/* * 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 = AZ::g_fltMax; float m_firstMin = -AZ::g_fltMax; float m_secondMax = AZ::g_fltMax; float m_secondMin = -AZ::g_fltMax; }; } // namespace PhysX