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o3de/Gems/PhysX/Code/Editor/ColliderAssetScaleMode.h
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2021-04-23 09:43:40 -07:00

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/*
* 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 "ColliderSubComponentMode.h"
#include <AzToolsFramework/Manipulators/ScaleManipulators.h>
namespace PhysX
{
/// Sub component mode for modifying the asset scale on a collider in the viewport.
class ColliderAssetScaleMode
: public PhysX::ColliderSubComponentMode
{
public:
AZ_CLASS_ALLOCATOR_DECL
ColliderAssetScaleMode();
// ColliderSubComponentMode ...
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:
void OnManipulatorDown(const AZ::EntityComponentIdPair& idPair);
void OnManipulatorMoved(const AZ::Vector3& scale, const AZ::EntityComponentIdPair& idPair);
AZ::Vector3 m_initialScale;
AzToolsFramework::ScaleManipulators m_dimensionsManipulators;
};
} //namespace PhysX