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

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C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
#include <AzCore/std/containers/vector.h>
#include <AzFramework/Physics/Material.h>
#include <AzFramework/Physics/Configuration/RigidBodyConfiguration.h>
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<uint32_t> m_chunkIndices; //! Chunks that are going to simulate this actor.
AZStd::shared_ptr<AZ::Entity> 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.
};
} // namespace Blast