You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch]
50 lines
2.1 KiB
C++
50 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Features/IModularFeature.h"
|
|
#include "Templates/SharedPointer.h"
|
|
|
|
class UClass;
|
|
class FMenuBuilder;
|
|
class IClothingSimulation;
|
|
class USkeletalMeshComponent;
|
|
class IPersonaPreviewScene;
|
|
class FPrimitiveDrawInterface;
|
|
|
|
/**
|
|
* A simulation extender is an object responsible for extending certain editor features with respect to a certain
|
|
* type of clothing simulation. The supported simulation factory class should be returned from GetSupportedSimulationFactoryClass.
|
|
* The engine will call into various interface functions to perform editor functions as outlined in the interface API
|
|
* As this is a modular feature it should be registered under FClothingSystemEditorInterfaceModule::ExtenderFeatureName
|
|
* To be accessible through the clothing editor interface module.
|
|
*/
|
|
class ISimulationEditorExtender : public IModularFeature
|
|
{
|
|
|
|
public:
|
|
virtual ~ISimulationEditorExtender() { }
|
|
|
|
/**
|
|
* Called to identify the type of clothing simulation this editor extender can support.
|
|
* Should return a class derived from UClothingSimulationFactory
|
|
*/
|
|
virtual UClass* GetSupportedSimulationFactoryClass() = 0;
|
|
|
|
/**
|
|
* Called from the editor to add simulation specific entries to the "Show" menu on the Persona viewport.
|
|
* @param InMenuBuilder - The menu builder for the show->clothing menu to extend
|
|
* @param InPreviewScene - The Persona preview scene from the editor, contains the current preview component
|
|
*/
|
|
virtual void ExtendViewportShowMenu(FMenuBuilder& InMenuBuilder, TSharedRef<IPersonaPreviewScene> InPreviewScene) = 0;
|
|
|
|
/**
|
|
* Called from the editor when clothing is active to process any active debug drawing, recommended to use the
|
|
* show menu extension for controlling what data to draw
|
|
* @param InSimulation - The running clothing simulation
|
|
* @param InOwnerComponent - The component that owns the running clothing simulation
|
|
* @param PDI - The drawing interface to use
|
|
*/
|
|
virtual void DebugDrawSimulation(const IClothingSimulation* InSimulation, USkeletalMeshComponent* InOwnerComponent, FPrimitiveDrawInterface* PDI) = 0;
|
|
};
|