// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "UObject/Interface.h" #include "GeometryCollectionExternalRenderInterface.generated.h" class UGeometryCollection; class UGeometryCollectionComponent; UINTERFACE(MinimalAPI) class UGeometryCollectionExternalRenderInterface : public UInterface { GENERATED_BODY() }; class IGeometryCollectionExternalRenderInterface { GENERATED_BODY() public: enum EStateFlags { EState_Visible = 1 << 0, EState_Broken = 1 << 1, EState_ForcedBroken = 1 << 2, }; virtual void OnRegisterGeometryCollection(UGeometryCollectionComponent const& InComponent) = 0; virtual void OnUnregisterGeometryCollection() = 0; /** * Set the state of the geometry collection * this is used by the renderer to managed resources with regards to the state ( see EStateFlags ) */ virtual void UpdateState(UGeometryCollection const& InGeometryCollection, FTransform const& InComponentTransform, uint32 InStateFlags) = 0; /** * Update the root bone transform of the geometry collection * if the geometry collection is using of multiple proxy root meshes this transform applies to all of them */ virtual void UpdateRootTransform(UGeometryCollection const& InGeometryCollection, FTransform const& InRootTransform) = 0; /** * Update the root proxy transforms of the geometry collection * if the geometry collection is using of multiple proxy root meshes, InRootTransforms is expected to contain an entry for each of them * @param InRootTransform Component space root transform * @param InRootLocalTransforms Root space local transforms */ virtual void UpdateRootTransforms(UGeometryCollection const& InGeometryCollection, FTransform const& InRootTransform, TArrayView InRootLocalTransforms) { check(false); }; /** * Update all the bones transforms */ virtual void UpdateTransforms(UGeometryCollection const& InGeometryCollection, TArrayView InTransforms) = 0; // todo: Maybe move this to a separate ISMPool renderer interface? But maybe that is overengineering? virtual void SetCustomInstanceData(int32 CustomFloatIndex, float CustomFloatValue) {} UE_DEPRECATED(5.4, "Use flags version of UpdateState instead") virtual void UpdateState(UGeometryCollection const& InGeometryCollection, FTransform const& InComponentTransform, bool bInIsBroken, bool bInIsVisible) { uint32 StateFlags = 0; StateFlags |= bInIsVisible ? IGeometryCollectionExternalRenderInterface::EState_Visible : 0; StateFlags |= bInIsBroken ? IGeometryCollectionExternalRenderInterface::EState_Broken : 0; return UpdateState(InGeometryCollection, InComponentTransform, StateFlags); }; UE_DEPRECATED(5.3, "Use FTransform version of UpdateTransforms instead") virtual void UpdateTransforms(UGeometryCollection const& InGeometryCollection, TArrayView InMatrices) {}; };