update joints to use cluster viewport ui. (#4352)
also some joints Component mode cleanup. Signed-off-by: amzn-sean <75276488+amzn-sean@users.noreply.github.com>
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@@ -13,7 +13,7 @@
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#include <AzToolsFramework/ViewportSelection/EditorSelectionUtil.h>
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#include <Source/EditorFixedJointComponent.h>
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#include <Editor/EditorJointComponentMode.h>
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#include <Editor/Source/ComponentModes/Joints/JointsComponentMode.h>
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#include <Source/FixedJointComponent.h>
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namespace PhysX
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@@ -70,9 +70,8 @@ namespace PhysX
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AzToolsFramework::EditorComponentSelectionNotificationsBus::Handler::BusConnect(entityId);
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AzToolsFramework::EditorComponentSelectionRequestsBus::Handler* selection = this;
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m_componentModeDelegate.ConnectWithSingleComponentMode <
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EditorFixedJointComponent, EditorFixedJointComponentMode>(
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AZ::EntityComponentIdPair(entityId, GetId()), selection);
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m_componentModeDelegate.ConnectWithSingleComponentMode<EditorFixedJointComponent, JointsComponentMode>(
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AZ::EntityComponentIdPair(entityId, GetId()), selection);
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PhysX::EditorJointRequestBus::Handler::BusConnect(AZ::EntityComponentIdPair(entityId, GetId()));
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}
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@@ -91,4 +90,9 @@ namespace PhysX
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m_config.m_followerEntity = GetEntityId(); // joint is always in the same entity as the follower body.
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gameEntity->CreateComponent<FixedJointComponent>(m_config.ToGameTimeConfig(), m_config.ToGenericProperties());
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}
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AZStd::vector<JointsComponentModeCommon::SubModeParamaterState> EditorFixedJointComponent::GetSubComponentModesState()
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{
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return EditorJointComponent::GetSubComponentModesState();
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}
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}
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