &physicsRayRequest);
if (result) // We intersected.
{
rayResult.m_position = result.m_hits[0].m_position;
rayResult.m_normal = result.m_hits[0].m_normal;
rayResult.m_intersected = true;
}
}
}
return rayResult;
}