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o3de/Gems/PhysX/Code/Tests/PhysXTestCommon.cpp

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C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Tests/PhysXTestCommon.h>
#include <AzFramework/Physics/SimulatedBodies/RigidBody.h>
#include <AzFramework/Physics/SystemBus.h>
#include <AzFramework/Physics/PhysicsScene.h>
#include <AzFramework/Physics/PhysicsSystem.h>
#include <AzFramework/Components/TransformComponent.h>
#include <AzFramework/Physics/Configuration/RigidBodyConfiguration.h>
#include <AzFramework/Physics/Configuration/StaticRigidBodyConfiguration.h>
#include <AzFramework/Physics/SimulatedBodies/RigidBody.h>
#include <AzFramework/Physics/SimulatedBodies/StaticRigidBody.h>
#include <PhysX/SystemComponentBus.h>
#include <BoxColliderComponent.h>
#include <CapsuleColliderComponent.h>
#include <RigidBodyComponent.h>
#include <SphereColliderComponent.h>
#include <Tests/PhysXTestUtil.h>
namespace PhysX
{
namespace TestUtils
{
AZStd::optional<PhysXSystemConfiguration> Test_PhysXSettingsRegistryManager::LoadSystemConfiguration() const
{
return PhysXSystemConfiguration::CreateDefault();
}
AZStd::optional<AzPhysics::SceneConfiguration> Test_PhysXSettingsRegistryManager::LoadDefaultSceneConfiguration() const
{
return AzPhysics::SceneConfiguration::CreateDefault();
}
AZStd::optional<Debug::DebugConfiguration> Test_PhysXSettingsRegistryManager::LoadDebugConfiguration() const
{
return Debug::DebugConfiguration::CreateDefault();
}
void ResetPhysXSystem()
{
if (auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get())
{
physicsSystem->RemoveAllScenes(); //Cleanup any created scenes
//going to stop and restart PhysXSystem to ensure a clean slate.
//copy current config, if available, otherwise use default.
const AzPhysics::SystemConfiguration config = physicsSystem->GetConfiguration() ? *(physicsSystem->GetConfiguration()) : AzPhysics::SystemConfiguration();
physicsSystem->Shutdown(); //shutdown the system (this will clean everything up
physicsSystem->Initialize(&config); //init to a fresh state.
}
}
void UpdateScene(AzPhysics::Scene* scene, float timeStep, AZ::u32 numSteps)
{
for (AZ::u32 i = 0; i < numSteps; i++)
{
scene->StartSimulation(timeStep);
scene->FinishSimulation();
}
}
void UpdateScene(AzPhysics::SceneHandle sceneHandle, float timeStep, AZ::u32 numSteps)
{
auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get();
UpdateScene(physicsSystem->GetScene(sceneHandle), timeStep, numSteps);
}
EntityPtr CreateFlatTestTerrain(AzPhysics::SceneHandle sceneHandle, float width /*= 1.0f*/, float depth /*= 1.0f*/)
{
// Creates a single static box with the top at height 0, starting at (0, 0) and going to (width, depth)
AZ::Vector3 position(width * 0.5f, depth * 0.5f, -1.0f);
AZ::Vector3 dimensions(width, depth, 1.0f);
return CreateStaticBoxEntity(sceneHandle, position, dimensions);
}
EntityPtr CreateSphereEntity(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position,
const float radius, const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
auto colliderConfiguration = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfiguration->m_collisionLayer = layer;
return CreateSphereEntity(sceneHandle, position, radius, colliderConfiguration);
}
EntityPtr CreateSphereEntity(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position, const float radius, const AZStd::shared_ptr<Physics::ColliderConfiguration>& colliderConfig)
{
