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49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <AzFramework/Entity/GameEntityContextBus.h>
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#include <AzFramework/Physics/SystemBus.h>
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#include <AzFramework/Physics/Common/PhysicsEvents.h>
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namespace AzPhysics
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{
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struct TriggerEvent;
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}
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namespace PhysX
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{
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// Sub Component to be conveniently used for spawning and ticking the default world
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// Creates world and enables ticking when the game context activates (before game entities start)
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class DefaultWorldComponent
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: private Physics::DefaultWorldBus::Handler
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, private AzFramework::GameEntityContextEventBus::Handler
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{
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public:
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DefaultWorldComponent();
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~DefaultWorldComponent() override = default;
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void Activate();
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void Deactivate();
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private:
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// DefaultWorldBus
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AzPhysics::SceneHandle GetDefaultSceneHandle() const override;
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// GameEntityContextEventBus
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void OnPreGameEntitiesStarted() override;
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void OnGameEntitiesReset() override;
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void UpdateDefaultConfiguration(const AzPhysics::SceneConfiguration& config);
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AzPhysics::SceneHandle m_sceneHandle = AzPhysics::InvalidSceneHandle;
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AzPhysics::SystemEvents::OnDefaultSceneConfigurationChangedEvent::Handler m_onDefaultSceneConfigChangedHandler;
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};
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}
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