text: /*
  * 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.
  *
  */
  
  #include <AzFramework/Render/GameIntersectorComponent.h>
  
  #include <AzFramework/Entity/EntityContext.h>
  #include <AzFramework/Render/Intersector.h>
  #include <AzFramework/Entity/GameEntityContextBus.h>
  
  namespace AzFramework
  {
      namespace RenderGeometry
      {
          void GameIntersectorComponent::Activate()
          {
              AzFramework::EntityContextId gameContextId;
              AzFramework::GameEntityContextRequestBus::BroadcastResult(
                  gameContextId, &AzFramework::GameEntityContextRequests::GetGameEntityContextId);
  
              m_intersector = AZStd::make_unique<AzFramework::RenderGeometry::Intersector>(gameContextId);
          }
  
          void GameIntersectorComponent::Deactivate()
          {
              m_intersector.reset();
          }
  
          void GameIntersectorComponent::Reflect(AZ::ReflectContext* context)
          {
              if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
              {
                  serializeContext->Class<GameIntersectorComponent, AZ::Component>()
                      ->Version(0)
                      ;
              }
          }
      }
  }
  