Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Public/TargetInterfaces/PrimitiveComponentBackedTarget.h
michael balzer 5a20a5e3d0 Move InteractiveToolsFramework and GeometryFramework out of Experimental
#jira UETOOL-3823
#rb brooke.hubert
#preflight 6109d1e9b4288d0001acb7ef

#ROBOMERGE-SOURCE: CL 17055606 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)

[CL 17055619 by michael balzer in ue5-release-engine-test branch]
2021-08-04 13:59:17 -04:00

52 lines
1.4 KiB
C++

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