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o3de/Gems/PhysX/Code/Source/EditorFixedJointComponent.h

51 lines
2.0 KiB
C++

/*
* 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 <AzFramework/Physics/Joint.h>
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
#include <AzToolsFramework/API/ComponentEntitySelectionBus.h>
#include <AzToolsFramework/ComponentMode/ComponentModeDelegate.h>
#include <PhysX/EditorJointBus.h>
#include <Editor/EditorJointConfiguration.h>
#include <Source/EditorJointComponent.h>
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