This reduces non-unity build time by ~2% and build size by ~0.5%.
This PR is a 'clean' version of #6199 updated to latest development Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
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@@ -7,14 +7,6 @@
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*/
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#include <Scene/PhysXScene.h>
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#include <AzCore/Debug/ProfilerBus.h>
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#include <AzCore/std/containers/variant.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzFramework/Physics/Character.h>
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#include <AzFramework/Physics/Collision/CollisionEvents.h>
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#include <AzFramework/Physics/Configuration/RigidBodyConfiguration.h>
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#include <AzFramework/Physics/Configuration/StaticRigidBodyConfiguration.h>
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#include <Collision.h>
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#include <RigidBody.h>
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@@ -31,6 +23,16 @@
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#include <PhysX/MathConversion.h>
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#include <Joint/PhysXJoint.h>
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#include <AzCore/Debug/ProfilerBus.h>
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#include <AzCore/std/containers/variant.h>
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#include <AzCore/std/containers/vector.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzCore/Debug/Profiler.h>
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#include <AzFramework/Physics/Character.h>
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#include <AzFramework/Physics/Collision/CollisionEvents.h>
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#include <AzFramework/Physics/Configuration/RigidBodyConfiguration.h>
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#include <AzFramework/Physics/Configuration/StaticRigidBodyConfiguration.h>
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namespace PhysX
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{
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AZ_CLASS_ALLOCATOR_IMPL(PhysXScene, AZ::SystemAllocator, 0);
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