Integrating github/staging through commit 5f214be

This commit is contained in:
alexpete
2021-04-13 17:18:57 -07:00
parent 2a9dfb7a1d
commit 8469c9ca0a
904 changed files with 9289 additions and 7157 deletions
@@ -13,11 +13,13 @@
#pragma once
#include <AzCore/base.h>
#include <AzCore/Console/IConsole.h>
#include <AzCore/RTTI/RTTI.h>
#include <AzCore/EBus/EBus.h>
#include <AzCore/Math/Aabb.h>
#include <AzCore/Math/Sphere.h>
#include <AzCore/Math/Frustum.h>
#include <AzCore/Name/Name.h>
#include <AzCore/Interface/Interface.h>
#include <AzCore/std/containers/vector.h>
@@ -45,12 +47,15 @@ namespace AzFramework
TypeFlags m_typeFlags = TYPE_None;
};
//! @class IVisibilitySystem
//! @brief This is an AZ::Interface<> useful for extremely fast, CPU only, proximity and visibility queries.
class IVisibilitySystem
//! @class IVisibilityScene
//! @brief This is the interface for managing objects and visibility queries for a given scene.
class IVisibilityScene
{
public:
AZ_RTTI(IVisibilitySystem, "{7C6C710F-ACDB-44CD-867D-A2C4B912ECF5}");
AZ_RTTI(IVisibilityScene, "{822BC414-3CE3-40B4-A9A2-A42EA5B9499F}");
IVisibilityScene() = default;
virtual ~IVisibilityScene() = default;
struct NodeData
{
@@ -59,8 +64,8 @@ namespace AzFramework
};
using EnumerateCallback = AZStd::function<void(const NodeData&)>;
IVisibilitySystem() = default;
virtual ~IVisibilitySystem() = default;
//! Get the unique scene name, used to look up the scene in the IVisibilitySystem. Duplicate names will assert on creation.
virtual const AZ::Name& GetName() const = 0;
//! Insert or update an entry within the visibility system.
//! This encompasses the following three scenarios:
@@ -68,11 +73,11 @@ namespace AzFramework
// 2. A previously added entry moves to a new position within its current node in the spatial hash.
// 3. A previously added entry moves to a new node in the spatial hash.
// (causing it to be removed from its original node and added to its new node)
//! @param visibilityEntry data for the object being added to the visibility system
//! @param visibilityEntry data for the object being added/updated
virtual void InsertOrUpdateEntry(VisibilityEntry& visibilityEntry) = 0;
//! Removes an entry from the visibility system.
//! @param visibilityEntry data for the object being added to the visibility system
//! @param visibilityEntry data for the object being removed
virtual void RemoveEntry(VisibilityEntry& visibilityEntry) = 0;
//! Intersects an axis aligned bounding box against the visibility system.
@@ -99,6 +104,34 @@ namespace AzFramework
//! Return the number of VisibilityEntries that have been added to the system
virtual uint32_t GetEntryCount() const = 0;
};
//! @class IVisibilitySystem
//! @brief This is an AZ::Interface<> useful for extremely fast, CPU only, proximity and visibility queries.
class IVisibilitySystem
{
public:
AZ_RTTI(IVisibilitySystem, "{7C6C710F-ACDB-44CD-867D-A2C4B912ECF5}");
IVisibilitySystem() = default;
virtual ~IVisibilitySystem() = default;
//! Return the default IVisibilityScene for entities.
virtual IVisibilityScene* GetDefaultVisibilityScene() = 0;
//! Create a new IVisibilityScene that is uniquely identified by the scene name.
virtual IVisibilityScene* CreateVisibilityScene(const AZ::Name& sceneName) = 0;
//! Destroy the visibility scene.
//! This does not destroy the entities that are a part of the scene, only the visibility scene.
//! This will set the visScene to nullptr
virtual void DestroyVisibilityScene(IVisibilityScene* visScene) = 0;
//! Find the IVisibilityScene that is identified by sceneName.
virtual IVisibilityScene* FindVisibilityScene(const AZ::Name& sceneName) = 0;
//! Logs stats about the visibility system to the console.
virtual void DumpStats(const AZ::ConsoleCommandContainer& arguments) = 0;
AZ_DISABLE_COPY_MOVE(IVisibilitySystem);
};