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206 lines
9.9 KiB
C++
206 lines
9.9 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <StdAfx.h>
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#include <Family/DamageManager.h>
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#include <AzFramework/Physics/PhysicsScene.h>
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#include <Blast/BlastActor.h>
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#include <Blast/BlastSystemBus.h>
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#include <Family/ActorTracker.h>
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#include <Family/BlastFamily.h>
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namespace Blast
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{
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template<typename T>
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using DamagePair = DamageManager::DamagePair<T>;
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DamagePair<NvBlastExtRadialDamageDesc> DamageManager::RadialDamageInternal(
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BlastActor& actor, float damage, const AZ::Vector3& localPosition, float minRadius, float maxRadius)
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{
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auto desc = AZStd::make_unique<NvBlastExtRadialDamageDesc>(NvBlastExtRadialDamageDesc{
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damage,
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{localPosition.GetX(), localPosition.GetY(), localPosition.GetZ()},
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minRadius,
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maxRadius,
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});
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auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
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desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
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const NvBlastDamageProgram program{NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader};
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actor.Damage(program, programParams.get());
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return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
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}
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DamagePair<NvBlastExtShearDamageDesc> DamageManager::ShearDamageInternal(
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BlastActor& actor, float damage, const AZ::Vector3& localPosition, float minRadius, float maxRadius,
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const AZ::Vector3& normal)
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{
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auto desc = AZStd::make_unique<NvBlastExtShearDamageDesc>(NvBlastExtShearDamageDesc{
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damage,
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{normal.GetX(), normal.GetY(), normal.GetZ()},
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{localPosition.GetX(), localPosition.GetY(), localPosition.GetZ()},
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minRadius,
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maxRadius,
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});
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auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
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desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
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const NvBlastDamageProgram program{NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader};
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actor.Damage(program, programParams.get());
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return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
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}
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DamagePair<NvBlastExtImpactSpreadDamageDesc> DamageManager::ImpactSpreadDamageInternal(
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BlastActor& actor, float damage, const AZ::Vector3& localPosition, float minRadius, float maxRadius)
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{
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auto desc = AZStd::make_unique<NvBlastExtImpactSpreadDamageDesc>(NvBlastExtImpactSpreadDamageDesc{
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damage,
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{localPosition.GetX(), localPosition.GetY(), localPosition.GetZ()},
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minRadius,
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maxRadius,
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});
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auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
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desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
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const NvBlastDamageProgram program{NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader};
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actor.Damage(program, programParams.get());
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return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
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}
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DamagePair<NvBlastExtCapsuleRadialDamageDesc> DamageManager::CapsuleDamageInternal(
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BlastActor& actor, float damage, const AZ::Vector3& localPosition0, const AZ::Vector3& localPosition1,
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float minRadius, float maxRadius)
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{
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auto desc = AZStd::make_unique<NvBlastExtCapsuleRadialDamageDesc>(NvBlastExtCapsuleRadialDamageDesc{
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damage,
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{localPosition0.GetX(), localPosition0.GetY(), localPosition0.GetZ()},
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{localPosition1.GetX(), localPosition1.GetY(), localPosition1.GetZ()},
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minRadius,
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maxRadius,
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});
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auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
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desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
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const NvBlastDamageProgram program{NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader};
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actor.Damage(program, programParams.get());
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return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
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}
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DamagePair<NvBlastExtTriangleIntersectionDamageDesc> DamageManager::TriangleDamageInternal(
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BlastActor& actor, float damage, const AZ::Vector3& localPosition0, const AZ::Vector3& localPosition1,
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const AZ::Vector3& localPosition2)
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{
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auto desc =
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AZStd::make_unique<NvBlastExtTriangleIntersectionDamageDesc>(NvBlastExtTriangleIntersectionDamageDesc{
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damage,
