/* * 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. * */ #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; }; }