// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "SpotLightComponentVisualizer.h" #include "SceneManagement.h" #include "Components/SpotLightComponent.h" void FSpotLightComponentVisualizer::DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI ) { if(View->Family->EngineShowFlags.LightRadius) { const USpotLightComponent* SpotLightComp = Cast(Component); if(SpotLightComp != NULL) { FTransform TransformNoScale = SpotLightComp->GetComponentTransform(); TransformNoScale.RemoveScaling(); // Draw point light source shape DrawWireCapsule(PDI, TransformNoScale.GetTranslation(), TransformNoScale.GetUnitAxis( EAxis::X ), TransformNoScale.GetUnitAxis( EAxis::Y ), TransformNoScale.GetUnitAxis( EAxis::Z ), FColor(231, 239, 0, 255), SpotLightComp->SourceRadius, 0.5f * SpotLightComp->SourceLength + SpotLightComp->SourceRadius, 25, SDPG_World); // Draw outer light cone DrawWireSphereCappedCone(PDI, TransformNoScale, SpotLightComp->AttenuationRadius, SpotLightComp->OuterConeAngle, 32, 8, 10, FColor(200, 255, 255), SDPG_World); // Draw inner light cone (if non zero) if(SpotLightComp->InnerConeAngle > KINDA_SMALL_NUMBER) { DrawWireSphereCappedCone(PDI, TransformNoScale, SpotLightComp->AttenuationRadius, SpotLightComp->InnerConeAngle, 32, 8, 10, FColor(150, 200, 255), SDPG_World); } } } }