EntityPtr entity = AZStd::make_shared<AZ::Entity>("TestSphereEntity");
entity->CreateComponent(AZ::Uuid::CreateString("{22B10178-39B6-4C12-BB37-77DB45FDD3B6}")); // TransformComponent
entity->Init();
entity->Activate();
AZ::TransformBus::Event(entity->GetId(), &AZ::TransformBus::Events::SetWorldTranslation, position);
entity->Deactivate();
auto shapeConfig = AZStd::make_shared<Physics::SphereShapeConfiguration>(radius);
auto shpereColliderComponent = entity->CreateComponent<PhysX::SphereColliderComponent>();
shpereColliderComponent->SetShapeConfigurationList({ AzPhysics::ShapeColliderPair(colliderConfig, shapeConfig) });
AzPhysics::RigidBodyConfiguration rigidBodyConfig;
rigidBodyConfig.m_computeMass = false;
entity->CreateComponent<PhysX::RigidBodyComponent>(rigidBodyConfig, sceneHandle);
entity->Activate();
return entity;
}
EntityPtr CreateStaticSphereEntity(AzPhysics::SceneHandle sceneHandle,
const AZ::Vector3& position,
const float radius,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
auto entity = AZStd::make_shared<AZ::Entity>("TestSphereEntity");
entity->CreateComponent(AZ::Uuid::CreateString("{22B10178-39B6-4C12-BB37-77DB45FDD3B6}")); // TransformComponent
entity->Init();
entity->Activate();
AZ::TransformBus::Event(entity->GetId(), &AZ::TransformBus::Events::SetWorldTranslation, position);
entity->Deactivate();
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
auto shapeConfig = AZStd::make_shared<Physics::SphereShapeConfiguration>(radius);
auto sphereColliderComponent = entity->CreateComponent<SphereColliderComponent>();
sphereColliderComponent->SetShapeConfigurationList({ AzPhysics::ShapeColliderPair(colliderConfig, shapeConfig) });
entity->CreateComponent<StaticRigidBodyComponent>(sceneHandle);
entity->Activate();
return entity;
}
EntityPtr CreateBoxEntity(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position, const AZ::Vector3& dimensions,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/, bool isTrigger /*= false*/)
{
auto colliderConfiguration = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfiguration->m_collisionLayer = layer;
colliderConfiguration->m_isTrigger = isTrigger;
return CreateBoxEntity(sceneHandle, position, dimensions, colliderConfiguration);
}
EntityPtr CreateStaticBoxEntity(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position,
const AZ::Vector3& dimensions /*= AZ::Vector3(1.0f)*/,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
EntityPtr entity = AZStd::make_shared<AZ::Entity>("TestBoxEntity");
entity->CreateComponent<AzFramework::TransformComponent>();
entity->Init();
entity->Activate();
AZ::TransformBus::Event(entity->GetId(), &AZ::TransformBus::Events::SetWorldTranslation, position);
entity->Deactivate();
auto shapeConfig = AZStd::make_shared<Physics::BoxShapeConfiguration>(dimensions);
auto boxColliderComponent = entity->CreateComponent<PhysX::BoxColliderComponent>();
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
boxColliderComponent->SetShapeConfigurationList({ AzPhysics::ShapeColliderPair(colliderConfig, shapeConfig) });
entity->CreateComponent<PhysX::StaticRigidBodyComponent>(sceneHandle);
entity->Activate();
return entity;
}
EntityPtr CreateCapsuleEntity(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position,
const float height, const float radius,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
auto entity = AZStd::make_shared<AZ::Entity>("TestCapsuleEntity");
entity->CreateComponent(AZ::Uuid::CreateString("{22B10178-39B6-4C12-BB37-77DB45FDD3B6}")); // TransformComponent
