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Added Compliant Contact Mode to Physics LKG (#65)
Added Compliant Contact Mode to Physics LKG. Note: the link to PhysX 5.1 will be valid after the next release, since at the moment it's only part to development branch. Signed-off-by: moraaar <[email protected]>
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testing-guidance/workflow-tests/physics/physics-lkg-workflows.md

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| PhysX Colliders collide with expected entities | <ol><li>Create an entity for each of the [PhysX Primitive Collider shape(s)](#physx-primitive-collider-shapes), PhysX Mesh Collider or [PhysX Shape Collider shape(s)](#physx-shape-collider-shapes) under test.</li> <li>Add a PhysX Primitive Collider, PhysX Mesh Collider or PhysX Shape Collider with their partner [Shape](#PhysX-Shape-Collider-shapes)<li>Set up a scene in which entities with colliders will collide onto each other.</li><li>Run the Simulation in Editor Game Mode or in the Game Launcher.</li></ol> | <ul><li>PhysX Primitive Colliders components are successfully added to entities.</li><li>PhysX Shape Colliders alert users to the need for corresponding shape meshes.</li><li>PhysX Mesh Collider works when a mesh asset is applied.</li><li>Colliders collide as expected when colliding with entities.</li> |
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| Collision Groups & Layers Collide according to their matched rules | <ol><li>In the PhysX Configuration Tool create a secondary collision layer and secondary collision group.</li><li>Create enough entities with colliders set up a scene with the desired combinations of Groups and Layer collisions under test.</li><li>Run the Simulation in Editor Game Mode or in the Game Launcher.<ol> | <ul><li>PhysX Configuration tool opens without issue.</li><li>New Layers and Groups can be assigned via the Layers & Collides with Collider properties.</li><li>PhysX Colliders collide with expected entities according to their Layers & Collision Groups.</li></ul> |
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| PhysX Materials can be applied to colliders and impact their collisions | <ol><li>Create a PhysX Primitive Collider, PhysX Mesh Collider and PhysX Shape Collider entity setup with appropriate Collider components for each PhysX Material under test.</li><li>Add the desired PhysX Material(s) under test to the entities created.</li><li>Set up the scene so that the entities with PhysX Materials under test will collide with something.</li><li>Run the Simulation in Editor Game Mode or in the Game Launcher.</li></ol> | <ul><li>PhysX Colliders can have PhysX Materials applied.</li><li>PhysX Material properties are applied to Colliders and impact their collisions.</li> |
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| PhysX Materials can be applied to colliders and impact their collisions | <ol><li>Create a PhysX Primitive Collider, PhysX Mesh Collider and PhysX Shape Collider entity setup with appropriate Collider components for each PhysX Material under test.</li><li>Add the desired PhysX Material(s) under test to the entities created.</li><li>Set up the scene so that the entities with PhysX Materials under test will collide with something.</li><li>Run the Simulation in Editor Game Mode or in the Game Launcher.</li></ol> | <ul><li>PhysX Colliders can have PhysX Materials applied.</li><li>PhysX Material properties are applied to Colliders and impact their collisions.</li><li>When [PhysX 5.1](https://www.o3de.org/docs/user-guide/interactivity/physics/nvidia-physx/#physx-version-support) is enabled, PhysX Materials include Compliant Contact Mode properties and they affect the Colliders and impact their collisions.</li> |
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| PhysX colliders can have their offset and contact offset modified and their collision behavior is impacted accordingly | <ol><li>Set an offset and contact offset for PhysX Mesh Collider and PhysX Primitive colliders with all supported [PhysX Primitive Collider shape(s)](#physx-primitive-collider-shapes).</li><li>Set up a scene in which created PhysX colliders with modified offsets and contact offsets collide with simulated rigid bodies moved by PhysX forces.</li><li>Set a contact offset and translation offset for for each of [PhysX Shape Collider shape(s)](#physx-shape-collider-shapes) by using flag enabled Translation Offset (translation offset can be enabled by adding _"EnableShapeComponentTranslationOffset": true_ under _"Amazon" -> "Preferences"_ in _editorpreferences.setreg_ file).</li><li>Set up a scene in which created PhysX Shape colliders with modified shape translation offsets and contact offsets collide with simulated rigid bodies moved by PhysX forces.</li></ol> | <ul><li>PhysX Primitive Colliders can have their offsets and contact offsets modified.</li><ul><li>PhysX Mesh Colliders can have their offsets and contact offsets modified.</li><li>PhysX Shape colliders can have their contact offsets and flag enabled shape translation offsets modified.</li><li>PhysX Primitive colliders, PhysX Mesh colliders and PhysX shape colliders with offsets modified as described above collide with PhysX rigid bodies and other PhysX entities during simulations.</li></ul>
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