/* * 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 #include #include #include #include #include #include #include #include namespace ScriptCanvasPhysics { namespace WorldFunctions { using Result = AZStd::tuple< bool /*true if an object was hit*/, AZ::Vector3 /*world space position*/, AZ::Vector3 /*surface normal*/, float /*distance to the hit*/, AZ::EntityId /*entity hit, if any*/, AZ::Crc32 /*tag of material surface hit, if any*/ >; using OverlapResult = AZStd::tuple< bool, /*true if the overlap returned hits*/ AZStd::vector /*list of entityIds*/ >; Result RayCastWorldSpaceWithGroup( const AZ::Vector3& start, const AZ::Vector3& direction, float distance, const AZStd::string& collisionGroup, AZ::EntityId ignore); Result RayCastFromScreenWithGroup( const AZ::Vector2& screenPosition, float distance, const AZStd::string& collisionGroup, AZ::EntityId ignore); Result RayCastLocalSpaceWithGroup( const AZ::EntityId& fromEntityId, const AZ::Vector3& direction, float distance, const AZStd::string& collisionGroup, AZ::EntityId ignore); AZStd::vector RayCastMultipleLocalSpaceWithGroup( const AZ::EntityId& fromEntityId, const AZ::Vector3& direction, float distance, const AZStd::string& collisionGroup, AZ::EntityId ignore); OverlapResult OverlapSphereWithGroup( const AZ::Vector3& position, float radius, const AZStd::string& collisionGroup, AZ::EntityId ignore); OverlapResult OverlapBoxWithGroup( const AZ::Transform& pose, const AZ::Vector3& dimensions, const AZStd::string& collisionGroup, AZ::EntityId ignore); OverlapResult OverlapCapsuleWithGroup( const AZ::Transform& pose, float height, float radius, const AZStd::string& collisionGroup, AZ::EntityId ignore); Result SphereCastWithGroup( float distance, const AZ::Transform& pose, const AZ::Vector3& direction, float radius, const AZStd::string& collisionGroup, AZ::EntityId ignore); Result BoxCastWithGroup( float distance, const AZ::Transform& pose, const AZ::Vector3& direction, const AZ::Vector3& dimensions, const AZStd::string& collisionGroup, AZ::EntityId ignore); Result CapsuleCastWithGroup( float distance, const AZ::Transform& pose, const AZ::Vector3& direction, float height, float radius, const AZStd::string& collisionGroup, AZ::EntityId ignore); } // namespace WorldFunctions } // namespace ScriptCanvasPhysics #include