Deprecate profiler categories based on global enum
(to be supplanted by registered budgets in the future) Signed-off-by: Jeremy Ong <jcong@amazon.com>
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@@ -187,7 +187,7 @@ namespace Blast
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void BlastFamilyComponent::Activate()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::System);
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AZ_PROFILE_FUNCTION(System);
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AZ_Assert(m_blastAsset.GetId().IsValid(), "BlastFamilyComponent created with invalid blast asset.");
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@@ -199,7 +199,7 @@ namespace Blast
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void BlastFamilyComponent::Deactivate()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::System);
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AZ_PROFILE_FUNCTION(System);
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// cleanup collision handlers
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for (auto& itr : m_collisionHandlers)
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@@ -216,7 +216,7 @@ namespace Blast
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void BlastFamilyComponent::Spawn()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
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AZ_PROFILE_FUNCTION(Physics);
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if (!m_blastAsset.IsReady())
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{
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@@ -297,7 +297,7 @@ namespace Blast
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void BlastFamilyComponent::Despawn()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
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AZ_PROFILE_FUNCTION(Physics);
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m_isSpawned = false;
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@@ -414,7 +414,7 @@ namespace Blast
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void BlastFamilyComponent::OnCollisionBegin(const AzPhysics::CollisionEvent& collisionEvent)
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
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AZ_PROFILE_FUNCTION(Physics);
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for (const auto* body : {collisionEvent.m_body1, collisionEvent.m_body2})
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{
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@@ -493,7 +493,7 @@ namespace Blast
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void BlastFamilyComponent::ApplyStressDamage()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
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AZ_PROFILE_FUNCTION(Physics);
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if (m_solver)
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{
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@@ -589,7 +589,7 @@ namespace Blast
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// Update positions of entities with render meshes corresponding to their right dynamic bodies.
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void BlastFamilyComponent::SyncMeshes()
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{
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AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::Physics);
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AZ_PROFILE_FUNCTION(Physics);
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if (m_actorRenderManager)
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{
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