Files
o3de/Gems/PhysX/Code/Source/MeshColliderComponent.h
T
Aaron Ruiz Mora 00e860f326 Physics material system for spectra launch
- Invalidate 'Physics Materials From Mesh' boolean from collider component
- Removed material library from material selector. Default material library will always be used instead.
- Marking failing automated test as xfail
- Added default material to physics configuration.
- Moved material library asset from physx configuration to physics configuration, as it doesn't need to be physx specific.
- Refactor physics material system having into account that there is only one material library in the project.
- Renaming code from DefaultMaterialLibrary to MaterialLibrary.
- All queries about physics materials unified under PhysicsMaterialRequests bus.
- PhysXSystem only manages the material library asset.
- Saving and reloading the same physics material asset with different content didn't trigger a events that the material library has changed.
- Changing Physics Material Request interface to use shared_ptr instead of weak_ptr to be simpler to handle the returned materials and having a more consistent code.
- Refactored Material Manager to improve its implementation. Still following the same approach of "creating materials on the fly as they are requested", but now it's doing it consistently across the interface, with private helpers functions FindOrCreateMaterial that simplify vastly the implementation.
- Material Manager now listens to change event of material library asset and default material configuration so it updates its materials accordingly.
- Complete Material move constructor and operator.
2021-05-28 20:16:25 +01:00

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/*
* 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 <PhysX/MeshColliderComponentBus.h>
#include <Source/BaseColliderComponent.h>
namespace PhysX
{
class MeshColliderComponent
: public BaseColliderComponent
, public MeshColliderComponentRequestsBus::Handler
, public AZ::Data::AssetBus::MultiHandler
{
public:
AZ_COMPONENT(MeshColliderComponent, "{F3C7996A-F9B8-4AFD-B2A1-6DE971EFDA11}", BaseColliderComponent);
static void Reflect(AZ::ReflectContext* context);
MeshColliderComponent() = default;
~MeshColliderComponent() override = default;
// AZ::Component
void Activate() override;
void Deactivate() override;
// AZ::Data::AssetBus::Handler
void OnAssetReady(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
void OnAssetReloaded(AZ::Data::Asset<AZ::Data::AssetData> asset) override;
// MeshColliderComponentRequestsBus
AZ::Data::Asset<Pipeline::MeshAsset> GetMeshAsset() const override;
Physics::MaterialId GetMaterialId() const override;
void SetMeshAsset(const AZ::Data::AssetId& id) override;
void SetMaterialId(const Physics::MaterialId& id) override;
// BaseColliderComponent
void UpdateScaleForShapeConfigs() override;
protected:
void UpdateMeshAsset();
Physics::ColliderConfiguration* m_colliderConfiguration = nullptr;
Physics::PhysicsAssetShapeConfiguration* m_shapeConfiguration = nullptr;
};
} // namespace PhysX