Files
o3de/Gems/PhysX/Code/Editor/EditorSubComponentModeAnglePair.h
T
2021-03-08 14:30:57 -08:00

71 lines
2.5 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 <Editor/EditorSubComponentModeBase.h>
#include <PhysX/EditorJointBus.h>
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
#include <AzToolsFramework/Manipulators/AngularManipulator.h>
namespace PhysX
{
class EditorSubComponentModeAnglePair
: public PhysX::EditorSubComponentModeBase
, private AzFramework::EntityDebugDisplayEventBus::Handler
{
public:
EditorSubComponentModeAnglePair(
const AZ::EntityComponentIdPair& entityComponentIdPair
, const AZ::Uuid& componentType
, const AZStd::string& name
, const AZ::Vector3& axis
, float firstMax
, float firstMin
, float secondMax
, float secondMin);
~EditorSubComponentModeAnglePair();
// PhysX::EditorSubComponentModeBase
void Refresh() override;
private:
struct SharedRotationState
{
AZ::Vector3 m_axis;
AZ::Quaternion m_savedOrientation = AZ::Quaternion::CreateIdentity();
AngleLimitsFloatPair m_valuePair;
};
// AzFramework::EntityDebugDisplayEventBus
void DisplayEntityViewport(
const AzFramework::ViewportInfo& viewportInfo,
AzFramework::DebugDisplayRequests& debugDisplay) override;
float MouseMove(AZStd::shared_ptr<SharedRotationState>& sharedRotationState
, const AzToolsFramework::AngularManipulator::Action& action
, bool isFirstValue
, float& angleDelta
, AZ::Quaternion& manipulatorOrientation);
AZStd::shared_ptr<AzToolsFramework::AngularManipulator> m_firstManipulator;
AZStd::shared_ptr<AzToolsFramework::AngularManipulator> m_secondManipulator;
AZ::Vector3 m_axis = AZ::Vector3::CreateAxisX();
float m_firstMax = FLT_MAX;
float m_firstMin = -FLT_MAX;
float m_secondMax = FLT_MAX;
float m_secondMin = -FLT_MAX;
};
} // namespace PhysX