40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MassEntityQuery.h"
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#include "MassProcessor.h"
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#include "MassUpdateISMProcessor.generated.h"
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#define UE_API MASSREPRESENTATION_API
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class UMassRepresentationSubsystem;
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struct FMassInstancedStaticMeshInfo;
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UCLASS(MinimalAPI)
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class UMassUpdateISMProcessor : public UMassProcessor
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{
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GENERATED_BODY()
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public:
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UE_API UMassUpdateISMProcessor();
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static UE_API void UpdateISMTransform(FMassEntityHandle EntityHandle, FMassInstancedStaticMeshInfo& ISMInfo, const FTransform& Transform, const FTransform& PrevTransform, const float LODSignificance, const float PrevLODSignificance = -1.0f);
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protected:
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/** Configure the owned FMassEntityQuery instances to express processor's requirements */
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UE_API virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
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/**
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* Execution method for this processor
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* @param EntitySubsystem is the system to execute the lambdas on each entity chunk
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* @param Context is the execution context to be passed when executing the lambdas */
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UE_API virtual void Execute(FMassEntityManager& EntityManager, FMassExecutionContext& Context) override;
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FMassEntityQuery EntityQuery;
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};
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#undef UE_API
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