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