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