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o3de/Gems/PhysX/Code/Editor/ColliderSubComponentMode.h
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Steve Pham b4a2edec6a Final update copyright headers to reference license files at the repo root (#1693)
* Final update copyright headers to reference license files at the repo root

Signed-off-by: spham <spham@amazon.com>

* Fix copyright validator unit tests to support the stale O3DE header scenario

Signed-off-by: spham <spham@amazon.com>
2021-06-30 19:51:55 -07:00

42 lines
1.3 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project. For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
namespace AZ
{
class EntityComponentIdPair;
}
namespace PhysX
{
/// Interface to implement when adding a new editing mode
/// for collider component mode.
class ColliderSubComponentMode
{
public:
virtual ~ColliderSubComponentMode() {};
/// Called when the mode is entered to initialise the mode.
/// @param idPair The entity/component id pair.
virtual void Setup(const AZ::EntityComponentIdPair& idPair) = 0;
/// Called when the mode needs to refresh it's values.
/// @param idPair The entity/component id pair.
virtual void Refresh(const AZ::EntityComponentIdPair& idPair) = 0;
/// Called when the mode exits to perform cleanup.
/// @param idPair The entity/component id pair.
virtual void Teardown(const AZ::EntityComponentIdPair& idPair) = 0;
/// Called when reset hotkey is pressed.
/// Should reset values in the sub component mode to sensible defaults.
/// @param idPair The entity/component id pair.
virtual void ResetValues(const AZ::EntityComponentIdPair& idPair) = 0;
};
}