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o3de/Gems/PhysX/Code/Editor/Source/ComponentModes/Joints/JointsSubComponentModeLinea...

57 lines
1.7 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
#include <AzCore/Memory/Memory.h>
#include <AzCore/std/limits.h>
#include <AzCore/std/smart_ptr/shared_ptr.h>
#include <AzCore/std/string/string.h>
#include <Editor/Source/ComponentModes/PhysXSubComponentModeBase.h>
namespace AZ
{
class Vector3;
} // namespace AZ
namespace AzToolsFramework
{
class LinearManipulator;
} // namespace AzToolsFramework
namespace PhysX
{
class JointsSubComponentModeLinearFloat final
: public PhysXSubComponentModeBase
{
public:
AZ_CLASS_ALLOCATOR_DECL;
JointsSubComponentModeLinearFloat(
const AZStd::string& propertyName, float exponent, float max, float min);
// PhysXSubComponentModeBase ...
void Setup(const AZ::EntityComponentIdPair& idPair) override;
void Refresh(const AZ::EntityComponentIdPair& idPair) override;
void Teardown(const AZ::EntityComponentIdPair& idPair) override;
void ResetValues(const AZ::EntityComponentIdPair& idPair) override;
private:
float DisplacementToDeltaValue(float displacement) const;
float ValueToDisplacement(float value) const;
float m_exponent = 1.0f;
float m_inverseExponent = 1.0f;
float m_max = AZStd::numeric_limits<float>::max();
float m_min = -AZStd::numeric_limits<float>::max();
float m_resetValue = 0.0f;
AZStd::string m_propertyName;
AZStd::shared_ptr<AzToolsFramework::LinearManipulator> m_manipulator;
};
}