entity->Init();
entity->Activate();
AZ::TransformBus::Event(entity->GetId(), &AZ::TransformBus::Events::SetWorldTranslation, position);
entity->Deactivate();
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
auto shapeConfig = AZStd::make_shared<Physics::CapsuleShapeConfiguration>(height, radius);
auto capsuleColliderComponent = entity->CreateComponent<CapsuleColliderComponent>();
capsuleColliderComponent->SetShapeConfigurationList({ AzPhysics::ShapeColliderPair(colliderConfig, shapeConfig) });
AzPhysics::RigidBodyConfiguration rigidBodyConfig;
rigidBodyConfig.m_computeMass = false;
entity->CreateComponent<RigidBodyComponent>(rigidBodyConfig, sceneHandle);
entity->Activate();
return entity;
}
EntityPtr CreateStaticCapsuleEntity(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position,
const float height, const float radius,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
auto entity = AZStd::make_shared<AZ::Entity>("TestCapsuleEntity");
entity->CreateComponent(AZ::Uuid::CreateString("{22B10178-39B6-4C12-BB37-77DB45FDD3B6}")); // TransformComponent
entity->Init();
entity->Activate();
AZ::TransformBus::Event(entity->GetId(), &AZ::TransformBus::Events::SetWorldTranslation, position);
entity->Deactivate();
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
auto shapeConfig = AZStd::make_shared<Physics::CapsuleShapeConfiguration>(height, radius);
auto capsuleColliderComponent = entity->CreateComponent<CapsuleColliderComponent>();
capsuleColliderComponent->SetShapeConfigurationList({ AzPhysics::ShapeColliderPair(colliderConfig, shapeConfig) });
entity->CreateComponent<StaticRigidBodyComponent>(sceneHandle);
entity->Activate();
return entity;
}
AzPhysics::SimulatedBodyHandle AddStaticTriangleMeshCubeToScene(AzPhysics::SceneHandle scene, float halfExtent)
{
// Generate input data
VertexIndexData cubeMeshData = GenerateCubeMeshData(halfExtent);
AZStd::vector<AZ::u8> cookedData;
bool cookingResult = false;
Physics::SystemRequestBus::BroadcastResult(cookingResult, &Physics::SystemRequests::CookTriangleMeshToMemory,
cubeMeshData.first.data(), static_cast<AZ::u32>(cubeMeshData.first.size()),
cubeMeshData.second.data(), static_cast<AZ::u32>(cubeMeshData.second.size()),
cookedData);
AZ_Assert(cookingResult, "Failed to cook the cube mesh.");
// Setup shape & collider configurations
auto shapeConfig = AZStd::make_shared<Physics::CookedMeshShapeConfiguration>();
shapeConfig->SetCookedMeshData(cookedData.data(), cookedData.size(),
Physics::CookedMeshShapeConfiguration::MeshType::TriangleMesh);
AzPhysics::StaticRigidBodyConfiguration staticRigidBodyConfiguration;
staticRigidBodyConfiguration.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(
AZStd::make_shared<Physics::ColliderConfiguration>(), shapeConfig);
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return sceneInterface->AddSimulatedBody(scene, &staticRigidBodyConfiguration);
}
return AzPhysics::InvalidSimulatedBodyHandle;
}
AzPhysics::SimulatedBodyHandle AddKinematicTriangleMeshCubeToScene(AzPhysics::SceneHandle scene, float halfExtent, AzPhysics::MassComputeFlags massComputeFlags)
{
// Generate input data
VertexIndexData cubeMeshData = GenerateCubeMeshData(halfExtent);
AZStd::vector<AZ::u8> cookedData;
bool cookingResult = false;
Physics::SystemRequestBus::BroadcastResult(cookingResult, &Physics::SystemRequests::CookTriangleMeshToMemory,
cubeMeshData.first.data(), static_cast<AZ::u32>(cubeMeshData.first.size()),
