Merge branch 'main' of https://github.com/aws-lumberyard/o3de into Spawnable/ScriptCanvas/Integration

This commit is contained in:
sconel
2021-05-28 10:48:44 -07:00
693 changed files with 7869 additions and 7695 deletions
@@ -172,78 +172,10 @@ namespace AZ
//! Rotation modifiers
//! @{
//! @deprecated Use SetLocalRotation()
//! Sets the entity's rotation in the world.
//! The origin of the axes is the entity's position in world space.
//! @param eulerAnglesRadians A three-dimensional vector, containing Euler angles in radians, to rotate the entity by.
virtual void SetRotation([[maybe_unused]] const AZ::Vector3& eulerAnglesRadians) {}
//! @deprecated Use SetLocalRotation()
//! Sets the entity's rotation around the world's X axis.
//! The origin of the axis is the entity's position in world space.
//! @param eulerAngleRadians The X coordinate Euler angle in radians to use for the entity's rotation.
virtual void SetRotationX([[maybe_unused]] float eulerAngleRadian) {}
//! @deprecated Use SetLocalRotation()
//! Sets the entity's rotation around the world's Y axis.
//! The origin of the axis is the entity's position in world space.
//! @param eulerAngleRadians The Y coordinate Euler angle in radians to use for the entity's rotation.
virtual void SetRotationY([[maybe_unused]] float eulerAngleRadian) {}
//! @deprecated Use SetLocalRotation()
//! Sets the entity's rotation around the world's Z axis.
//! The origin of the axis is the entity's position in world space.
//! @param eulerAngleRadians The Z coordinate Euler angle in radians to use for the entity's rotation.
virtual void SetRotationZ([[maybe_unused]] float eulerAngleRadian) {}
//! @deprecated Use SetLocalRotationQuaternion()
//! Sets the entity's rotation in the world in quaternion notation.
//! The origin of the axes is the entity's position in world space.
//! @param quaternion A quaternion that represents the rotation to use for the entity.
virtual void SetRotationQuaternion([[maybe_unused]] const AZ::Quaternion& quaternion) {}
//! @deprecated Use RotateAroundLocalX()
//! Rotates the entity around the world's X axis.
//! The origin of the axis is the entity's position in world space.
//! @param eulerAngleRadians The Euler angle in radians by which to rotate the entity around the X axis.
virtual void RotateByX([[maybe_unused]] float eulerAngleRadian) {}
//! @deprecated Use RotateAroundLocalY()
//! Rotates the entity around the world's Y axis.
//! The origin of the axis is the entity's position in world space.
//! @param eulerAngleRadians The Euler angle in radians by which to rotate the entity around the Y axis.
virtual void RotateByY([[maybe_unused]] float eulerAngleRadian) {}
//! @deprecated Use RotateAroundLocalZ()
//! Rotates the entity around the world's Z axis.
//! The origin of the axis is the entity's position in world space.
//! @param eulerAngleRadians The Euler angle in radians by which to rotate the entity around the Z axis.
virtual void RotateByZ([[maybe_unused]] float eulerAngleRadian) {}
//! @deprecated Use GetLocalRotation()
//! Gets the entity's rotation in the world in Euler angles rotation in radians.
//! @return A three-dimensional vector, containing Euler angles in radians, that represents the entity's rotation.
virtual AZ::Vector3 GetRotationEulerRadians() { return AZ::Vector3(FLT_MAX); }
//! @deprecated Use GetLocalRotationQuaternion()
//! Gets the entity's rotation in the world in quaternion format.
//! @return A quaternion that represents the entity's rotation in world space.
virtual AZ::Quaternion GetRotationQuaternion() { return AZ::Quaternion::CreateZero(); }
//! @deprecated Use GetLocalRotation()
//! Gets the entity's rotation around the world's X axis.
//! @return The Euler angle in radians by which the the entity is rotated around the X axis in world space.
virtual float GetRotationX() { return FLT_MAX; }
//! @deprecated Use GetLocalRotation()
//! Gets the entity's rotation around the world's Y axis.
