Character controller now uses Add/Remove Simulated Body

This commit is contained in:
amzn-sean
2021-04-15 12:00:09 +01:00
parent b0cb5a381b
commit 7ac246bab5
13 changed files with 184 additions and 186 deletions
@@ -211,7 +211,6 @@ namespace PhysX
Physics::SystemRequestBus::Handler::BusConnect();
PhysX::SystemRequestsBus::Handler::BusConnect();
Physics::CollisionRequestBus::Handler::BusConnect();
Physics::CharacterSystemRequestBus::Handler::BusConnect();
ActivatePhysXSystem();
}
@@ -219,7 +218,6 @@ namespace PhysX
void SystemComponent::Deactivate()
{
AZ::TickBus::Handler::BusDisconnect();
Physics::CharacterSystemRequestBus::Handler::BusDisconnect();
Physics::CollisionRequestBus::Handler::BusDisconnect();
PhysX::SystemRequestsBus::Handler::BusDisconnect();
Physics::SystemRequestBus::Handler::BusDisconnect();
@@ -421,13 +419,6 @@ namespace PhysX
}
}
// Physics::CharacterSystemRequestBus
AZStd::unique_ptr<Physics::Character> SystemComponent::CreateCharacter(const Physics::CharacterConfiguration&
characterConfig, const Physics::ShapeConfiguration& shapeConfig, AzPhysics::SceneHandle& sceneHandle)
{
return Utils::Characters::CreateCharacterController(characterConfig, shapeConfig, sceneHandle);
}
AzPhysics::CollisionLayer SystemComponent::GetCollisionLayerByName(const AZStd::string& layerName)
{
return m_physXSystem->GetPhysXConfiguration().m_collisionConfig.m_collisionLayers.GetLayer(layerName);