37 lines
1.9 KiB
C++
37 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Features/IModularFeature.h"
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#include "Modules/ModuleInterface.h"
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enum class EConstraintTransformComponentFlags : uint8;
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class IPhysicsAssetRenderInterface : public IModuleInterface, public IModularFeature
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{
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// virtual ~IPhysicsAssetRenderInterface() = default;
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public:
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static FName GetModularFeatureName()
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{
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static FName FeatureName = FName(TEXT("PhysicsAssetRenderInterface"));
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return FeatureName;
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}
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virtual void DebugDraw(class USkeletalMeshComponent* const SkeletalMeshComponent, class UPhysicsAsset* const PhysicsAsset, class FPrimitiveDrawInterface* PDI) = 0;
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virtual void DebugDrawBodies(class USkeletalMeshComponent* const SkeletalMeshComponent, class UPhysicsAsset* const PhysicsAsset, FPrimitiveDrawInterface* PDI, const FColor& PrimitiveColorOverride) = 0;
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virtual void DebugDrawConstraints(class USkeletalMeshComponent* const SkeletalMeshComponent, class UPhysicsAsset* const PhysicsAsset, FPrimitiveDrawInterface* PDI) = 0;
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virtual void SaveConfig() = 0;
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virtual void ToggleShowAllBodies(class UPhysicsAsset* const PhysicsAsset) = 0;
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virtual void ToggleShowAllConstraints(class UPhysicsAsset* const PhysicsAsset) = 0;
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virtual bool AreAnyBodiesHidden(class UPhysicsAsset* const PhysicsAsset) = 0;
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virtual bool AreAnyConstraintsHidden(class UPhysicsAsset* const PhysicsAsset) = 0;
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virtual EConstraintTransformComponentFlags GetConstraintViewportManipulationFlags(class UPhysicsAsset* const PhysicsAsset) = 0;
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virtual bool IsDisplayingConstraintTransformComponentRelativeToDefault(class UPhysicsAsset* const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags) = 0;
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virtual void SetDisplayConstraintTransformComponentRelativeToDefault(class UPhysicsAsset* const PhysicsAsset, const EConstraintTransformComponentFlags ComponentFlags, const bool bShouldDisplayRelativeToDefault) = 0;
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};
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