//! @return The Euler angle in radians by which the the entity is rotated around the Y axis in world space.
virtual float GetRotationY() { return FLT_MAX; }
//! @deprecated Use GetLocalRotation()
//! Gets the entity's rotation around the world's Z axis.
//! @return The Euler angle in radians by which the the entity is rotated around the Z axis in world space.
virtual float GetRotationZ() { return FLT_MAX; }
virtual void SetWorldRotationQuaternion([[maybe_unused]] const AZ::Quaternion& quaternion) {}
//! Get angles in radian for each principle axis around which the world transform is
//! rotated in the order of z-axis and y-axis and then x-axis.
@@ -19,7 +19,7 @@ namespace AZ
{
inline namespace PlatformDefaults
{
static const char* PlatformNames[PlatformId::NumPlatformIds] = { PlatformPC, PlatformES3, PlatformIOS, PlatformOSX, PlatformProvo, PlatformSalem, PlatformJasper, PlatformServer, PlatformAll, PlatformAllClient };
static const char* PlatformNames[PlatformId::NumPlatformIds] = { PlatformPC, PlatformAndroid, PlatformIOS, PlatformMac, PlatformProvo, PlatformSalem, PlatformJasper, PlatformServer, PlatformAll, PlatformAllClient };
const char* PlatformIdToPalFolder(AZ::PlatformId platform)
{
@@ -31,11 +31,11 @@ namespace AZ
{
case AZ::PC:
return "PC";
case AZ::ES3:
case AZ::ANDROID_ID:
return "Android";
case AZ::IOS:
return "iOS";
case AZ::OSX:
case AZ::MAC_ID:
return "Mac";
case AZ::PROVO:
return "Provo";
@@ -66,11 +66,11 @@ namespace AZ
}
else if (osPlatform == PlatformCodeNameMac)
{
return PlatformOSX;
return PlatformMac;
}
else if (osPlatform == PlatformCodeNameAndroid)
{
return PlatformES3;
return PlatformAndroid;
}
else if (osPlatform == PlatformCodeNameiOS)
{
@@ -207,13 +207,13 @@ namespace AZ
platformCodes.emplace_back(PlatformCodeNameWindows);
platformCodes.emplace_back(PlatformCodeNameLinux);
break;
case PlatformId::ES3:
case PlatformId::ANDROID_ID:
platformCodes.emplace_back(PlatformCodeNameAndroid);
break;
case PlatformId::IOS:
platformCodes.emplace_back(PlatformCodeNameiOS);
break;
case PlatformId::OSX:
case PlatformId::MAC_ID:
platformCodes.emplace_back(PlatformCodeNameMac);
break;
case PlatformId::PROVO:
@@ -27,9 +27,9 @@ namespace AZ
inline namespace PlatformDefaults
{
constexpr char PlatformPC[] = "pc";
constexpr char PlatformES3[] = "es3";
constexpr char PlatformAndroid[] = "android";
constexpr char PlatformIOS[] = "ios";
constexpr char PlatformOSX[] = "osx_gl";
constexpr char PlatformMac[] = "mac";
constexpr char PlatformProvo[] = "provo";
constexpr char PlatformSalem[] = "salem";
constexpr char PlatformJasper[] = "jasper";
@@ -54,9 +54,9 @@ namespace AZ
AZ_ENUM_WITH_UNDERLYING_TYPE(PlatformId, int,
(Invalid, -1),
PC,
ES3,
ANDROID_ID,
IOS,
OSX,
MAC_ID,
PROVO,
SALEM,
JASPER,
@@ -73,9 +73,9 @@ namespace AZ
{
Platform_NONE = 0x00,
Platform_PC = 1 << PlatformId::PC,
Platform_ES3 = 1 << PlatformId::ES3,
Platform_ANDROID = 1 << PlatformId::ANDROID_ID,
Platform_IOS = 1 << PlatformId::IOS,
Platform_OSX = 1 << PlatformId::OSX,
