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

55 lines
1.6 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 "GizmoElementSphere.generated.h"
/**
* Simple object intended to be used as part of 3D Gizmos.
* Draws a solid 3D sphere based on parameters.
*/
UCLASS(Transient, MinimalAPI)
class UGizmoElementSphere : 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 sphere
INTERACTIVETOOLSFRAMEWORK_API virtual void SetCenter(const FVector& InCenter);
INTERACTIVETOOLSFRAMEWORK_API virtual FVector GetCenter() const;
// Sphere radius.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetRadius(float InRadius);
INTERACTIVETOOLSFRAMEWORK_API virtual float GetRadius() const;
// Number of sides for tessellating sphere.
INTERACTIVETOOLSFRAMEWORK_API virtual void SetNumSides(int32 InNumSides);
INTERACTIVETOOLSFRAMEWORK_API virtual int32 GetNumSides() const;
protected:
// Location of center of sphere
UPROPERTY()
FVector Center = FVector::ZeroVector;
// Sphere radius.
UPROPERTY()
float Radius = 0.5f;
// Number of sides for tessellating sphere.
UPROPERTY()
int32 NumSides = 32;
};