Files
UnrealEngine/Engine/Source/Runtime/Experimental/GeometryCollectionEngine/Public/GeometryCollection/GeometryCollectionDebugDrawComponent.h
2025-05-18 13:04:45 +08:00

44 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/MeshComponent.h"
#include "GeometryCollection/GeometryCollectionParticlesData.h"
#include "GeometryCollectionDebugDrawComponent.generated.h"
class AGeometryCollectionRenderLevelSetActor;
class UGeometryCollectionComponent;
class AGeometryCollectionDebugDrawActor;
class AChaosSolverActor;
#if GEOMETRYCOLLECTION_DEBUG_DRAW
namespace Chaos { class FImplicitObject; }
namespace Chaos { template<class T, int d> class TPBDRigidParticles; }
#endif // #if GEOMETRYCOLLECTION_DEBUG_DRAW
/**
* UGeometryCollectionDebugDrawComponent
* Component adding debug drawing functionality to a GeometryCollectionActor.
* This component is automatically added to every GeometryCollectionActor.
*/
class UE_DEPRECATED(5.0, "Deprecated. Use normal debug draw Chaos Physics commands") UGeometryCollectionDebugDrawComponent;
UCLASS(meta = (BlueprintSpawnableComponent), HideCategories = ("Tags", "Activation", "Cooking", "AssetUserData", "Collision"), MinimalAPI)
class UGeometryCollectionDebugDrawComponent : public UActorComponent
{
GENERATED_UCLASS_BODY()
public:
PRAGMA_DISABLE_DEPRECATION_WARNINGS
/** Singleton actor, containing the debug draw properties. Automatically populated at play time unless explicitly set. */
UPROPERTY()
TObjectPtr<AGeometryCollectionDebugDrawActor> GeometryCollectionDebugDrawActor_DEPRECATED;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
/** Level Set singleton actor, containing the Render properties. Automatically populated at play time unless explicitly set. */
UPROPERTY(EditAnywhere, Category = "Debug Draw", AdvancedDisplay)
TObjectPtr<AGeometryCollectionRenderLevelSetActor> GeometryCollectionRenderLevelSetActor;
UGeometryCollectionComponent* GeometryCollectionComponent; // the component we are debug rendering for, set by the GeometryCollectionActor after creation
};