Platform_MAC = 1 << PlatformId::MAC_ID,
Platform_PROVO = 1 << PlatformId::PROVO,
Platform_SALEM = 1 << PlatformId::SALEM,
Platform_JASPER = 1 << PlatformId::JASPER,
@@ -87,7 +87,7 @@ namespace AZ
// A special platform that will always correspond to all non-server platforms, even if new ones are added
Platform_ALL_CLIENT = 1ULL << 31,
AllNamedPlatforms = Platform_PC | Platform_ES3 | Platform_IOS | Platform_OSX | Platform_PROVO | Platform_SALEM | Platform_JASPER | Platform_SERVER,
AllNamedPlatforms = Platform_PC | Platform_ANDROID | Platform_IOS | Platform_MAC | Platform_PROVO | Platform_SALEM | Platform_JASPER | Platform_SERVER,
};
AZ_DEFINE_ENUM_BITWISE_OPERATORS(PlatformFlags);
@@ -28,8 +28,8 @@ namespace AZ
return "Android64";
case PlatformID::PLATFORM_APPLE_IOS:
return "iOS";
case PlatformID::PLATFORM_APPLE_OSX:
return "OSX";
case PlatformID::PLATFORM_APPLE_MAC:
return "Mac";
#if defined(AZ_EXPAND_FOR_RESTRICTED_PLATFORM) || defined(AZ_TOOLS_EXPAND_FOR_RESTRICTED_PLATFORMS)
#define AZ_RESTRICTED_PLATFORM_EXPANSION(CodeName, CODENAME, codename, PrivateName, PRIVATENAME, privatename, PublicName, PUBLICNAME, publicname, PublicAuxName1, PublicAuxName2, PublicAuxName3)\
case PlatformID::PLATFORM_##PUBLICNAME:\
@@ -23,7 +23,7 @@ namespace AZ
PLATFORM_WINDOWS_64,
PLATFORM_LINUX_64,
PLATFORM_APPLE_IOS,
PLATFORM_APPLE_OSX,
PLATFORM_APPLE_MAC,
PLATFORM_ANDROID_64, // ARMv8 / 64-bit
#if defined(AZ_EXPAND_FOR_RESTRICTED_PLATFORM) || defined(AZ_TOOLS_EXPAND_FOR_RESTRICTED_PLATFORMS)
#define AZ_RESTRICTED_PLATFORM_EXPANSION(CodeName, CODENAME, codename, PrivateName, PRIVATENAME, privatename, PublicName, PUBLICNAME, publicname, PublicAuxName1, PublicAuxName2, PublicAuxName3)\
@@ -937,7 +937,7 @@ void ScriptSystemComponent::Reflect(ReflectContext* reflection)
->Enum<static_cast<int>(PlatformID::PLATFORM_LINUX_64)>("Linux")
->Enum<static_cast<int>(PlatformID::PLATFORM_ANDROID_64)>("Android64")
->Enum<static_cast<int>(PlatformID::PLATFORM_APPLE_IOS)>("iOS")
->Enum<static_cast<int>(PlatformID::PLATFORM_APPLE_OSX)>("OSX")
->Enum<static_cast<int>(PlatformID::PLATFORM_APPLE_MAC)>("Mac")
#if defined(AZ_EXPAND_FOR_RESTRICTED_PLATFORM) || defined(AZ_TOOLS_EXPAND_FOR_RESTRICTED_PLATFORMS)
#define AZ_RESTRICTED_PLATFORM_EXPANSION(CodeName, CODENAME, codename, PrivateName, PRIVATENAME, privatename, PublicName, PUBLICNAME, publicname, PublicAuxName1, PublicAuxName2, PublicAuxName3)\
->Enum<static_cast<int>(PlatformID::PLATFORM_##PUBLICNAME)>(#CodeName)
@@ -13,5 +13,5 @@
namespace AZ
{
static const PlatformID g_currentPlatform = PlatformID::PLATFORM_APPLE_OSX;
static const PlatformID g_currentPlatform = PlatformID::PLATFORM_APPLE_MAC;
}
@@ -372,15 +372,15 @@ mac_remote_filesystem=0
-- We need to know this before we establish VFS because different platform assets
-- are stored in different root folders in the cache. These correspond to the names
-- In the asset processor config file. This value also controls what config file is read