cubeMeshData.second.data(), static_cast<AZ::u32>(cubeMeshData.second.size()),
cookedData);
AZ_Assert(cookingResult, "Failed to cook the cube mesh.");
// Setup shape & collider configurations
auto shapeConfig = AZStd::make_shared<Physics::CookedMeshShapeConfiguration>();
shapeConfig->SetCookedMeshData(cookedData.data(), cookedData.size(),
Physics::CookedMeshShapeConfiguration::MeshType::TriangleMesh);
AzPhysics::RigidBodyConfiguration rigidBodyConfiguration;
rigidBodyConfiguration.m_kinematic = true;
rigidBodyConfiguration.SetMassComputeFlags(massComputeFlags);
rigidBodyConfiguration.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(
AZStd::make_shared<Physics::ColliderConfiguration>(), shapeConfig);
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return sceneInterface->AddSimulatedBody(scene, &rigidBodyConfiguration);
}
return AzPhysics::InvalidSimulatedBodyHandle;
}
void SetCollisionLayer(EntityPtr& entity, const AZStd::string& layerName, const AZStd::string& colliderTag)
{
Physics::CollisionFilteringRequestBus::Event(entity->GetId(), &Physics::CollisionFilteringRequests::SetCollisionLayer, layerName, AZ::Crc32(colliderTag.c_str()));
}
void SetCollisionGroup(EntityPtr& entity, const AZStd::string& groupName, const AZStd::string& colliderTag)
{
Physics::CollisionFilteringRequestBus::Event(entity->GetId(), &Physics::CollisionFilteringRequests::SetCollisionGroup, groupName, AZ::Crc32(colliderTag.c_str()));
}
void ToggleCollisionLayer(EntityPtr& entity, const AZStd::string& layerName, bool enabled, const AZStd::string& colliderTag)
{
Physics::CollisionFilteringRequestBus::Event(entity->GetId(), &Physics::CollisionFilteringRequests::ToggleCollisionLayer, layerName, AZ::Crc32(colliderTag.c_str()), enabled);
}
EntityPtr CreateBoxEntity(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position, const AZ::Vector3& dimensions,
const AZStd::shared_ptr<Physics::ColliderConfiguration>& colliderConfig)
{
EntityPtr entity = AZStd::make_shared<AZ::Entity>("TestBoxEntity");
entity->CreateComponent<AzFramework::TransformComponent>();
entity->Init();
entity->Activate();
AZ::TransformBus::Event(entity->GetId(), &AZ::TransformBus::Events::SetWorldTranslation, position);
entity->Deactivate();
auto shapeConfig = AZStd::make_shared<Physics::BoxShapeConfiguration>(dimensions);
auto boxColliderComponent = entity->CreateComponent<PhysX::BoxColliderComponent>();
boxColliderComponent->SetShapeConfigurationList({ AzPhysics::ShapeColliderPair(colliderConfig, shapeConfig) });
AzPhysics::RigidBodyConfiguration rigidBodyConfig;
rigidBodyConfig.m_computeMass = false;
entity->CreateComponent<PhysX::RigidBodyComponent>(rigidBodyConfig, sceneHandle);
entity->Activate();
return entity;
}
EntityPtr AddUnitTestBoxComponentsMix(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position, const char* name)
{
EntityPtr entity = AZStd::make_shared<AZ::Entity>(name);
AZ::TransformConfig transformConfig;
transformConfig.m_worldTransform = AZ::Transform::CreateTranslation(position);
entity->CreateComponent<AzFramework::TransformComponent>()->SetConfiguration(transformConfig);
AzPhysics::ShapeColliderPairList shapeConfigList = { AzPhysics::ShapeColliderPair(
AZStd::make_shared<Physics::ColliderConfiguration>(),
AZStd::make_shared<Physics::BoxShapeConfiguration>()) };
auto boxCollider = entity->CreateComponent<BoxColliderComponent>();
boxCollider->SetShapeConfigurationList(shapeConfigList);
AzPhysics::RigidBodyConfiguration rigidBodyConfig;
