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o3de/Gems/PhysX/Code/Source/DefaultWorldComponent.h
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Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00

48 lines
1.5 KiB
C++

/*
* 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 <AzFramework/Entity/GameEntityContextBus.h>
#include <AzFramework/Physics/SystemBus.h>
#include <AzFramework/Physics/Common/PhysicsEvents.h>
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;
};
}