42 lines
1.9 KiB
C++
42 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "PCGSpatialDataVisualization.h"
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class UPCGData;
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struct FPCGContext;
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/** Overrides collapse behavior to target a given number of points generated, to avoid too coarse debug (points way bigger than data) or enormous amount of points (points way smaller than data). */
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class PCGEDITOR_API FPCGPrimitiveDataVisualization : public IPCGSpatialDataVisualization
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{
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public:
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// ~Begin IPCGSpatialDataVisualization interface
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virtual const UPCGBasePointData* CollapseToDebugBasePointData(FPCGContext* Context, const UPCGData* Data) const override;
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FPCGSetupSceneFunc GetViewportSetupFunc(const UPCGData* Data) const override;
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// ~End IPCGSpatialDataVisualization interface
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protected:
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virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray<TObjectPtr<UPrimitiveComponent>>& OutComponents, TArray<FTransform>& OutComponentTransforms) const;
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};
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/** Specialization for volumes that don't always rely on their primitive component */
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class FPCGVolumeDataVisualization : public FPCGPrimitiveDataVisualization
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{
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protected:
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virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray<TObjectPtr<UPrimitiveComponent>>& OutComponents, TArray<FTransform>& OutComponentTransforms) const override;
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};
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/** Specialization for simple collision shapes */
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class FPCGCollisionShapeDataVisualization : public FPCGPrimitiveDataVisualization
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{
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protected:
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virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray<TObjectPtr<UPrimitiveComponent>>& OutComponents, TArray<FTransform>& OutComponentTransforms) const override;
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};
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/** Specialization for collision wrappers */
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class FPCGCollisionWrapperDataVisualization : public FPCGPrimitiveDataVisualization
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{
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protected:
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virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray<TObjectPtr<UPrimitiveComponent>>& OutComponents, TArray<FTransform>& OutComponentTransforms) const override;
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}; |