/* * 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_CRYACTION_CRYACTIONPHYSICQUEUES_H #define CRYINCLUDE_CRYACTION_CRYACTIONPHYSICQUEUES_H #pragma once #include #include #if ENABLE_CRY_PHYSICS class CCryActionPhysicQueues { public: typedef RayCastQueue<41> CryActionRayCaster; typedef IntersectionTestQueue<43> CryActionIntersectionTester; CCryActionPhysicQueues() { m_rayCaster.SetQuota(8); m_intersectionTester.SetQuota(6); } CryActionRayCaster& GetRayCaster() { return m_rayCaster; } CryActionIntersectionTester& GetIntersectionTester() { return m_intersectionTester; } void Update(float frameTime) { m_rayCaster.Update(frameTime); m_intersectionTester.Update(frameTime); } private: CryActionRayCaster m_rayCaster; CryActionIntersectionTester m_intersectionTester; }; #endif // ENABLE_CRY_PHYSICS #endif // CRYINCLUDE_CRYACTION_CRYACTIONPHYSICQUEUES_H