* New Heightfield Components
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Misc PR fixes
* Fixed linux build failure from bad #include
* Renamed "Terrain Physics Collider" to "Terrain Physics Heightfield Collider" per physics team feedback
* Fixed 1/5 -> 1/4 typo in a comment
* Added missing member copies in HeightfieldShapeConfiguration
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Addressed PR feedback
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Changes from review
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Remove tabs accidently added
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
* Fixed overly complicated scaling math.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Added comments to make it more obvious what's happening on CreateEnd / DestroyBegin.
Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
* Moved Heightfield CreatePxGeometryFromConfig into its own function
Signed-off-by: John Jones-Steele <jjjoness@amazon.com>
Co-authored-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
Using triangle mesh with a kinematic rigid body is allowed, but the options "Compute COM", "Compute Mass" and "Compute Inertia" are not supported by PhysX and an error in logged that default values for COM, Mass and Inertia will be used. Now this situation is captured and an explanatory warning is used instead.
- Improved RigidBody::UpdateMassProperties function to apply the same logic in the treatment of shapes for all three parameters: COM, Mass and Inertia.
- Improved UpdateMassProperties function by using references for the override parameters instead of pointers.
- Improved function that computes the Center of Mass UpdateCenterOfMass (renamed from UpdateComputedCenterOfMass), to include the same shapes that the compute mass and inertia functions in physx updateMassAndInertia, which is to include all shapes if includeAllShapesInMassCalculation is true, else include only the shapes with eSIMULATION_SHAPE flag.
- Removed unused private function RigidBody::ComputeInertia.
- Added unit test to check when the warnings are fired correctly when COM, Mass or Inertia are asked to be computed on a rigid body with triangle mesh shapes.
- Improved MassComputeFixture tests by not only using Box shape, but also sphere and capture, plus improved the PossibleMassComputeFlags parameters to include all possible variations of the MassComputeFlags flags.
Fixes#3322Fixes#3979
Signed-off-by: moraaar <moraaar@amazon.com>
* {LYN-4514} Re-factored Blast gem's python asset builder
* Re-factored Blast gem's python asset builder so that the .blast file creates an asset info scene manifest
* Added a python script to act as a SceneAPI script + Python Asset Builder (blast_asset_builder.py)
* renaming types from "Slice" to "Chunk"
Tests: Re-enabled Gems/Blast/Code/Tests/Editor/EditorBlastSliceAssetHandlerTest.cpp
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* renaming from Slice to Chunks
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* updated the Copyright
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* Removing StdAfx.h includes
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* null check added m_blastChunksAsset.Get()
removing 'slice' like EditorBlastSliceAssetHandlerTestFixture
delete old asset builder blast file
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* adding source deps for FBX -> BLAST file
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* removing slice name
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* Adding error message and updates from PR
Signed-off-by: Jackson <23512001+jackalbe@users.noreply.github.com>
* Final update copyright headers to reference license files at the repo root
Signed-off-by: spham <spham@amazon.com>
* Fix copyright validator unit tests to support the stale O3DE header scenario
Signed-off-by: spham <spham@amazon.com>
* Move SetUseForwardPassIblSpecular to happen when acquiring a mesh, instead of immediately after so that we don't build the drawpacket twice for every mesh
* Update the MeshFeatureProcessor to use the booleans from the descriptor directly instead of having loose booleans in the MeshDataInstance
* m_excludeFromReflectionCubeMaps is not (and does not need to be) part of the descriptor, since setting is cheap and doesn't duplicate work that is done when acquiring the mesh
* Added clone methods for the buffer, model lod and model assets.
* Cloning works via the creators.
* Mesh handle/instance now knows about the model asset it originated from as well as the cloned model asset that we need for instancing until instancing works without the dependencies to the asset ids.
* MeshComponentRequestBus returns the original asset id and the model asset. If you need access to the clone, go by the model.
* Cloth component mesh now gettings its model asset from the model as it needs to work on the clone.
* Moved the requires cloning function from the mesh loader in the mesh feature processor to the mesh component controller.
* As we need the model asset to be loaded before we can check if it requires cloning or not, we couldn't pass in a bool from the controller but had to use a callback.
* Using asset hint instead of asset id for the model lod asset creator error.
* Storing a map of source buffer asset ids and the actual cloned buffer assets rather than just their ids.
* Using the buffer assets from the new map directly and removed the search process in the mesh loop where the asset views are created.
* Fixed the vegetation mocks.
* Using the actor's mesh asset when emitting the on model ready event for the mesh component notification bus.
* Mesh components notifications connection policy changed to adapt to cloned model asset.
* Handling empty meshes in model lod asset creator.
* Removed the requires cloning callback from the mesh feature processor and made it a parameter to the acquire mesh function
* Fixing mocks and unit tests