// 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; class FCanvas; class FSceneView; /** * 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 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; /** * Called from the editor when clothing is active to process any active debug drawing of any text strings * 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 Canvas - The canvas to use for drawing the text * @param SceneView - The view on which to project the text */ virtual void DebugDrawSimulationTexts(const IClothingSimulation* InSimulation, USkeletalMeshComponent* InOwnerComponent, FCanvas* Canvas, const FSceneView* SceneView) = 0; };