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UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/SpringComponentVisualizer.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "ComponentVisualizersPrivatePCH.h"
#include "SpringComponentVisualizer.h"
#include "PhysicsEngine/PhysicsSpringComponent.h"
static const FColor DisabledColor(128, 128, 128);
static const FColor CompressedColor(255, 0, 0);
static const FColor RestColor(0, 255, 0);
void FSpringComponentVisualizer::DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI )
{
if (const UPhysicsSpringComponent* SpringComp = Cast<const UPhysicsSpringComponent>(Component))
{
//interpolate color by compression
const float CompressionNormalized = SpringComp->GetNormalizedCompressionScalar();
float R = FMath::Lerp(RestColor.R, CompressedColor.R, CompressionNormalized);
float G = FMath::Lerp(RestColor.G, CompressedColor.G, CompressionNormalized);
float B = FMath::Lerp(RestColor.B, CompressedColor.B, CompressionNormalized);
const FColor CurrentColor = SpringComp->bIsActive ? FColor(R, G, B) : DisabledColor;
//draw capsule for spring sweep
const FTransform& WorldTM = SpringComp->GetComponentToWorld();
const FVector SpringStart = WorldTM.GetLocation();
const FVector SpringEnd = SpringComp->GetSpringCurrentEndPoint();
const float HalfHeight = (SpringEnd - SpringStart).Size() * 0.5f + SpringComp->SpringRadius;
DrawWireCapsule(PDI, FMath::Lerp(SpringStart, SpringEnd, 0.5f), WorldTM.GetUnitAxis(EAxis::Z), WorldTM.GetUnitAxis(EAxis::Y), WorldTM.GetUnitAxis(EAxis::X), CurrentColor, SpringComp->SpringRadius, HalfHeight, 25, SDPG_World);
}
}