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| UObjectBase
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Module |
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Header |
/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Mechanics/DragAlignmentMechanic.h |
Include |
#include "Mechanics/DragAlignmentMechanic.h" |
UCLASS()
class UDragAlignmentMechanic :
public UInteractionMechanic,
public IModifierToggleBehaviorTarget
Mechanic that can be added to (potentially multiple) UCombinedTransformGizmo object to allow them to snap to scene geometry in rotation and translation when the Ctrl key is pressed.
Name | Description | ||
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AlignmentModifierID |
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bAlignmentToggle |
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bPreviewEndpointsValid |
We keep track of the last position we gave the user and the last position that they moved their gizmo. |
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bWaitingOnProjectedResult |
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CachedCameraState |
Used for snapping to verts. |
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LastHitResult |
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LastProjectedResult |
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MeshRayCast |
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MeshRayCastTriangleFilter |
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float |
VisualAngleSnapThreshold |
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WorldRayCast |
These are modifiable in case we someday want to make it easier to customize them further. |
Name | Description | ||
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AddToGizmo ( |
Adds this mechanic to the given gizmo. |
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AddToGizmo ( |
Like the other AddToGizmo, but acts on interval gizmos. |
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CastRay ( |
Casts a ray into the scene to find an alignment point. Used in the functions bound to gizmos. |
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InitializeDeformedMeshRayCast ( |
Optional- allows the use of the mechanic in mesh deformation. |
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OnGizmoTransformChanged ( |
Name | Description | ||
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Render ( |
This will draw a line from the last input position to the last output position. |
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Setup ( |
Called to initialize the InteractionMechanic |
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Shutdown() |
Called to clean up the InteractionMechanic |
Name | Description | ||
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OnUpdateModifierState ( |
IModifierToggleBehaviorTarget implementation. |
Name |
Description |
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EDGE_HIT_TYPE_ID |
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TRIANGLE_HIT_TYPE_ID |
Used to identify the type of object we hit, so we can choose different renderings. |
VERT_HIT_TYPE_ID |