Merge branch 'main' into MultiplayerPipeline

This commit is contained in:
karlberg
2021-04-16 07:58:35 -07:00
55 changed files with 623 additions and 186 deletions
@@ -142,6 +142,7 @@ namespace Physics
->Field("PhysicsAsset", &PhysicsAssetShapeConfiguration::m_asset)
->Field("AssetScale", &PhysicsAssetShapeConfiguration::m_assetScale)
->Field("UseMaterialsFromAsset", &PhysicsAssetShapeConfiguration::m_useMaterialsFromAsset)
->Field("SubdivisionLevel", &PhysicsAssetShapeConfiguration::m_subdivisionLevel)
;
if (auto editContext = serializeContext->GetEditContext())
@@ -141,6 +141,7 @@ namespace Physics
AZ::Data::Asset<AZ::Data::AssetData> m_asset{ AZ::Data::AssetLoadBehavior::PreLoad };
AZ::Vector3 m_assetScale = AZ::Vector3::CreateOne();
bool m_useMaterialsFromAsset = true;
AZ::u8 m_subdivisionLevel = 4; ///< The level of subdivision if a primitive shape is replaced with a convex mesh due to scaling.
};
class NativeShapeConfiguration : public ShapeConfiguration
@@ -142,13 +142,6 @@ namespace Physics
virtual AZStd::shared_ptr<Shape> CreateShape(const ColliderConfiguration& colliderConfiguration, const ShapeConfiguration& configuration) = 0;
/// Adds an appropriate collider component to the entity based on the provided shape configuration.
/// @param entity Entity where the component should be added to.
/// @param colliderConfiguration Configuration of the collider.
/// @param shapeConfiguration Configuration of the shape of the collider.
/// @param addEditorComponents Tells whether to add the Editor version of the collider component or the Game one.
virtual void AddColliderComponentToEntity(AZ::Entity* entity, const Physics::ColliderConfiguration& colliderConfiguration, const Physics::ShapeConfiguration& shapeConfiguration, bool addEditorComponents = false) = 0;
/// Releases the mesh object created by the physics backend.
/// @param nativeMeshObject Pointer to the mesh object.
virtual void ReleaseNativeMeshObject(void* nativeMeshObject) = 0;
@@ -115,7 +115,7 @@ namespace AzNetworking
ContainerType m_container;
template <AZStd::size_t, typename ElementType>
template <AZStd::size_t, typename>
friend class FixedSizeVectorBitset;
};
}