/* * 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 namespace Physics { class CharacterColliderNodeConfiguration; } namespace EMotionFX { class AddColliderButton; class ColliderContainerWidget; class SimulatedObjectColliderWidget : public SkeletonModelJointWidget { Q_OBJECT //AUTOMOC public: SimulatedObjectColliderWidget(QWidget* parent = nullptr); static Physics::CharacterColliderNodeConfiguration* GetNodeConfig(const QModelIndex& modelIndex); public slots: void OnAddCollider(const AZ::TypeId& colliderType); void OnRemoveCollider(int colliderIndex); private: // SkeletonModelJointWidget QWidget* CreateContentWidget(QWidget* parent); QWidget* CreateNoSelectionWidget(QWidget* parent); void InternalReinit(Actor* actor, Node* joint); Physics::CharacterColliderNodeConfiguration* GetNodeConfig() const; AddColliderButton* m_addColliderButton; ColliderContainerWidget* m_collidersWidget; }; } // namespace EMotionFX