Files
o3de/Gems/EMotionFX/Code/Tests/PhysicsSetupUtils.cpp
T
2021-03-08 14:30:57 -08:00

54 lines
1.8 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <EMotionFX/Source/PhysicsSetup.h>
#include <EMotionFX/Source/Actor.h>
#include "PhysicsSetupUtils.h"
namespace EMotionFX
{
size_t PhysicsSetupUtils::CountColliders(const Actor* actor, PhysicsSetup::ColliderConfigType colliderConfigType, bool ignoreShapeType, Physics::ShapeType shapeTypeToCount)
{
const AZStd::shared_ptr<PhysicsSetup>& physicsSetup = actor->GetPhysicsSetup();
Physics::CharacterColliderConfiguration* colliderConfig = physicsSetup->GetColliderConfigByType(colliderConfigType);
if (!colliderConfig)
{
return 0;
}
size_t result = 0;
for (const Physics::CharacterColliderNodeConfiguration& nodeConfig : colliderConfig->m_nodes)
{
if (ignoreShapeType)
{
// Count in all colliders.
result += nodeConfig.m_shapes.size();
}
else
{
// Count in only the given collider type.
for (const Physics::ShapeConfigurationPair& shapeConfigPair : nodeConfig.m_shapes)
{
if (shapeConfigPair.second->GetShapeType() == shapeTypeToCount)
{
result++;
}
}
}
}
return result;
}
} //namespace EMotionFX