62 lines
2.7 KiB
C++
62 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Features/IModularFeature.h"
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#include "Templates/SharedPointer.h"
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class UClass;
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class FMenuBuilder;
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class IClothingSimulation;
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class USkeletalMeshComponent;
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class IPersonaPreviewScene;
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class FPrimitiveDrawInterface;
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class FCanvas;
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class FSceneView;
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/**
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* A simulation extender is an object responsible for extending certain editor features with respect to a certain
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* type of clothing simulation. The supported simulation factory class should be returned from GetSupportedSimulationFactoryClass.
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* The engine will call into various interface functions to perform editor functions as outlined in the interface API
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* As this is a modular feature it should be registered under FClothingSystemEditorInterfaceModule::ExtenderFeatureName
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* To be accessible through the clothing editor interface module.
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*/
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class ISimulationEditorExtender : public IModularFeature
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{
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public:
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virtual ~ISimulationEditorExtender() { }
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/**
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* Called to identify the type of clothing simulation this editor extender can support.
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* Should return a class derived from UClothingSimulationFactory
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*/
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virtual UClass* GetSupportedSimulationFactoryClass() = 0;
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/**
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* Called from the editor to add simulation specific entries to the "Show" menu on the Persona viewport.
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* @param InMenuBuilder - The menu builder for the show->clothing menu to extend
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* @param InPreviewScene - The Persona preview scene from the editor, contains the current preview component
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*/
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virtual void ExtendViewportShowMenu(FMenuBuilder& InMenuBuilder, TSharedRef<IPersonaPreviewScene> InPreviewScene) = 0;
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/**
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* Called from the editor when clothing is active to process any active debug drawing, recommended to use the
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* show menu extension for controlling what data to draw
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* @param InSimulation - The running clothing simulation
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* @param InOwnerComponent - The component that owns the running clothing simulation
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* @param PDI - The drawing interface to use
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*/
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virtual void DebugDrawSimulation(const IClothingSimulation* InSimulation, USkeletalMeshComponent* InOwnerComponent, FPrimitiveDrawInterface* PDI) = 0;
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/**
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* Called from the editor when clothing is active to process any active debug drawing of any text strings
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* Recommended to use the show menu extension for controlling what data to draw
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* @param InSimulation - The running clothing simulation
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* @param InOwnerComponent - The component that owns the running clothing simulation
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* @param Canvas - The canvas to use for drawing the text
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* @param SceneView - The view on which to project the text
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*/
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virtual void DebugDrawSimulationTexts(const IClothingSimulation* InSimulation, USkeletalMeshComponent* InOwnerComponent, FCanvas* Canvas, const FSceneView* SceneView) = 0;
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};
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