// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Dataflow/DataflowRenderingFactory.h" namespace UE::Chaos::RigidAsset { class FAggregateGeometryGeomRenderCallbacks : public UE::Dataflow::FRenderingFactory::ICallbackInterface { public: static UE::Dataflow::FRenderKey StaticGetRenderKey(); UE::Dataflow::FRenderKey GetRenderKey() const override; bool CanRender(const UE::Dataflow::IDataflowConstructionViewMode& ViewMode) const override; void Render(GeometryCollection::Facades::FRenderingFacade& RenderingFacade, const UE::Dataflow::FGraphRenderingState& State) override; }; class FBoneSelectionRenderCallbacks : public UE::Dataflow::FRenderingFactory::ICallbackInterface { public: static UE::Dataflow::FRenderKey StaticGetRenderKey(); UE::Dataflow::FRenderKey GetRenderKey() const override; bool CanRender(const UE::Dataflow::IDataflowConstructionViewMode& ViewMode) const override; void Render(GeometryCollection::Facades::FRenderingFacade& RenderingFacade, const UE::Dataflow::FGraphRenderingState& State) override; }; class FPhysAssetStateRenderCallbacks : public UE::Dataflow::FRenderingFactory::ICallbackInterface { public: static UE::Dataflow::FRenderKey StaticGetRenderKey(); UE::Dataflow::FRenderKey GetRenderKey() const override; bool CanRender(const UE::Dataflow::IDataflowConstructionViewMode& ViewMode) const override; void Render(GeometryCollection::Facades::FRenderingFacade& RenderingFacade, const UE::Dataflow::FGraphRenderingState& State) override; }; }