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o3de/Gems/PhysX/Code/Source/DefaultWorldComponent.h

53 lines
1.8 KiB
C++

/*
* 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 <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;
};
}