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45 lines
2.0 KiB
C++
45 lines
2.0 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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#include <AzCore/Component/EntityId.h>
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#include <AzCore/Math/Vector3.h>
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#include <AzCore/std/containers/unordered_set.h>
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#include <AzCore/std/containers/unordered_map.h>
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#include <Blast/BlastActor.h>
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namespace Blast
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{
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//! Class used for storing and retrieving blast actors. Convenient to be shared between different classes as a
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//! dependency.
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//! @note ActorTracker does not own or control lifecycle of BlastActors it tracks. TkFramework controls lifecycle of
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//! TkActors and sends notification to BlastFamily when actors are created/destroyed which we follow up on by
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//! creating/deleting corresponding BlastActors (and adding/removing them to/from ActorTracker). This guarantees
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//! that stored BlastActors are always valid.
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class ActorTracker
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{
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public:
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void AddActor(BlastActor* actor);
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void RemoveActor(BlastActor* actor);
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[[nodiscard]] BlastActor* GetActorById(AZ::EntityId entityId);
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[[nodiscard]] BlastActor* GetActorByBody(const AzPhysics::SimulatedBody* body);
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[[nodiscard]] BlastActor* FindClosestActor(const AZ::Vector3& position);
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[[nodiscard]] const AZStd::unordered_set<BlastActor*>& GetActors() const;
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private:
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AZStd::unordered_set<BlastActor*> m_actors;
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AZStd::unordered_map<AZ::EntityId, BlastActor*> m_entityIdToActor;
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AZStd::unordered_map<const AzPhysics::SimulatedBody*, BlastActor*> m_bodyToActor;
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};
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} // namespace Blast
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