-- when you read system_xxxx_xxxx.cfg (for example, system_windows_pc.cfg or system_android_es3.cfg)
-- when you read system_xxxx_xxxx.cfg (for example, system_windows_pc.cfg or system_android_android.cfg)
-- by default, pc assets (in the 'pc' folder) are used, with RC being fed 'pc' as the platform
-- by default on console we use the default assets=pc for better iteration times
-- we should turn on console specific assets only when in release and/or testing assets and/or loading performance
-- that way most people will not need to have 3 different caches taking up disk space
assets = pc
android_assets = es3
android_assets = android
ios_assets = ios
mac_assets = osx_gl
mac_assets = mac
-- Add the IP address of your console to the white list that will connect to the asset processor here
-- You can list addresses or CIDR's. CIDR's are helpful if you are using DHCP. A CIDR looks like an ip address with
@@ -438,9 +438,9 @@ mac_wait_for_connect=0
ConfigFileParams::SettingsKeyValuePair{"/ios_remote_filesystem", AZ::s64{0}},
ConfigFileParams::SettingsKeyValuePair{"/mac_remote_filesystem", AZ::s64{0}},
ConfigFileParams::SettingsKeyValuePair{"/assets", AZStd::string_view{"pc"}},
ConfigFileParams::SettingsKeyValuePair{"/android_assets", AZStd::string_view{"es3"}},
ConfigFileParams::SettingsKeyValuePair{"/android_assets", AZStd::string_view{"android"}},
ConfigFileParams::SettingsKeyValuePair{"/ios_assets", AZStd::string_view{"ios"}},
ConfigFileParams::SettingsKeyValuePair{"/mac_assets", AZStd::string_view{"osx_gl"}},
ConfigFileParams::SettingsKeyValuePair{"/mac_assets", AZStd::string_view{"mac"}},
ConfigFileParams::SettingsKeyValuePair{"/connect_to_remote", AZ::s64{0}},
ConfigFileParams::SettingsKeyValuePair{"/windows_connect_to_remote", AZ::s64{1}},
ConfigFileParams::SettingsKeyValuePair{"/android_connect_to_remote", AZ::s64{0}},
@@ -478,20 +478,20 @@ test_asset_processor_tag = test_value
[Platform pc]
tags=tools,renderer,dx12,vulkan
[Platform es3]
[Platform android]
tags=android,mobile,renderer,vulkan ; With Comments at the end
[Platform ios]
tags=mobile,renderer,metal
[Platform osx_gl]
[Platform mac]
tags=tools,renderer,metal)"
, AZStd::fixed_vector<ConfigFileParams::SettingsKeyValuePair, 20>{
ConfigFileParams::SettingsKeyValuePair{"/test_asset_processor_tag", AZStd::string_view{"test_value"}},
ConfigFileParams::SettingsKeyValuePair{"/Platform pc/tags", AZStd::string_view{"tools,renderer,dx12,vulkan"}},
ConfigFileParams::SettingsKeyValuePair{"/Platform es3/tags", AZStd::string_view{"android,mobile,renderer,vulkan"}},
ConfigFileParams::SettingsKeyValuePair{"/Platform android/tags", AZStd::string_view{"android,mobile,renderer,vulkan"}},
ConfigFileParams::SettingsKeyValuePair{"/Platform ios/tags", AZStd::string_view{"mobile,renderer,metal"}},
ConfigFileParams::SettingsKeyValuePair{"/Platform osx_gl/tags", AZStd::string_view{"tools,renderer,metal"}},
ConfigFileParams::SettingsKeyValuePair{"/Platform mac/tags", AZStd::string_view{"tools,renderer,metal"}},
}}
)
);