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@@ -32,4 +32,4 @@ namespace Physics
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;
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}
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}
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} // Physics
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} // Physics
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@@ -34,4 +34,4 @@ namespace Physics
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CharacterColliderConfiguration m_clothConfig;
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CharacterColliderConfiguration m_simulatedObjectColliderConfig;
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};
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} // namespace Physics
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} // namespace Physics
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@@ -28,7 +28,7 @@ namespace Physics
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class CharacterColliderNodeConfiguration
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{
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public:
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AZ_RTTI(CharacterColliderNodeConfiguration, "{C16F3301-0979-400C-B734-692D83755C39}");
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AZ_RTTI(Physics::CharacterColliderNodeConfiguration, "{C16F3301-0979-400C-B734-692D83755C39}");
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AZ_CLASS_ALLOCATOR_DECL
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virtual ~CharacterColliderNodeConfiguration() = default;
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@@ -42,7 +42,7 @@ namespace Physics
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class CharacterColliderConfiguration
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{
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public:
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AZ_RTTI(CharacterColliderConfiguration, "{4DFF1434-DF5B-4ED5-BE0F-D3E66F9B331A}");
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AZ_RTTI(Physics::CharacterColliderConfiguration, "{4DFF1434-DF5B-4ED5-BE0F-D3E66F9B331A}");
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AZ_CLASS_ALLOCATOR_DECL
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virtual ~CharacterColliderConfiguration() = default;
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@@ -63,21 +63,23 @@ namespace Physics
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{
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public:
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AZ_CLASS_ALLOCATOR(CharacterConfiguration, AZ::SystemAllocator, 0);
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AZ_RTTI(CharacterConfiguration, "{58D5A6CA-113B-4AC3-8D53-239DB0C4E240}", AzPhysics::SimulatedBodyConfiguration);
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AZ_RTTI(Physics::CharacterConfiguration, "{58D5A6CA-113B-4AC3-8D53-239DB0C4E240}", AzPhysics::SimulatedBodyConfiguration);
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virtual ~CharacterConfiguration() = default;
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static void Reflect(AZ::ReflectContext* context);
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AzPhysics::CollisionGroups::Id m_collisionGroupId; ///< Which layers does this character collide with.
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AzPhysics::CollisionLayer m_collisionLayer; ///< Which collision layer is this character on.
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MaterialSelection m_materialSelection; ///< Material selected from library for the body associated with the character.
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AZ::Vector3 m_upDirection = AZ::Vector3::CreateAxisZ(); ///< Up direction for character orientation and step behavior.
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float m_maximumSlopeAngle = 30.0f; ///< The maximum slope on which the character can move, in degrees.
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float m_stepHeight = 0.5f; ///< Affects what size steps the character can climb.
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float m_minimumMovementDistance = 0.001f; ///< To avoid jittering, the controller will not attempt to move distances below this.
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float m_maximumSpeed = 100.0f; ///< If the accumulated requested velocity for a tick exceeds this magnitude, it will be clamped.
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AZStd::string m_colliderTag; ///< Used to identify the collider associated with the character controller.
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AzPhysics::CollisionGroups::Id m_collisionGroupId; //!< Which layers does this character collide with.
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AzPhysics::CollisionLayer m_collisionLayer; //!< Which collision layer is this character on.
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MaterialSelection m_materialSelection; //!< Material selected from library for the body associated with the character.
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AZ::Vector3 m_upDirection = AZ::Vector3::CreateAxisZ(); //!< Up direction for character orientation and step behavior.
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float m_maximumSlopeAngle = 30.0f; //!< The maximum slope on which the character can move, in degrees.
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float m_stepHeight = 0.5f; //!< Affects what size steps the character can climb.
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float m_minimumMovementDistance = 0.001f; //!< To avoid jittering, the controller will not attempt to move distances below this.
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float m_maximumSpeed = 100.0f; //!< If the accumulated requested velocity for a tick exceeds this magnitude, it will be clamped.
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AZStd::string m_colliderTag; //!< Used to identify the collider associated with the character controller.
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AZStd::shared_ptr<Physics::ShapeConfiguration> m_shapeConfig; //!< The shape to use when creating the character controller.
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AZStd::vector<AZStd::shared_ptr<Physics::Shape>> m_colliders; //!< The list of colliders to attach to the character controller.
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};
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/// Basic implementation of common character-style needs as a WorldBody. Is not a full-functional ship-ready
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@@ -88,7 +90,7 @@ namespace Physics
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{
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public:
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AZ_CLASS_ALLOCATOR(Character, AZ::SystemAllocator, 0);
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AZ_RTTI(Character, "{962E37A1-3401-4672-B896-0A6157CFAC97}", AzPhysics::SimulatedBody);
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AZ_RTTI(Physics::Character, "{962E37A1-3401-4672-B896-0A6157CFAC97}", AzPhysics::SimulatedBody);
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~Character() override = default;
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@@ -55,7 +55,7 @@ namespace AzPhysics
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//! Flag to determine if the body is part of the simulation.
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//! When true the body will be affected by any forces, collisions, and found with scene queries.
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bool m_simulating = true;
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bool m_simulating = false;
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//! Helper functions for setting user data.
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//! @param userData Can be a pointer to any type as internally will be cast to a void*. Object lifetime not managed by the SimulatedBody.
