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UnrealEngine/Engine/Source/Runtime/InteractiveToolsFramework/Public/BaseGizmos/GizmoElementCylinder.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

90 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseGizmos/GizmoElementBase.h"
#include "InputState.h"
#include "UObject/ObjectMacros.h"
#include "GizmoElementCylinder.generated.h"
/**
* Simple object intended to be used as part of 3D Gizmos.
* Draws a solid 3D cylinder based on parameters.
*/
UCLASS(Transient, MinimalAPI)
class UGizmoElementCylinder : public UGizmoElementBase
{
GENERATED_BODY()
public:
//~ Begin UGizmoElementBase Interface.
INTERACTIVETOOLSFRAMEWORK_API virtual void Render(IToolsContextRenderAPI* RenderAPI, const FRenderTraversalState& RenderState) override;
INTERACTIVETOOLSFRAMEWORK_API virtual FInputRayHit LineTrace(const UGizmoViewContext* ViewContext, const FLineTraceTraversalState& LineTraceState, const FVector& RayOrigin, const FVector& RayDirection, FLineTraceOutput& OutLineTraceOutput) override;
//~ End UGizmoElementBase Interface.
// Location of center of cylinder's base circle.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetBase(const FVector& InBase);
INTERACTIVETOOLSFRAMEWORK_API virtual FVector GetBase() const;
// Cylinder axis direction.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetDirection(const FVector& InDirection);
INTERACTIVETOOLSFRAMEWORK_API virtual FVector GetDirection() const;
// Cylinder height.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetHeight(float InHeight);
INTERACTIVETOOLSFRAMEWORK_API virtual float GetHeight() const;
// Cylinder radius.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetRadius(float InRadius);
INTERACTIVETOOLSFRAMEWORK_API virtual float GetRadius() const;
// Number of sides for tessellating cylinder.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetNumSides(int32 InNumSides);
INTERACTIVETOOLSFRAMEWORK_API virtual int32 GetNumSides() const;
// Whether to render with dashing.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetIsDashed(bool bInDashing);
INTERACTIVETOOLSFRAMEWORK_API virtual bool GetIsDashed() const;
// The dash parameter, if enabled. If GapLength is not specified, it defaults to half DashLength.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetDashParameters(const float InDashLength = 10.0f, const TOptional<float>& InGapLength = TOptional<float>());
INTERACTIVETOOLSFRAMEWORK_API virtual void GetDashParameters(float& OutDashLength, float& OutGapLength) const;
protected:
// Location of center of cylinder's base circle.
UPROPERTY()
FVector Base = FVector::ZeroVector;
// Cylinder axis direction.
UPROPERTY()
FVector Direction = FVector(0.0f, 0.0f, 1.0f);
// Cylinder height.
UPROPERTY()
float Height = 1.0f;
// Cylinder radius.
UPROPERTY()
float Radius = 0.5f;
// Number of sides for tessellating cylinder.
UPROPERTY()
int32 NumSides = 32;
// Whether to render with dashing.
UPROPERTY()
bool bIsDashed = false;
// The Dash Length, if Dashing is enabled.
UPROPERTY()
float DashLength = 10.0f;
// The Dash Gap Length, if Dashing is enabled.
UPROPERTY()
float DashGapLength = 5.0f;
};