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{localPosition0.GetX(), localPosition0.GetY(), localPosition0.GetZ()},
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{localPosition1.GetX(), localPosition1.GetY(), localPosition1.GetZ()},
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{localPosition2.GetX(), localPosition2.GetY(), localPosition2.GetZ()},
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});
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auto programParams = AZStd::make_unique<NvBlastExtProgramParams>(NvBlastExtProgramParams{
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desc.get(), m_blastMaterial.GetNativePointer(), actor.GetFamily().GetPxAsset().getAccelerator()});
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const NvBlastDamageProgram program
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{NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader};
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actor.Damage(program, programParams.get());
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return AZStd::make_pair(AZStd::move(desc), AZStd::move(programParams));
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}
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AZ::Vector3 DamageManager::TransformToLocal(BlastActor& actor, const AZ::Vector3& globalPosition)
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{
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const AZ::Transform hitToActorTransform(actor.GetWorldBody()->GetTransform().GetInverse());
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const AZ::Vector3 hitPos = hitToActorTransform.TransformPoint(globalPosition);
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return hitPos;
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}
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AZStd::vector<BlastActor*> DamageManager::OverlapSphere(
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[[maybe_unused]] ActorTracker& actorTracker, [[maybe_unused]] const float radius, [[maybe_unused]] const AZ::Transform& pose)
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{
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AZStd::vector<BlastActor*> overlappedActors;
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if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
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{
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if (AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
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sceneHandle != AzPhysics::InvalidSceneHandle)
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{
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AzPhysics::OverlapRequest request = AzPhysics::OverlapRequestHelpers::CreateSphereOverlapRequest(
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radius,
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pose,
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[&actorTracker](const AzPhysics::SimulatedBody* worldBody, [[maybe_unused]] const Physics::Shape* shape) -> bool
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{
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return actorTracker.GetActorByBody(worldBody) != nullptr;
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});
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AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request);
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if (result)
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{
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AZStd::transform(
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result.m_hits.begin(), result.m_hits.end(), AZStd::back_inserter(overlappedActors),
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[&actorTracker, sceneInterface, sceneHandle](const AzPhysics::SceneQueryHit& overlapHit) -> BlastActor*
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{
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const AzPhysics::SimulatedBody* body = sceneInterface->GetSimulatedBodyFromHandle(sceneHandle, overlapHit.m_bodyHandle);
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return actorTracker.GetActorByBody(body);
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});
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}
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}
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}
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return overlappedActors;
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}
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AZStd::vector<BlastActor*> DamageManager::OverlapCapsule(
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[[maybe_unused]] ActorTracker& actorTracker, const AZ::Vector3& position0, const AZ::Vector3& position1, [[maybe_unused]] float radius)
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{
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AZStd::vector<BlastActor*> overlappedActors;
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if (auto* sceneInterface = AZ::Interface<AzPhysics::SceneInterface>::Get())
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{
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if (AzPhysics::SceneHandle sceneHandle = sceneInterface->GetSceneHandle(AzPhysics::DefaultPhysicsSceneName);
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sceneHandle != AzPhysics::InvalidSceneHandle)
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{
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const float height = position0.GetDistance(position1);
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const auto pose = AZ::Transform::CreateFromQuaternionAndTranslation(
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AZ::Quaternion::CreateFromVector3(position1 - position0), (position0 + position1) / 2.);
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AzPhysics::OverlapRequest request = AzPhysics::OverlapRequestHelpers::CreateCapsuleOverlapRequest(
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height,
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radius,
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pose,
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[&actorTracker](const AzPhysics::SimulatedBody* worldBody, [[maybe_unused]] const Physics::Shape* shape) -> bool
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{
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return actorTracker.GetActorByBody(worldBody) != nullptr;
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});
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AzPhysics::SceneQueryHits result = sceneInterface->QueryScene(sceneHandle, &request);
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if (result)
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{
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AZStd::transform(
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result.m_hits.begin(), result.m_hits.end(), AZStd::back_inserter(overlappedActors),
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[&actorTracker, sceneInterface, sceneHandle](const AzPhysics::SceneQueryHit& overlapHit) -> BlastActor*
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{
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const AzPhysics::SimulatedBody* body = sceneInterface->GetSimulatedBodyFromHandle(sceneHandle, overlapHit.m_bodyHandle);
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return actorTracker.GetActorByBody(body);
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});
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}
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}
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}
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return overlappedActors;
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}
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} // namespace Blast
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