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+1
@@ -46,6 +46,7 @@ namespace AzPhysics
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->Field("orientation", &SimulatedBodyConfiguration::m_orientation)
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->Field("scale", &SimulatedBodyConfiguration::m_scale)
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->Field("entityId", &SimulatedBodyConfiguration::m_entityId)
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->Field("startSimulationEnabled", &SimulatedBodyConfiguration::m_startSimulationEnabled)
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;
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}
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}
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+2
-1
@@ -29,7 +29,7 @@ namespace AzPhysics
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struct SimulatedBodyConfiguration
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{
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AZ_CLASS_ALLOCATOR_DECL;
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AZ_RTTI(SimulatedBodyConfiguration, "{52844E3D-79C8-4F34-AF63-5C45ADE77F85}");
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AZ_RTTI(AzPhysics::SimulatedBodyConfiguration, "{52844E3D-79C8-4F34-AF63-5C45ADE77F85}");
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static void Reflect(AZ::ReflectContext* context);
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SimulatedBodyConfiguration() = default;
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@@ -39,6 +39,7 @@ namespace AzPhysics
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AZ::Vector3 m_position = AZ::Vector3::CreateZero();
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AZ::Quaternion m_orientation = AZ::Quaternion::CreateIdentity();
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AZ::Vector3 m_scale = AZ::Vector3::CreateOne();
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bool m_startSimulationEnabled = true;
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// Entity/object association.
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AZ::EntityId m_entityId = AZ::EntityId(AZ::EntityId::InvalidEntityId);
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@@ -22,4 +22,4 @@ namespace Physics
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const static AZ::Crc32 CollisionGroupSelector = AZ_CRC("CollisionGroupSelector", 0x7d498664);
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const static AZ::Crc32 MaterialIdSelector = AZ_CRC("MaterialIdSelector", 0x494511ad);
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}
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}
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}
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@@ -52,6 +52,11 @@ namespace Physics
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}
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}
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RagdollConfiguration::RagdollConfiguration()
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{
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m_startSimulationEnabled = false; //ragdolls do not start enabled.
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}
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void RagdollConfiguration::Reflect(AZ::ReflectContext* context)
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{
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AZ::SerializeContext* serializeContext = azrtti_cast<AZ::SerializeContext*>(context);
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@@ -24,6 +24,8 @@
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namespace Physics
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{
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using ParentIndices = AZStd::vector<size_t>;
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class RagdollNodeConfiguration
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: public AzPhysics::RigidBodyConfiguration
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{
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@@ -46,7 +48,7 @@ namespace Physics
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AZ_RTTI(RagdollConfiguration, "{7C96D332-61D8-4C58-A2BF-707716D38D14}", AzPhysics::SimulatedBodyConfiguration);
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static void Reflect(AZ::ReflectContext* context);
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RagdollConfiguration() = default;
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RagdollConfiguration();
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explicit RagdollConfiguration(const RagdollConfiguration& settings) = default;
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RagdollNodeConfiguration* FindNodeConfigByName(const AZStd::string& nodeName) const;
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@@ -56,6 +58,8 @@ namespace Physics
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AZStd::vector<RagdollNodeConfiguration> m_nodes;
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CharacterColliderConfiguration m_colliders;
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RagdollState m_initialState;
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ParentIndices m_parentIndices;
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};
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/// Represents a single rigid part of a ragdoll.
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@@ -79,7 +83,7 @@ namespace Physics
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{
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public:
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AZ_CLASS_ALLOCATOR(Ragdoll, AZ::SystemAllocator, 0);
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AZ_RTTI(Ragdoll, "{01F09602-80EC-4693-A0E7-C2719239044B}", AzPhysics::SimulatedBody);
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AZ_RTTI(Physics::Ragdoll, "{01F09602-80EC-4693-A0E7-C2719239044B}", AzPhysics::SimulatedBody);
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virtual ~Ragdoll() = default;
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/// Inserts the ragdoll into the physics simulation.
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@@ -26,6 +26,22 @@ namespace Physics
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->Field("Scale", &ShapeConfiguration::m_scale)
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;
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}
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if (auto behaviorContext = azrtti_cast<AZ::BehaviorContext*>(context))
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{
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#define REFLECT_SHAPETYPE_ENUM_VALUE(EnumValue) \
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behaviorContext->EnumProperty<(int)Physics::ShapeType::EnumValue>("ShapeType_"#EnumValue) \
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->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Automation) \
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->Attribute(AZ::Script::Attributes::Module, "physics");
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// Note: Here we only expose the types that are available to the user in the editor
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REFLECT_SHAPETYPE_ENUM_VALUE(Box);
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REFLECT_SHAPETYPE_ENUM_VALUE(Sphere);
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REFLECT_SHAPETYPE_ENUM_VALUE(Cylinder);
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REFLECT_SHAPETYPE_ENUM_VALUE(PhysicsAsset);
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#undef REFLECT_SHAPETYPE_ENUM_VALUE
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}
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}
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void SphereShapeConfiguration::Reflect(AZ::ReflectContext* context)
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@@ -246,26 +246,6 @@ namespace Physics
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using SystemRequests = System;
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using SystemRequestBus = AZ::EBus<SystemRequests, SystemRequestsTraits>;
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/// Physics character system global requests.
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class CharacterSystemRequests
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: public AZ::EBusTraits
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{
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public:
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// EBusTraits
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// singleton pattern
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static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
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static const AZ::EBusAddressPolicy AddressPolicy = AZ::EBusAddressPolicy::Single;
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virtual ~CharacterSystemRequests() = default;
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/// Creates the physics representation used to handle basic character interactions (also known as a character
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/// controller).
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virtual AZStd::unique_ptr<Character> CreateCharacter(const CharacterConfiguration& characterConfig,
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const ShapeConfiguration& shapeConfig, AzPhysics::SceneHandle& sceneHandle) = 0;
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};
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typedef AZ::EBus<CharacterSystemRequests> CharacterSystemRequestBus;
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/// Physics system global debug requests.
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class SystemDebugRequests
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: public AZ::EBusTraits
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