entity->CreateComponent<RigidBodyComponent>(rigidBodyConfig, sceneHandle);
// Removing and adding component can cause race condition in component activation code if dependencies are not correct
// Simulation of user removing one collider and adding another
entity->RemoveComponent(boxCollider);
delete boxCollider;
entity->CreateComponent<BoxColliderComponent>()->SetShapeConfigurationList(shapeConfigList);
entity->Init();
entity->Activate();
return entity;
}
PhysX::PointList GeneratePyramidPoints(float length)
{
const PointList points
{
AZ::Vector3(length, 0.0f, 0.0f),
AZ::Vector3(-length, 0.0f, 0.0f),
AZ::Vector3(0.0f, length, 0.0f),
AZ::Vector3(0.0f, -length, 0.0f),
AZ::Vector3(0.0f, 0.0f, length)
};
return points;
}
PhysX::VertexIndexData GenerateCubeMeshData(float halfExtent)
{
const PointList points
{
AZ::Vector3(-halfExtent, -halfExtent, halfExtent),
AZ::Vector3(halfExtent, -halfExtent, halfExtent),
AZ::Vector3(-halfExtent, halfExtent, halfExtent),
AZ::Vector3(halfExtent, halfExtent, halfExtent),
AZ::Vector3(-halfExtent, -halfExtent, -halfExtent),
AZ::Vector3(halfExtent, -halfExtent, -halfExtent),
AZ::Vector3(-halfExtent, halfExtent, -halfExtent),
AZ::Vector3(halfExtent, halfExtent, -halfExtent)
};
const AZStd::vector<AZ::u32> indices =
{
0, 1, 2, 2, 1, 3,
2, 3, 7, 2, 7, 6,
7, 3, 1, 1, 5, 7,
0, 2, 4, 2, 6, 4,
0, 4, 1, 1, 4, 5,
4, 6, 5, 5, 6, 7
};
return AZStd::make_pair(points, indices);
}
AzPhysics::StaticRigidBody* AddStaticFloorToScene(AzPhysics::SceneHandle sceneHandle, const AZ::Transform& transform)
{
AzPhysics::StaticRigidBodyConfiguration staticBodyConfiguration;
staticBodyConfiguration.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(
AZStd::make_shared<Physics::ColliderConfiguration>(),
AZStd::make_shared<Physics::BoxShapeConfiguration>(AZ::Vector3(20.0f, 20.0f, 1.0f)));
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
AzPhysics::SimulatedBodyHandle simBodyHandle = sceneInterface->AddSimulatedBody(sceneHandle, &staticBodyConfiguration);
if (auto* floor = azdynamic_cast<AzPhysics::StaticRigidBody*>(sceneInterface->GetSimulatedBodyFromHandle(sceneHandle, simBodyHandle)))
{
floor->SetTransform(transform);
return floor;
}
}
return nullptr;
}
AzPhysics::StaticRigidBody* AddStaticUnitBoxToScene(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position)
{
AzPhysics::SimulatedBodyHandle simBodyHandle = AddStaticBoxToScene(sceneHandle, position);
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return azdynamic_cast<AzPhysics::StaticRigidBody*>(sceneInterface->GetSimulatedBodyFromHandle(sceneHandle, simBodyHandle));
}
return nullptr;
}
AzPhysics::RigidBody* AddUnitBoxToScene(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position)
{
AzPhysics::SimulatedBodyHandle simBodyHandle = AddBoxToScene(sceneHandle, position);
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return azdynamic_cast<AzPhysics::RigidBody*>(sceneInterface->GetSimulatedBodyFromHandle(sceneHandle, simBodyHandle));
}
return nullptr;
}
AzPhysics::SimulatedBodyHandle AddSphereToScene(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position,
const float radius /*= 0.5f*/, const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
auto shapeConfiguration = AZStd::make_shared<Physics::SphereShapeConfiguration>();
shapeConfiguration->m_radius = radius;
AzPhysics::RigidBodyConfiguration rigidBodySettings;
rigidBodySettings.m_computeMass = false;
rigidBodySettings.m_computeInertiaTensor = false;
rigidBodySettings.m_computeCenterOfMass = false;
