You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira UE-153186 #rb cedric.caillaud #preflight 628bf826016e5daa1cd3b008 [CL 20343691 by Jimmy Andrews in ue5-main branch]
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
#include "GeometryCollectionEditorSelection.h"
|
|
|
|
#if GEOMETRYCOLLECTION_EDITOR_SELECTION
|
|
#include "EngineUtils.h"
|
|
|
|
class UGeometryCollectionComponent;
|
|
|
|
/** HitProxy with transform index information.
|
|
* @todo: These are never actually drawn because the shader is always in per-vertex mode, where it is passed HGeometryCollectionBone (or the whole-object HActor)
|
|
*/
|
|
struct HGeometryCollection : public HActor
|
|
{
|
|
DECLARE_HIT_PROXY(GEOMETRYCOLLECTIONENGINE_API)
|
|
int32 TransformIndex;
|
|
|
|
HGeometryCollection(AActor* InActor, const UPrimitiveComponent* InPrimitiveComponent, int32 InSectionIndex, int32 InMaterialIndex, int32 InTransformIndex)
|
|
: HActor(InActor, InPrimitiveComponent, InSectionIndex, InMaterialIndex)
|
|
, TransformIndex(InTransformIndex)
|
|
{}
|
|
};
|
|
|
|
|
|
/** HitProxy with transform index information. */
|
|
// @todo FractureTools - This is temp, we should merge it with HGeometryCollection
|
|
struct HGeometryCollectionBone : public HHitProxy
|
|
{
|
|
DECLARE_HIT_PROXY(GEOMETRYCOLLECTIONENGINE_API)
|
|
|
|
UGeometryCollectionComponent* Component;
|
|
int32 BoneIndex;
|
|
|
|
HGeometryCollectionBone(UGeometryCollectionComponent* InGeometryCollectionComponent, int32 InBoneIndex)
|
|
: Component(InGeometryCollectionComponent)
|
|
, BoneIndex(InBoneIndex)
|
|
{}
|
|
|
|
virtual void AddReferencedObjects(FReferenceCollector& Collector) override
|
|
{
|
|
Collector.AddReferencedObject(Component);
|
|
}
|
|
};
|
|
#endif // #if GEOMETRYCOLLECTION_EDITOR_SELECTION
|