FQuickAxisRotator

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Inheritance Hierarchy

FQuickTransformer

FQuickAxisRotator

References

Module

ModelingComponents

Header

/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Public/Transforms/QuickAxisRotator.h

Include

#include "Transforms/QuickAxisRotator.h"

Syntax

class FQuickAxisRotator : public FQuickTransformer

Variables

Name Description

Protected variable

TMap< int, FLin...

 

AxisColorMap

Protected variable

FFrame3d

 

AxisFrameWorld

Protected variable

bool

 

bHaveLockedToAxis

Protected variable

FViewCameraStat...

 

CameraState

Camera state saved at last Render()

Protected variable

FIndex3i

 

IgnoredAxes

Protected variable

FRaySpatialSnap...

 

MoveAxisSolver

Protected variable

FToolDataVisual...

 

QuickAxisPreviewRenderer

Protected variable

FToolDataVisual...

 

QuickAxisRenderer

Destructors

Name Description

Public function Virtual

~FQuickAxisRotator()

Functions

Name Description

Public function

void

 

ClearAxisLock()

Public function Virtual Const

FFrame3d

 

GetActiveRotationFrame()

Public function Const

const FFrame...

 

GetActiveWorldFrame()

Public function Const

bool

 

GetHaveLockedToAxis()

Public function Virtual Const

bool

 

HaveActiveSnap()

Public function Virtual Const

bool

 

HaveActiveSnapRotation()

Public function Virtual

void

 

SetActiveFrameFromWorldNormal

(
    const FVector3d& Origin,
    const FVector3d& Normal,
    bool bAlignToWorldAxes
)

Set current snap-axis frame to a frame at the given Origin with Z aligned to the given Normal.

Public function

void

 

SetAxisLock()

Public function Virtual

bool

 

UpdateSnap

(
    const FRay3d& Ray,
    FVector3d& SnapPointOut
)

Try to find the best snap point for the given Ray, and store in SnapPointOut if found

Protected function

void

 

UpdateSnapAxes()

Overridden from FQuickTransformer

Name Description

Public function Virtual

void

 

Initialize()

Set up internal data structures

Public function Virtual

void

 

PreviewRender

(
    IToolsContextRenderAPI* Render...
)

Draw a visualization of the current snap axes and active snap point

Public function Virtual

void

 

Render

(
    IToolsContextRenderAPI* Render...
)

Draw a visualization of the current snap axes and active snap point

Public function Virtual

void

 

Reset()

Reset transformer state

Public function Virtual

void

 

SetActiveFrameFromWorldAxes

(
    const FVector3d& Origin
)

Set current transform frame to the unit axes at the given Origin

Public function Virtual

void

 

SetActiveWorldFrame

(
    const FFrame3d& Frame
)

Set current transform frame to the given frame

Public function Virtual

void

 

UpdateActiveFrameOrigin

(
    const FVector3d& NewOrigin
)

Update the current snap-axis frame with a new origin

Public function Virtual

void

 

UpdateCameraState

(
    const FViewCameraState& CameraStat...
)

Update internal copy of camera state. You must call this for snapping to work!

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