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matija kecman d8e6b45610 Add a reusable geometry selection visualization system intended to be used in modeling tools with minimal boilerplate
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]
2023-06-22 09:28:20 -04:00

147 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/MeshComponent.h"
#include "Containers/SparseArray.h"
#include "PointSetComponent.generated.h"
class FPrimitiveSceneProxy;
struct FRenderablePoint
{
FRenderablePoint()
: Position(ForceInitToZero)
, Color(ForceInitToZero)
, Size(0.f)
, DepthBias(0.f)
{}
FRenderablePoint(const FVector& InPosition, const FColor& InColor, const float InSize, const float InDepthBias = 0.0f)
: Position(InPosition)
, Color(InColor)
, Size(InSize)
, DepthBias(InDepthBias)
{}
FVector Position;
FColor Color;
float Size;
float DepthBias;
};
/**
* UPointSetComponent is a Component that draws a set of points, as small squares.
* Per-point Color and (view-space) Size is supported. Normals are not supported.
*
* Points are inserted with an externally-defined ID, internally this is done via
* a TSparseArray. This class allocates a contiguous TArray large enugh to hold the
* largest ID. Using ReservePoints() may be beneficial for huge arrays.
*
* The points are drawn as two triangles (ie a square) orthogonal to the view direction.
* The actual point size is calculated in the shader, and so a custom material must be used.
*/
UCLASS()
class MODELINGCOMPONENTS_API UPointSetComponent : public UMeshComponent
{
GENERATED_BODY()
public:
UPointSetComponent();
/** Specify material which handles points */
void SetPointMaterial(UMaterialInterface* InPointMaterial);
/** Clear all primitives */
void Clear();
/** Reserve enough memory for up to the given ID */
void ReservePoints(const int32 MaxID);
/** Add a point to be rendered using the component. */
int32 AddPoint(const FRenderablePoint& OverlayPoint);
/** Create and add a point to be rendered using the component. */
int32 AddPoint(const FVector& InPosition, const FColor& InColor, const float InSize, const float InDepthBias = 0.0f)
{
// This is just a convenience function to avoid client code having to know about FRenderablePoint.
return AddPoint(FRenderablePoint(InPosition, InColor, InSize, InDepthBias));
}
/** Insert a point with the given ID into the set. */
void InsertPoint(const int32 ID, const FRenderablePoint& OverlayPoint);
/** Retrieve a point with the given id. */
const FRenderablePoint& GetPoint(const int32 ID);
/** Sets the position of a point (assumes its existence). */
void SetPointPosition(const int32 ID, const FVector& NewPosition);
/** Sets the color of a point */
void SetPointColor(const int32 ID, const FColor& NewColor);
/** Sets the size of a point */
void SetPointSize(const int32 ID, const float NewSize);
/** Sets the color of all points currently in the set. */
void SetAllPointsColor(const FColor& NewColor);
/** Sets the size of all points currently in the set. */
void SetAllPointsSize(float NewSize);
/** Sets the depth bias of all points currently in the set. */
void SetAllPointsDepthBias(float NewDepthBias);
/** Remove a point from the set. */
void RemovePoint(const int32 ID);
/** Queries whether a point with the given ID exists */
bool IsPointValid(const int32 ID) const;
// utility construction functions
/**
* Add a set of points for each index in a sequence
* @param NumIndices iterate from 0...NumIndices and call PointGenFunc() for each value
* @param PointGenFunc called to fetch the points for an index, callee filles PointsOut array (reset before each call)
* @param PointsPerIndexHint if > 0, will reserve space for NumIndices*PointsPerIndexHint new points
*/
void AddPoints(
int32 NumIndices,
TFunctionRef<void(int32 Index, TArray<FRenderablePoint>& PointsOut)> PointGenFunc,
int32 PointsPerIndexHint = -1,
bool bDeferRenderStateDirty = false);
private:
//~ Begin UPrimitiveComponent Interface.
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
//~ End UPrimitiveComponent Interface.
//~ Begin UMeshComponent Interface.
virtual int32 GetNumMaterials() const override;
//~ End UMeshComponent Interface.
//~ Begin USceneComponent Interface.
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
//~ Begin USceneComponent Interface.
UPROPERTY()
TObjectPtr<const UMaterialInterface> PointMaterial;
UPROPERTY()
mutable FBoxSphereBounds Bounds;
UPROPERTY()
mutable bool bBoundsDirty;
TSparseArray<FRenderablePoint> Points;
int32 AddPointInternal(const FRenderablePoint& Point);
friend class FPointSetSceneProxy;
};