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