/* * 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 // 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 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