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o3de/Gems/Terrain/Code/Source/Components/TerrainSystemComponent.cpp

82 lines
2.9 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Components/TerrainSystemComponent.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/Serialization/EditContext.h>
#include <AzCore/Serialization/EditContextConstants.inl>
#include <Atom/RPI.Public/FeatureProcessorFactory.h>
#include <TerrainRenderer/TerrainFeatureProcessor.h>
#include <TerrainSystem/TerrainSystem.h>
namespace Terrain
{
void TerrainSystemComponent::Reflect(AZ::ReflectContext* context)
{
if (AZ::SerializeContext* serialize = azrtti_cast<AZ::SerializeContext*>(context))
{
serialize->Class<TerrainSystemComponent, AZ::Component>()
->Version(0);
if (AZ::EditContext* ec = serialize->GetEditContext())
{
ec->Class<TerrainSystemComponent>("Terrain", "The Terrain System Component enables Terrain.")
->ClassElement(AZ::Edit::ClassElements::EditorData, "")
->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("System"))
->Attribute(AZ::Edit::Attributes::AutoExpand, true)
;
}
Terrain::TerrainFeatureProcessor::Reflect(context);
}
}
void TerrainSystemComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided)
{
provided.push_back(AZ_CRC_CE("TerrainService"));
}
void TerrainSystemComponent::GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible)
{
incompatible.push_back(AZ_CRC_CE("TerrainService"));
}
void TerrainSystemComponent::GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required)
{
required.push_back(AZ_CRC_CE("RPISystem"));
}
void TerrainSystemComponent::GetDependentServices([[maybe_unused]] AZ::ComponentDescriptor::DependencyArrayType& dependent)
{
}
void TerrainSystemComponent::Init()
{
}
void TerrainSystemComponent::Activate()
{
// Currently, the Terrain System Component owns the Terrain System instance because the Terrain World component gets recreated
// every time an entity is added or removed to a level. If this ever changes, the Terrain System ownership could move into
// the level component.
m_terrainSystem = new TerrainSystem();
AZ::RPI::FeatureProcessorFactory::Get()->RegisterFeatureProcessor<Terrain::TerrainFeatureProcessor>();
}
void TerrainSystemComponent::Deactivate()
{
delete m_terrainSystem;
m_terrainSystem = nullptr;
AZ::RPI::FeatureProcessorFactory::Get()->UnregisterFeatureProcessor<Terrain::TerrainFeatureProcessor>();
}
}