Files
cedric caillaud 78bec73a27 Fix build issue related to CL 31864591
( virtual pure method was added on the engine side, but some builds do not sync the game code , causing abstract class allocation errors)

[FYI] jeremy.moore, benn.gallagher
preflight none

[CL 32490002 by cedric caillaud in 5.4 branch]
2024-03-25 18:45:47 -04:00

72 lines
2.8 KiB
C++

// 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<const FTransform3f> InRootLocalTransforms) { check(false); };
/**
* Update all the bones transforms
*/
virtual void UpdateTransforms(UGeometryCollection const& InGeometryCollection, TArrayView<const FTransform3f> 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<const FMatrix> InMatrices) {};
};