/* * 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. * */ #pragma once #include #include #include #include #include #include #include namespace PhysX { class EditorFixedJointComponent : public EditorJointComponent { public: AZ_EDITOR_COMPONENT(EditorFixedJointComponent, "{4E57E0DB-7334-4022-AB64-3BB6FE5B4305}", EditorJointComponent); static void Reflect(AZ::ReflectContext* context); static void GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided); static void GetRequiredServices(AZ::ComponentDescriptor::DependencyArrayType& required); static void GetIncompatibleServices(AZ::ComponentDescriptor::DependencyArrayType& incompatible); // AZ::Component void Activate() override; void Deactivate() override; // EditorComponentBase void BuildGameEntity(AZ::Entity* gameEntity) override; private: using ComponentModeDelegate = AzToolsFramework::ComponentModeFramework::ComponentModeDelegate; ComponentModeDelegate m_componentModeDelegate; ///< Responsible for detecting ComponentMode activation ///< and creating a concrete ComponentMode(s). }; } // namespace PhysX