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o3de/Code/CryEngine/Cry3DEngine/DeferredCollisionEvent.h

48 lines
2.0 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.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#ifndef CRYINCLUDE_CRY3DENGINE_DEFERREDCOLLISIONEVENT_H
#define CRYINCLUDE_CRY3DENGINE_DEFERREDCOLLISIONEVENT_H
#pragma once
#include <IDeferredCollisionEvent.h>
// Implementation class for the DeferredPhysicsEvent Manager
class CDeferredPhysicsEventManager
: public IDeferredPhysicsEventManager
, public Cry3DEngineBase
{
public:
CDeferredPhysicsEventManager();
virtual ~CDeferredPhysicsEventManager();
virtual void DispatchDeferredEvent(IDeferredPhysicsEvent* pEvent);
virtual int HandleEvent(const EventPhys* pEvent, IDeferredPhysicsEventManager::CreateEventFunc, IDeferredPhysicsEvent::DeferredEventType);
virtual void RegisterDeferredEvent(IDeferredPhysicsEvent* pDeferredEvent);
virtual void UnRegisterDeferredEvent(IDeferredPhysicsEvent* pDeferredEvent);
virtual void ClearDeferredEvents();
virtual void Update();
virtual IDeferredPhysicsEvent* GetLastCollisionEventForEntity(IPhysicalEntity* pPhysEnt);
private:
ThreadPoolHandle m_hThreadPool; // thread pool to use for deferred event tasks
std::vector<IDeferredPhysicsEvent*> m_activeDeferredEvents; // list of all active deferred events, used for cleanup and statistics
bool m_bEntitySystemReset; // means all entity ptrs in events are stale
};
#endif // CRYINCLUDE_CRY3DENGINE_DEFERREDCOLLISIONEVENT_H