Code review changes

This commit is contained in:
Iain Mckay
2021-12-15 16:56:39 +01:00
parent 32f225c922
commit 2674086e0c
3 changed files with 1 additions and 23 deletions

View File

@@ -22,7 +22,6 @@
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Scripting/Script.h"
#include "Engine/Engine/Time.h"
#include "Engine/Physics/Physics.h"
#include "Engine/Scripting/ManagedCLR/MAssembly.h"
#include "Engine/Scripting/ManagedCLR/MClass.h"
#include "Engine/Scripting/ManagedCLR/MDomain.h"
@@ -779,8 +778,6 @@ bool LevelImpl::unloadScene(Scene* scene)
// Force flush deleted objects so we actually delete unloaded scene objects (prevent from reloading their managed objects, etc.)
ObjectsRemovalService::Flush();
Physics::EndPlay();
return false;
}
@@ -1031,8 +1028,6 @@ bool Level::loadScene(rapidjson_flax::Value& data, int32 engineBuild, Scene** ou
{
PROFILE_CPU_NAMED("BeginPlay");
Physics::BeginPlay();
ScopeLock lock(ScenesLock);
Scenes.Add(scene);
SceneBeginData beginData;

View File

@@ -324,7 +324,6 @@ bool PhysicsService::Init()
#endif
Physics::DefaultScene = Physics::FindOrCreateScene(TEXT("Default"));
Physics::Scenes.Add(Physics::DefaultScene);
// Create default resources
DefaultMaterial = CPhysX->createMaterial(0.7f, 0.7f, 0.3f);
@@ -533,14 +532,3 @@ PhysicsScene* Physics::FindScene(const String& name)
return nullptr;
}
void Physics::BeginPlay()
{
reset();
}
void Physics::EndPlay()
{
reset();
}

View File

@@ -2,7 +2,6 @@
#pragma once
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Quaternion.h"
@@ -111,7 +110,7 @@ public:
/// List with all physics scenes (readonly).
/// </summary>
API_FIELD(ReadOnly)
static Array<PhysicsScene*> Scenes;
static Array<PhysicsScene*, HeapAllocation> Scenes;
/// <summary>
/// Finds an existing <see cref="PhysicsScene"/> or creates it if it does not exist.
@@ -590,8 +589,4 @@ public:
/// </summary>
/// <param name="joint">The joint.</param>
static void RemoveJoint(Joint* joint);
public:
static void BeginPlay();
static void EndPlay();
};