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This CL was reviewed here: https://p4-swarm.epicgames.net/reviews/26051575 but needs to be merged into //Fortnite/Release-26.00, not //Fortnite/Main #jira UE-183457 #rb ryan.schmidt, nathan.mitchell [CL 26180658 by matija kecman in ue5-main branch]
144 lines
4.1 KiB
C++
144 lines
4.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/MeshComponent.h"
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#include "Containers/SparseArray.h"
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#include "Materials/MaterialInterface.h"
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#include "LineSetComponent.generated.h"
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class FPrimitiveSceneProxy;
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struct FRenderableLine
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{
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FRenderableLine()
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: Start(ForceInitToZero)
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, End(ForceInitToZero)
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, Color(ForceInitToZero)
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, Thickness(0.0f)
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, DepthBias(0.0f)
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{}
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FRenderableLine(const FVector& InStart, const FVector& InEnd, const FColor& InColor, const float InThickness, const float InDepthBias = 0.0f)
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: Start(InStart)
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, End(InEnd)
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, Color(InColor)
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, Thickness(InThickness)
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, DepthBias(InDepthBias)
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{}
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FVector Start;
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FVector End;
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FColor Color;
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float Thickness;
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float DepthBias;
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};
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UCLASS()
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class MODELINGCOMPONENTS_API ULineSetComponent : public UMeshComponent
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{
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GENERATED_BODY()
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public:
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ULineSetComponent();
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/** Specify material which handles lines */
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void SetLineMaterial(UMaterialInterface* InLineMaterial);
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/** Clear the line set */
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void Clear();
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/** Reserve enough memory for up to the given ID (for inserting via ID) */
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void ReserveLines(const int32 MaxID);
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/** Add a line to be rendered using the component. */
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int32 AddLine(const FRenderableLine& OverlayLine);
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/** Create and add a line to be rendered using the component. */
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inline int32 AddLine(const FVector& InStart, const FVector& InEnd, const FColor& InColor, const float InThickness, const float InDepthBias = 0.0f)
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{
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// This is just a convenience function to avoid client code having to know about FRenderableLine.
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return AddLine(FRenderableLine(InStart, InEnd, InColor, InThickness, InDepthBias));
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}
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/** Insert a line with the given ID to the overlay */
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void InsertLine(const int32 ID, const FRenderableLine& OverlayLine);
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/** Changes the start coordinates of a line */
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void SetLineStart(const int32 ID, const FVector& NewPostion);
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/** Changes the end coordinates of a line */
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void SetLineEnd(const int32 ID, const FVector& NewPostion);
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/** Sets the color of a line */
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void SetLineColor(const int32 ID, const FColor& NewColor);
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/** Sets the thickness of a line */
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void SetLineThickness(const int32 ID, const float NewThickness);
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/** Sets the color of all existing lines */
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void SetAllLinesColor(const FColor& NewColor);
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/** Sets the thickness of all existing lines */
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void SetAllLinesThickness(const float NewThickness);
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/** Sets the depth bias of all existing lines */
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void SetAllLinesDepthBias(const float NewDepthBias);
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/** Rescales each line assuming that vertex 0 is the origin */
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void SetAllLinesLength(const float NewLength, bool bUpdateBounds = false);
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/** Remove a line from the set */
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void RemoveLine(const int32 ID);
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/** Queries whether a line with the given ID exists */
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bool IsLineValid(const int32 ID) const;
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// utility construction functions
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/**
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* Add a set of lines for each index in a sequence
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* @param NumIndices iterate from 0...NumIndices and call LineGenFunc() for each value
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* @param LineGenFunc called to fetch the lines for an index, callee filles LinesOut array (reset before each call)
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* @param LinesPerIndexHint if > 0, will reserve space for NumIndices*LinesPerIndexHint new lines
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*/
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void AddLines(
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int32 NumIndices,
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TFunctionRef<void(int32 Index, TArray<FRenderableLine>& LinesOut)> LineGenFunc,
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int32 LinesPerIndexHint = -1,
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bool bDeferRenderStateDirty = false);
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private:
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//~ Begin UPrimitiveComponent Interface.
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virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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//~ End UPrimitiveComponent Interface.
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//~ Begin UMeshComponent Interface.
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virtual int32 GetNumMaterials() const override;
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//~ End UMeshComponent Interface.
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//~ Begin USceneComponent Interface.
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virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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//~ End USceneComponent Interface.
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UPROPERTY()
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TObjectPtr<const UMaterialInterface> LineMaterial;
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UPROPERTY()
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mutable FBoxSphereBounds Bounds;
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UPROPERTY()
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mutable bool bBoundsDirty;
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TSparseArray<FRenderableLine> Lines;
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int32 AddLineInternal(const FRenderableLine& Line);
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friend class FLineSetSceneProxy;
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}; |