/* * 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 #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(); Physics::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. }; } // namespace Blast