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