| FQuickTransformer
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Module |
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Header |
/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Public/Transforms/QuickAxisRotator.h |
Include |
#include "Transforms/QuickAxisRotator.h" |
class FQuickAxisRotator : public FQuickTransformer
Name | Description | ||
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AxisColorMap |
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AxisFrameWorld |
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bHaveLockedToAxis |
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CameraState |
Camera state saved at last Render() |
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IgnoredAxes |
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MoveAxisSolver |
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QuickAxisPreviewRenderer |
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QuickAxisRenderer |
Name | Description | |
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~FQuickAxisRotator() |
Name | Description | ||
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ClearAxisLock() |
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GetActiveRotationFrame() |
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const FFrame... |
GetActiveWorldFrame() |
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GetHaveLockedToAxis() |
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HaveActiveSnap() |
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HaveActiveSnapRotation() |
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SetActiveFrameFromWorldNormal |
Set current snap-axis frame to a frame at the given Origin with Z aligned to the given Normal. |
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SetAxisLock() |
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UpdateSnap |
Try to find the best snap point for the given Ray, and store in SnapPointOut if found |
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UpdateSnapAxes() |
Name | Description | ||
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Initialize() |
Set up internal data structures |
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PreviewRender ( |
Draw a visualization of the current snap axes and active snap point |
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Render ( |
Draw a visualization of the current snap axes and active snap point |
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Reset() |
Reset transformer state |
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SetActiveFrameFromWorldAxes ( |
Set current transform frame to the unit axes at the given Origin |
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SetActiveWorldFrame ( |
Set current transform frame to the given frame |
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UpdateActiveFrameOrigin ( |
Update the current snap-axis frame with a new origin |
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UpdateCameraState ( |
Update internal copy of camera state. You must call this for snapping to work! |