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
@@ -18,13 +18,15 @@
#include <AzFramework/Physics/SystemBus.h>
#include <AzFramework/Physics/Collision/CollisionEvents.h>
#include <AzFramework/Physics/Common/PhysicsSimulatedBody.h>
#include <Editor/ConfigStringLineEditCtrl.h>
#include <Editor/EditorJointConfiguration.h>
#include <I3DEngine.h>
#include <IEditor.h>
#include <ISurfaceType.h>
#include <Editor/ConfigStringLineEditCtrl.h>
#include <Editor/EditorJointConfiguration.h>
#include <Editor/EditorWindow.h>
#include <Editor/PropertyTypes.h>
#include <System/PhysXSystem.h>
namespace PhysX
@@ -116,18 +118,20 @@ namespace PhysX
{
AzPhysics::SceneConfiguration editorWorldConfiguration = physicsSystem->GetDefaultSceneConfiguration();
editorWorldConfiguration.m_sceneName = AzPhysics::EditorPhysicsSceneName;
editorWorldConfiguration.m_sceneName = "EditorScene";
m_editorWorldSceneHandle = physicsSystem->AddScene(editorWorldConfiguration);
}
PhysX::RegisterConfigStringLineEditHandler(); // Register custom unique string line edit control
PhysX::Editor::RegisterPropertyTypes();
AzToolsFramework::EditorEvents::Bus::Handler::BusConnect();
AzToolsFramework::EditorEntityContextNotificationBus::Handler::BusConnect();
}
void EditorSystemComponent::Deactivate()
{
AzToolsFramework::EditorEntityContextNotificationBus::Handler::BusDisconnect();
AzToolsFramework::EditorEvents::Bus::Handler::BusDisconnect();
Physics::EditorWorldBus::Handler::BusDisconnect();
if (auto* physicsSystem = AZ::Interface<AzPhysics::SystemInterface>::Get())
@@ -164,6 +168,16 @@ namespace PhysX
}
}
void EditorSystemComponent::PopulateEditorGlobalContextMenu([[maybe_unused]] QMenu* menu, [[maybe_unused]] const AZ::Vector2& point, [[maybe_unused]] int flags)
{
}
void EditorSystemComponent::NotifyRegisterViews()
{
PhysX::Editor::EditorWindow::RegisterViewClass();
}
AZ::Data::AssetId EditorSystemComponent::GenerateSurfaceTypesLibrary()
{
AZ::Data::AssetId resultAssetId;