Merge pull request #5532 from aws-lumberyard-dev/optimization/unused_files

Optimization: remove unused files
This commit is contained in:
Esteban Papp
2022-01-26 08:19:08 -08:00
committed by GitHub
611 changed files with 223 additions and 82448 deletions
@@ -1,24 +0,0 @@
/*
* 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 <AzCore/RTTI/TypeInfoSimple.h>
#include <AzFramework/Asset/SimpleAsset.h>
namespace AzFramework
{
class CfgFileAsset
{
public:
AZ_TYPE_INFO(CfgFileAsset, "{117A80A5-206B-4D85-9445-33B446D94C35}")
static const char* GetFileFilter()
{
return "*.cfg";
}
};
}
@@ -1,68 +0,0 @@
/*
* 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 <AzCore/EBus/EBus.h>
namespace AZ
{
class Transform;
class Matrix3x3;
class Vector3;
}
namespace AzFramework
{
//! The debug camera allows the user control over the view through mouse + keyboard and/or
//! controller while the game still uses the view camera for everything else. This can for
//! instance be used to debug occlusion culling as all occlusion calculates will be done
//! from the view camera, so the debug camera makes it possible to check if hidden objects
//! are correctly culled.
//! This class can be useful to validate a hypothetical camera-based look-ahead asset streaming system.
//! The developer can update the camera location using this EBus, without requiring to move the viewport camera.
class DebugCameraInterface
: public AZ::EBusTraits
{
public:
enum class Mode
{
FreeFloating, //< Controls move the debug camera through the world.
Fixed, //< The debug camera stays in the position it was navigated to and control is handed back to the game.
Disabled, //< Debug camera is disabled.
Unknown
};
static const AZ::EBusHandlerPolicy HandlerPolicy = AZ::EBusHandlerPolicy::Single;
//! Sets the debug camera in free floating, fixed or disabled mode.
virtual void SetMode(Mode mode) = 0;
//! Returns the current mode the debug camera is in.
virtual Mode GetMode() const = 0;
//! Retrieves the world position of the debug camera. This is the same position that can be retrieved
//! from GetTransform.
virtual void GetPosition(AZ::Vector3& result) const = 0;
//! Retrieves the view orientation of the debub camera. This is the same orientation that can be retrieved
//! from GetTransform.
virtual void GetView(AZ::Matrix3x3& result) const = 0;
//! Get the world transform for the debug camera.
virtual void GetTransform(AZ::Transform& result) const = 0;
};
using DebugCameraBus = AZ::EBus<DebugCameraInterface>;
//! The debug camera sends out notifications about some changes. This interface provides access to these.
class DebugCameraEventsInterface
: public AZ::EBusTraits
{
public:
//! Called when the debug camera moves, usually due to user interaction.
virtual void DebugCameraMoved(const AZ::Transform& world) {}
};
using DebugCameraEventsBus = AZ::EBus<DebugCameraEventsInterface>;
} // namespace AzFramework
@@ -1,13 +0,0 @@
/*
* 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
*
*/
#include <AzFramework/Entity/PrefabEntityOwnershipService.h>
namespace AzFramework
{
}
@@ -59,7 +59,6 @@ set(FILES
Asset/AssetSeedList.h
Asset/AssetSystemComponent.cpp
Asset/AssetSystemComponent.h
Asset/CfgFileAsset.h
Asset/GenericAssetHandler.h
Asset/AssetBundleManifest.cpp
Asset/AssetBundleManifest.h
@@ -78,8 +77,6 @@ set(FILES
Asset/Benchmark/BenchmarkSettingsAsset.h
CommandLine/CommandLine.h
CommandLine/CommandRegistrationBus.h
Debug/DebugCameraBus.h
feature_options.cmake
Viewport/ViewportBus.h
Viewport/ViewportBus.cpp
Viewport/ViewportColors.h
@@ -124,7 +121,6 @@ set(FILES
Entity/SliceGameEntityOwnershipService.cpp
Entity/SliceGameEntityOwnershipServiceBus.h
Entity/PrefabEntityOwnershipService.h
Entity/PrefabEntityOwnershipService.cpp
Components/ComponentAdapter.h
Components/ComponentAdapter.inl
Components/ComponentAdapterHelpers.h