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| | FSubGizmoTransformAdjuster (const FTransform &GizmoOriginToComponent=FTransform::Identity, const FSettings &SettingsIn=FSettings()) |
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| INTERACTIVETOOLSFRAMEWORK_API void | SetGizmoOriginTransform (const FTransform &GizmoOriginToComponent) |
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| void | SetMirrorBasedOnOctant (bool bOn) |
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| void | SetSettings (const FSettings &SettingsIn) |
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| virtual INTERACTIVETOOLSFRAMEWORK_API FTransform | GetAdjustedComponentToWorld (const UE::GizmoRenderingUtil::ISceneViewInterface &View, const FTransform &CurrentComponentToWorld) override |
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| virtual INTERACTIVETOOLSFRAMEWORK_API FTransform | GetAdjustedComponentToWorld_RenderThread (const ISceneViewInterface &View, const FTransform &CurrentComponentToWorld) override |
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| virtual void | UpdateWorldLocalState (bool bWorldIn) override |
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| virtual INTERACTIVETOOLSFRAMEWORK_API FBoxSphereBounds | GetViewIndependentBounds (const FTransform &LocalToWorld, const FBoxSphereBounds &OriginalBounds) override |
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| virtual | ~IViewBasedTransformAdjuster () |
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| TSharedRef< FSubGizmoTransformAdjuster, Mode > | AsShared () |
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| TSharedRef< FSubGizmoTransformAdjuster const, Mode > | AsShared () const |
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| TSharedRef< SubobjectType, Mode > | AsSharedSubobject (SubobjectType *SubobjectPtr) const |
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| TWeakPtr< FSubGizmoTransformAdjuster, Mode > | AsWeak () |
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| TWeakPtr< FSubGizmoTransformAdjuster const, Mode > | AsWeak () const |
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| TWeakPtr< SubobjectType, Mode > | AsWeakSubobject (SubobjectType *SubobjectPtr) const |
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| void | UpdateWeakReferenceInternal (TSharedPtr< SharedPtrType, SharedPtrMode > const *InSharedPtr, OtherType *InObject) const |
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| void | UpdateWeakReferenceInternal (TSharedRef< SharedRefType, SharedPtrMode > const *InSharedRef, OtherType *InObject) const |
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| UE_FORCEINLINE_HINT bool | DoesSharedInstanceExist () const |
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An adjuster that can do various transformations common for sub gizmos, which are based off of the parent gizmo transform (in addition to the actual component transform).
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.