/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include "PhysX_precompiled.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include namespace PhysX { AZStd::list GetEditorDescriptors() { AZStd::list descriptors = { EditorBallJointComponent::CreateDescriptor(), EditorCharacterControllerComponent::CreateDescriptor(), EditorCharacterGameplayComponent::CreateDescriptor(), EditorColliderComponent::CreateDescriptor(), EditorFixedJointComponent::CreateDescriptor(), EditorForceRegionComponent::CreateDescriptor(), EditorHingeJointComponent::CreateDescriptor(), EditorJointComponent::CreateDescriptor(), EditorRigidBodyComponent::CreateDescriptor(), EditorShapeColliderComponent::CreateDescriptor(), EditorSystemComponent::CreateDescriptor(), Pipeline::MeshBehavior::CreateDescriptor(), Pipeline::MeshExporter::CreateDescriptor() }; return descriptors; } } // namespace PhysX