/* * 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 #include #include namespace AzPhysics { struct TriggerEvent; } namespace PhysX { // Sub Component to be conveniently used for spawning and ticking the default world // Creates world and enables ticking when the game context activates (before game entities start) class DefaultWorldComponent : private Physics::DefaultWorldBus::Handler , private AzFramework::GameEntityContextEventBus::Handler { public: DefaultWorldComponent(); ~DefaultWorldComponent() override = default; void Activate(); void Deactivate(); private: // DefaultWorldBus AzPhysics::SceneHandle GetDefaultSceneHandle() const override; // GameEntityContextEventBus void OnPreGameEntitiesStarted() override; void OnGameEntitiesReset() override; void UpdateDefaultConfiguration(const AzPhysics::SceneConfiguration& config); AzPhysics::SceneHandle m_sceneHandle = AzPhysics::InvalidSceneHandle; AzPhysics::SystemEvents::OnDefaultSceneConfigurationChangedEvent::Handler m_onDefaultSceneConfigChangedHandler; }; }