rigidBodySettings.m_mass = 1.0f;
rigidBodySettings.m_position = position;
rigidBodySettings.m_linearDamping = 0.0f;
rigidBodySettings.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(colliderConfig, shapeConfiguration);
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return sceneInterface->AddSimulatedBody(sceneHandle, &rigidBodySettings);
}
return AzPhysics::InvalidSimulatedBodyHandle;
}
AzPhysics::SimulatedBodyHandle AddCapsuleToScene(AzPhysics::SceneHandle sceneHandle, const AZ::Vector3& position,
const float height /*= 2.0f*/, const float radius /*= 0.5f*/,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
AzPhysics::RigidBodyConfiguration rigidBodySettings;
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
colliderConfig->m_rotation = AZ::Quaternion::CreateRotationX(AZ::Constants::HalfPi);
rigidBodySettings.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(colliderConfig,
AZStd::make_shared<Physics::CapsuleShapeConfiguration>(height, radius));
rigidBodySettings.m_position = position;
rigidBodySettings.m_computeMass = false;
rigidBodySettings.m_computeInertiaTensor = false;
rigidBodySettings.m_computeCenterOfMass = false;
rigidBodySettings.m_mass = 1.0f;
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return sceneInterface->AddSimulatedBody(sceneHandle, &rigidBodySettings);
}
return AzPhysics::InvalidSimulatedBodyHandle;
}
AzPhysics::SimulatedBodyHandle AddBoxToScene(AzPhysics::SceneHandle sceneHandle,
const AZ::Vector3& position, const AZ::Vector3& dimensions /*= AZ::Vector3(1.0f)*/,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
auto shapeConfiguration = AZStd::make_shared<Physics::BoxShapeConfiguration>();
shapeConfiguration->m_dimensions = dimensions;
AzPhysics::RigidBodyConfiguration rigidBodySettings;
rigidBodySettings.m_computeMass = false;
rigidBodySettings.m_computeInertiaTensor = false;
rigidBodySettings.m_computeCenterOfMass = false;
rigidBodySettings.m_mass = 1.0f;
rigidBodySettings.m_position = position;
rigidBodySettings.m_linearDamping = 0.0f;
rigidBodySettings.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(colliderConfig, shapeConfiguration);
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return sceneInterface->AddSimulatedBody(sceneHandle, &rigidBodySettings);
}
return AzPhysics::InvalidSimulatedBodyHandle;
}
AzPhysics::SimulatedBodyHandle AddStaticBoxToScene(AzPhysics::SceneHandle sceneHandle,
const AZ::Vector3& position, const AZ::Vector3& dimensions /*= AZ::Vector3(1.0f)*/,
const AzPhysics::CollisionLayer& layer /*= AzPhysics::CollisionLayer::Default*/)
{
auto colliderConfig = AZStd::make_shared<Physics::ColliderConfiguration>();
colliderConfig->m_collisionLayer = layer;
auto shapeConfiguration = AZStd::make_shared<Physics::BoxShapeConfiguration>();
shapeConfiguration->m_dimensions = dimensions;
AzPhysics::StaticRigidBodyConfiguration rigidBodySettings;
rigidBodySettings.m_position = position;
rigidBodySettings.m_colliderAndShapeData = AzPhysics::ShapeColliderPair(colliderConfig, shapeConfiguration);
if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
{
return sceneInterface->AddSimulatedBody(sceneHandle, &rigidBodySettings);
}
return AzPhysics::InvalidSimulatedBodyHandle;
}
float GetPositionElement(EntityPtr entity, int element)
{
AZ::Transform transform = AZ::Transform::CreateIdentity();
AZ::TransformBus::EventResult(transform, entity->GetId(), &AZ::TransformInterface::GetWorldTM);
return transform.GetTranslation().GetElement(element);
}
}
}