/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include #include namespace Nv::Blast { class TkActor; } // namespace Nv::Blast namespace Blast { class BlastFamily; //! Data required to create a BlastActor. struct BlastActorDesc { BlastFamily* m_family; Nv::Blast::TkActor* m_tkActor; Physics::MaterialId m_physicsMaterialId; AZ::Vector3 m_parentLinearVelocity = AZ::Vector3::CreateZero(); AZ::Vector3 m_parentCenterOfMass = AZ::Vector3::CreateZero(); AzPhysics::RigidBodyConfiguration m_bodyConfiguration; //!< Either rigid dynamic or rigid static AZStd::vector m_chunkIndices; //!< Chunks that are going to simulate this actor. AZStd::shared_ptr m_entity; //!< Entity that the actor should use to simulate rigid body bool m_isStatic = false; //!< Denotes whether actor should be simulated by a static or dynamic rigid body. bool m_isLeafChunk = false; //!< Denotes whether this actor represented by a single leaf chunk. float m_scale = 1.0f; //!< Uniform scale applied to the actor. }; } // namespace Blast