Merge pull request #3411 from aws-lumberyard-dev/MPWeaponSQ2

Added a helper function for constructing CollisionGroup from CollisionGroups::Id. Removed remaining touch bending related code
This commit is contained in:
SergeyAMZN
2021-08-24 18:23:42 +01:00
committed by GitHub
5 changed files with 37 additions and 63 deletions
@@ -309,5 +309,12 @@ namespace AzPhysics
group.SetLayer(layer, true);
return group;
}
CollisionGroup GetCollisionGroupById(const CollisionGroups::Id& id)
{
CollisionGroup group;
Physics::CollisionRequestBus::BroadcastResult(group, &Physics::CollisionRequests::GetCollisionGroupById, id);
return group;
}
}
@@ -34,7 +34,6 @@ namespace AzPhysics
static const CollisionGroup None; //!< Collide with nothing
static const CollisionGroup All; //!< Collide with everything
static const CollisionGroup All_NoTouchBend; //!< Collide with everything, except Touch Bendable Vegetation.
//! Construct a Group with the given bitmask.
//! The each bit in the bitmask corresponds to a CollisionLayer.
@@ -174,4 +173,9 @@ namespace AzPhysics
private:
AZStd::vector<Preset> m_groups;
};
//! Retrieves a Group with the given Id of a collision group.
//! This will lookup the group Id to retrieve the group mask. If not found, CollisionGroup::All is returned.
//! @param id The Id of the group to look up the group mask.
CollisionGroup GetCollisionGroupById(const CollisionGroups::Id& id);
}
@@ -31,7 +31,6 @@ namespace AzPhysics
static void Reflect(AZ::ReflectContext* context);
static const CollisionLayer Default; //!< Default collision layer, 0.
static const CollisionLayer TouchBend; //!< Touch Bendable Vegetation collision layer.
//! Construct a layer with the given index.
//! @param index The index of the layer. Must be between 0 - CollisionLayers::MaxCollisionLayers. Default CollisionLayer::Default.