SystemComponent is now only build in PhysX.Static, instead of most of the Physx projects.

This commit is contained in:
amzn-sean
2021-04-13 15:03:21 +01:00
parent 3d3f43b0b9
commit 23cf2d5d68
15 changed files with 82 additions and 131 deletions
@@ -142,13 +142,6 @@ namespace Physics
virtual AZStd::shared_ptr<Shape> CreateShape(const ColliderConfiguration& colliderConfiguration, const ShapeConfiguration& configuration) = 0;
/// Adds an appropriate collider component to the entity based on the provided shape configuration.
/// @param entity Entity where the component should be added to.
/// @param colliderConfiguration Configuration of the collider.
/// @param shapeConfiguration Configuration of the shape of the collider.
/// @param addEditorComponents Tells whether to add the Editor version of the collider component or the Game one.
virtual void AddColliderComponentToEntity(AZ::Entity* entity, const Physics::ColliderConfiguration& colliderConfiguration, const Physics::ShapeConfiguration& shapeConfiguration, bool addEditorComponents = false) = 0;
/// Releases the mesh object created by the physics backend.
/// @param nativeMeshObject Pointer to the mesh object.
virtual void ReleaseNativeMeshObject(void* nativeMeshObject) = 0;