static rigid body and rigid body component use Handles instead of pointers (#662)
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+6
-2
@@ -99,6 +99,11 @@ namespace AzPhysics
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classElement.RemoveElementByName(AZ_CRC_CE("Property Visibility Flags"));
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}
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if (classElement.GetVersion() <= 4)
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{
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classElement.RemoveElementByName(AZ_CRC_CE("Simulated"));
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}
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return true;
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}
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}
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@@ -110,7 +115,7 @@ namespace AzPhysics
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if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
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{
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serializeContext->Class<RigidBodyConfiguration, AzPhysics::SimulatedBodyConfiguration>()
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->Version(4, &Internal::RigidBodyVersionConverter)
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->Version(5, &Internal::RigidBodyVersionConverter)
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->Field("Initial linear velocity", &RigidBodyConfiguration::m_initialLinearVelocity)
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->Field("Initial angular velocity", &RigidBodyConfiguration::m_initialAngularVelocity)
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->Field("Linear damping", &RigidBodyConfiguration::m_linearDamping)
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@@ -119,7 +124,6 @@ namespace AzPhysics
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->Field("Start Asleep", &RigidBodyConfiguration::m_startAsleep)
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->Field("Interpolate Motion", &RigidBodyConfiguration::m_interpolateMotion)
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->Field("Gravity Enabled", &RigidBodyConfiguration::m_gravityEnabled)
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->Field("Simulated", &RigidBodyConfiguration::m_simulated)
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->Field("Kinematic", &RigidBodyConfiguration::m_kinematic)
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->Field("CCD Enabled", &RigidBodyConfiguration::m_ccdEnabled)
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->Field("Compute Mass", &RigidBodyConfiguration::m_computeMass)
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@@ -57,7 +57,6 @@ namespace AzPhysics
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bool m_startAsleep = false;
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bool m_interpolateMotion = false;
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bool m_gravityEnabled = true;
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bool m_simulated = true;
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bool m_kinematic = false;
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bool m_ccdEnabled = false; //!< Whether continuous collision detection is enabled.
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float m_ccdMinAdvanceCoefficient = 0.15f; //!< Coefficient affecting how granularly time is subdivided in CCD.
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@@ -62,7 +62,7 @@ namespace AzPhysics
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virtual void SetLinearVelocity(const AZ::Vector3& velocity) = 0;
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virtual AZ::Vector3 GetAngularVelocity() const = 0;
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virtual void SetAngularVelocity(const AZ::Vector3& angularVelocity) = 0;
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virtual AZ::Vector3 GetLinearVelocityAtWorldPoint(const AZ::Vector3& worldPoint) = 0;
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virtual AZ::Vector3 GetLinearVelocityAtWorldPoint(const AZ::Vector3& worldPoint) const = 0;
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virtual void ApplyLinearImpulse(const AZ::Vector3& impulse) = 0;
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virtual void ApplyLinearImpulseAtWorldPoint(const AZ::Vector3& impulse, const AZ::Vector3& worldPoint) = 0;
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virtual void ApplyAngularImpulse(const AZ::Vector3& angularImpulse) = 0;
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