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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "HierarchicalHashGrid2D.h"
#include "SmartObjectTypes.h"
#include "SmartObjectHashGrid.generated.h"
struct FInstancedStruct;
struct FStructView;
struct FSmartObjectHandle;
typedef THierarchicalHashGrid2D<2, 4, FSmartObjectHandle> FSmartObjectHashGrid2D;
USTRUCT()
struct SMARTOBJECTSMODULE_API FSmartObjectHashGridEntryData : public FSmartObjectSpatialEntryData
{
GENERATED_BODY()
FSmartObjectHashGrid2D::FCellLocation CellLoc;
};
UCLASS()
class SMARTOBJECTSMODULE_API USmartObjectHashGrid : public USmartObjectSpacePartition
{
GENERATED_BODY()
protected:
virtual FInstancedStruct Add(const FSmartObjectHandle Handle, const FBox& Bounds) override;
virtual void Remove(const FSmartObjectHandle Handle, FStructView EntryData) override;
virtual void Find(const FBox& QueryBox, TArray<FSmartObjectHandle>& OutResults) override;
#if UE_ENABLE_DEBUG_DRAWING
virtual void Draw(FDebugRenderSceneProxy* DebugProxy) override;
#endif
private:
FSmartObjectHashGrid2D HashGrid;
};