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o3de/Gems/Blast/Code/Source/Actor/BlastActorFactory.h

70 lines
2.9 KiB
C++

/*
* 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 <Actor/BlastActorDesc.h>
#include <Blast/BlastActor.h>
#include <PhysX/ColliderComponentBus.h>
namespace Blast
{
class BlastFamily;
//! Interface that creates new actors and calculates necessary parts of actor description
class BlastActorFactory
{
public:
virtual ~BlastActorFactory() = default;
//! Creates actor based on a description. Caller has to call DestroyActor on the actor afterwards.
virtual BlastActor* CreateActor(const BlastActorDesc& desc) = 0;
//! Destroys an existing actor.
virtual void DestroyActor(BlastActor* actor) = 0;
//! Calculate chunks that are going to simulate this actor. See more at BlastActorDesc::m_chunkIndices.
virtual AZStd::vector<uint32_t> CalculateVisibleChunks(
const BlastFamily& blastFamily, const Nv::Blast::TkActor& tkActor) const = 0;
//! Calculate whether an actor represented by a single leaf chunk. See more at BlastActorDesc::m_isLeafChunk.
virtual bool CalculateIsLeafChunk(
const Nv::Blast::TkActor& tkActor, const AZStd::vector<uint32_t>& chunkIndices) const = 0;
//! Calculate whether actor should be simulated by a static or dynamic rigid body. See more at
//! BlastActorDesc::m_isStatic.
virtual bool CalculateIsStatic(
const BlastFamily& blastFamily, const Nv::Blast::TkActor& tkActor,
const AZStd::vector<uint32_t>& chunkIndices) const = 0;
//! Calculate components that the entity simulating the actor should have on it. See more at
//! BlastActorDesc::m_entity.
virtual AZStd::vector<AZ::Uuid> CalculateComponents(bool isStatic) const = 0;
};
class BlastActorFactoryImpl : public BlastActorFactory
{
public:
BlastActor* CreateActor(const BlastActorDesc& desc) override;
void DestroyActor(BlastActor* actor) override;
AZStd::vector<uint32_t> CalculateVisibleChunks(
const BlastFamily& blastFamily, const Nv::Blast::TkActor& tkActor) const override;
bool CalculateIsLeafChunk(
const Nv::Blast::TkActor& tkActor, const AZStd::vector<uint32_t>& chunkIndices) const override;
bool CalculateIsStatic(
const BlastFamily& blastFamily, const Nv::Blast::TkActor& tkActor,
const AZStd::vector<uint32_t>& chunkIndices) const override;
AZStd::vector<AZ::Uuid> CalculateComponents(bool isStatic) const override;
private:
bool SupportGraphHasStaticActor(const BlastFamily& blastFamily, const Nv::Blast::TkActor& tkActor) const;
bool VisibleChunksHasStaticActor(
const BlastFamily& blastFamily, const AZStd::vector<uint32_t>& chunkIndices) const;
};
} // namespace Blast