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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ViewBasedTransformAdjusters.h>
Inheritance diagram for UE::GizmoRenderingUtil::FConstantViewRelativeTransformAdjuster:Public Member Functions | |
| FConstantViewRelativeTransformAdjuster (const FTransform &ViewRelativeTransformIn, bool bConstantSize=true) | |
| virtual INTERACTIVETOOLSFRAMEWORK_API FTransform | GetAdjustedComponentToWorld (const UE::GizmoRenderingUtil::ISceneViewInterface &View, const FTransform &CurrentComponentToWorld) override |
| virtual INTERACTIVETOOLSFRAMEWORK_API FBoxSphereBounds | GetViewIndependentBounds (const FTransform &LocalToWorld, const FBoxSphereBounds &OriginalBounds) override |
Public Member Functions inherited from UE::GizmoRenderingUtil::IViewBasedTransformAdjuster | |
| virtual | ~IViewBasedTransformAdjuster () |
| virtual FTransform | GetAdjustedComponentToWorld_RenderThread (const ISceneViewInterface &View, const FTransform &CurrentComponentToWorld) |
| virtual void | UpdateWorldLocalState (bool bWorldIn) |
Adjuster that takes the the view frame at the component world location, and applies a constant relative transform to that. This can be used to create billboard-like gizmo components that keep some orientation to the camera. This doesn't scale the offset relative to gizmo center, but the simplest option is typically to keep the component at gizmo origin and adjust the view relative transform appropriately.
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inline |
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overridevirtual |
Given the component location and the view information, gives the desired transform of the component.
Implements UE::GizmoRenderingUtil::IViewBasedTransformAdjuster.
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overridevirtual |
Returns the transform that should be returned by a USceneComponent CalcBounds method, which can't know about the view. Although the default is to return the original bounds, any adjuster that scales the mesh arbitrarily large will probably need to return infinite bounds, whereas an adjuster that only changes orienation must account for any possible orientation. Note that returning infinite bounds causes the relevant components to no longer be frustum-culled, but this is acceptible for gizmos, which are typically few and on-screen.
Reimplemented from UE::GizmoRenderingUtil::IViewBasedTransformAdjuster.