29 lines
929 B
C++
29 lines
929 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "PhysicsEngine/PhysicsHandleComponent.h"
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#include "PhysicsAssetEditorPhysicsHandleComponent.generated.h"
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/**
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* Extend the Physics Handle for PhAt. This adds support for manipulating the physics
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* if it is running in a RigidBody AnimNode (which is always is with Chaos at the moment).
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*/
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UCLASS()
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class UPhysicsAssetEditorPhysicsHandleComponent : public UPhysicsHandleComponent
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{
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GENERATED_UCLASS_BODY()
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bool bAnimInstanceMode;
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public:
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void SetAnimInstanceMode(bool bInAnimInstanceMode);
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virtual void ReleaseComponent() override;
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protected:
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virtual void UpdateHandleTransform(const FTransform& NewTransform) override;
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virtual void UpdateDriveSettings() override;
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virtual void GrabComponentImp(class UPrimitiveComponent* Component, FName InBoneName, const FVector& Location, const FRotator& Rotation, bool bRotationConstrained) override;
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};
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