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
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@@ -309,5 +309,12 @@ namespace AzPhysics
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group.SetLayer(layer, true);
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return group;
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}
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CollisionGroup GetCollisionGroupById(const CollisionGroups::Id& id)
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{
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CollisionGroup group;
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Physics::CollisionRequestBus::BroadcastResult(group, &Physics::CollisionRequests::GetCollisionGroupById, id);
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return group;
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}
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}
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@@ -34,7 +34,6 @@ namespace AzPhysics
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static const CollisionGroup None; //!< Collide with nothing
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static const CollisionGroup All; //!< Collide with everything
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static const CollisionGroup All_NoTouchBend; //!< Collide with everything, except Touch Bendable Vegetation.
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//! Construct a Group with the given bitmask.
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//! The each bit in the bitmask corresponds to a CollisionLayer.
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@@ -174,4 +173,9 @@ namespace AzPhysics
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private:
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AZStd::vector<Preset> m_groups;
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};
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//! Retrieves a Group with the given Id of a collision group.
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//! This will lookup the group Id to retrieve the group mask. If not found, CollisionGroup::All is returned.
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//! @param id The Id of the group to look up the group mask.
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CollisionGroup GetCollisionGroupById(const CollisionGroups::Id& id);
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}
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@@ -31,7 +31,6 @@ namespace AzPhysics
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static void Reflect(AZ::ReflectContext* context);
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static const CollisionLayer Default; //!< Default collision layer, 0.
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static const CollisionLayer TouchBend; //!< Touch Bendable Vegetation collision layer.
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//! Construct a layer with the given index.
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//! @param index The index of the layer. Must be between 0 - CollisionLayers::MaxCollisionLayers. Default CollisionLayer::Default.
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