/* * 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 #include #include namespace MCore { class CommandGroup; } namespace EMotionFX { class SimulatedObjectHelpers { public: static bool AddSimulatedObject(AZ::u32 actorID, AZStd::optional name = AZStd::nullopt, MCore::CommandGroup* commandGroup = nullptr); static bool AddSimulatedJoints(const QModelIndexList& modelIndices /* SkeletonModel */, size_t objectIndex, bool addChildren, MCore::CommandGroup* commandGroup = nullptr); static void RemoveSimulatedObject(const QModelIndex& modelIndex /* SimulatedObjectModel */); static void RemoveSimulatedJoint(const QModelIndex& modelIndex /* SimulatedObjectModel */, bool removeChildren); static void RemoveSimulatedJoints(const QModelIndexList& modelIndices /* SimulatedObjectModel */, bool removeChildren); }; } // namespace EMotionFX