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o3de/Gems/Blast/Code/Source/Actor/BlastActorDesc.h
T
Steve Pham 38261d0800 Shorten copyright headers by splitting into 2 lines (#2213)
* Updated all copyright headers to split the longer original copyright line into 2 shorter lines

Signed-off-by: Steve Pham <spham@amazon.com>
2021-07-16 15:25:48 -07:00

39 lines
1.4 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 <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.
float m_scale = 1.0f; //!< Uniform scale applied to the actor.
};
} // namespace Blast