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53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "PrimitiveComponentBackedTarget.generated.h"
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class UPrimitiveComponent;
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class AActor;
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struct FHitResult;
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UINTERFACE(MinimalAPI)
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class UPrimitiveComponentBackedTarget : public UInterface
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{
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GENERATED_BODY()
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};
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class IPrimitiveComponentBackedTarget
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{
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GENERATED_BODY()
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public:
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/** @return the Component this is a Source for */
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virtual UPrimitiveComponent* GetOwnerComponent() const = 0;
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/** @return the Actor that owns this Component */
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virtual AActor* GetOwnerActor() const = 0;
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/**
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* Set the visibility of the Component associated with this Source (ie to hide during Tool usage)
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* @param bVisible desired visibility
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*/
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virtual void SetOwnerVisibility(bool bVisible) const = 0;
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/**
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* @return the transform on this component
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* @todo Do we need to return a list of transforms here?
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*/
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virtual FTransform GetWorldTransform() const = 0;
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/**
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* Compute ray intersection with the MeshDescription this Source is providing
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* @param WorldRay ray in world space
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* @param OutHit hit test data
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* @return true if ray intersected Component
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*/
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virtual bool HitTestComponent(const FRay& WorldRay, FHitResult& OutHit) const = 0;
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};
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