EditorWhiteBoxComponent requests.
More...
#include <EditorWhiteBoxComponentBus.h>
Inherits AZ::EntityComponentBus.
|
virtual WhiteBoxMesh * | GetWhiteBoxMesh ()=0 |
| Return a pointer to the WhiteBoxMesh.
|
|
virtual WhiteBoxMeshHandle | GetWhiteBoxMeshHandle () |
|
virtual void | SerializeWhiteBox ()=0 |
|
virtual void | DeserializeWhiteBox ()=0 |
|
virtual void | WriteAssetToComponent ()=0 |
| If an Asset is in use, write the data from it back to be stored directly on the Component.
|
|
virtual void | RebuildWhiteBox ()=0 |
|
virtual void | SetDefaultShape (DefaultShapeType defaultShape)=0 |
| Set the white box mesh default shape.
|
|
|
static const AZ::EBusHandlerPolicy | HandlerPolicy = AZ::EBusHandlerPolicy::Single |
|
◆ DeserializeWhiteBox()
virtual void WhiteBox::EditorWhiteBoxComponentRequests::DeserializeWhiteBox |
( |
| ) |
|
|
pure virtual |
Deserialize the stored mesh data. Take the previously serialized (stored) WhiteBoxMesh data and create a new WhiteBoxMesh from it.
- Note
- The data is either loaded directly from the Component or from an Asset.
◆ GetWhiteBoxMeshHandle()
Return a handle wrapping the raw address of the WhiteBoxMesh pointer.
- Note
- This is currently used to address the WhiteBoxMesh via script.
◆ RebuildWhiteBox()
virtual void WhiteBox::EditorWhiteBoxComponentRequests::RebuildWhiteBox |
( |
| ) |
|
|
pure virtual |
Rebuild the White Box representation.
- Note
- Includes the render mesh and physics mesh (if present).
◆ SerializeWhiteBox()
virtual void WhiteBox::EditorWhiteBoxComponentRequests::SerializeWhiteBox |
( |
| ) |
|
|
pure virtual |
Serialize the current mesh. Take the in-memory representation of the WhiteBoxMesh and write it to an output stream.
- Note
- The data is either stored directly on the Component or in an Asset.
The documentation for this class was generated from the following file:
- Gems/WhiteBox/Code/Include/WhiteBox/EditorWhiteBoxComponentBus.h