// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "PCGSpatialDataVisualization.h" #define UE_API PCGEDITOR_API class UPCGData; struct FPCGContext; /** Overrides collapse behavior to target a given number of points generated, to avoid too coarse debug (points way bigger than data) or enormous amount of points (points way smaller than data). */ class FPCGPrimitiveDataVisualization : public IPCGSpatialDataVisualization { public: // ~Begin IPCGSpatialDataVisualization interface UE_API virtual const UPCGBasePointData* CollapseToDebugBasePointData(FPCGContext* Context, const UPCGData* Data) const override; UE_API FPCGSetupSceneFunc GetViewportSetupFunc(const UPCGSettingsInterface* SettingsInterface, const UPCGData* Data) const override; // ~End IPCGSpatialDataVisualization interface protected: UE_API virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray>& OutComponents, TArray& OutComponentTransforms) const; }; /** Specialization for volumes that don't always rely on their primitive component */ class FPCGVolumeDataVisualization : public FPCGPrimitiveDataVisualization { protected: virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray>& OutComponents, TArray& OutComponentTransforms) const override; }; /** Specialization for simple collision shapes */ class FPCGCollisionShapeDataVisualization : public FPCGPrimitiveDataVisualization { protected: virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray>& OutComponents, TArray& OutComponentTransforms) const override; }; /** Specialization for collision wrappers */ class FPCGCollisionWrapperDataVisualization : public FPCGPrimitiveDataVisualization { protected: virtual void GetComponentsAndTransforms(const UPCGData* InData, TArray>& OutComponents, TArray& OutComponentTransforms) const override; }; #undef UE_API