Files
aris theophanidis 0cbb215c7d [Navmesh] Tile generation debug improvements:
- addition of an options to skip contour simplification and display raw contours;
- addition of text labels to FRecastInternalDebugData;
- addition of indexes and coordinates to contour debug edges, allowing to identify them individually.
#rb mikko.mononen

[CL 29994972 by aris theophanidis in ue5-main branch]
2023-11-29 14:14:09 -05:00

72 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "NavMesh/RecastInternalDebugData.h"
#include "HAL/PlatformCrt.h"
#include "Misc/AssertionMacros.h"
#include "NavMesh/RecastHelpers.h"
#if WITH_RECAST
#include "DebugUtils/DebugDraw.h"
void FRecastInternalDebugData::vertex(const FVector::FReal x, const FVector::FReal y, const FVector::FReal z, unsigned int color, const FVector::FReal u, const FVector::FReal v)
{
const FVector::FReal RecastPos[3] = { x,y,z };
const FVector Pos = Recast2UnrealPoint(RecastPos);
const FColor Color = Recast2UnrealColor(color);
switch(CurrentPrim)
{
case DU_DRAW_POINTS:
PointVertices.Push(Pos);
PointColors.Push(Color);
break;
case DU_DRAW_LINES:
LineVertices.Push(Pos);
LineColors.Push(Color);
break;
case DU_DRAW_TRIS:
// Fallthrough
case DU_DRAW_QUADS:
TriangleVertices.Push(Pos);
TriangleColors.Push(Color);
break;
}
}
void FRecastInternalDebugData::text(const FVector::FReal x, const FVector::FReal y, const FVector::FReal z, const char* text)
{
const FVector::FReal RecastPos[3] = { x,y,z };
const FVector Pos = Recast2UnrealPoint(RecastPos);
LabelVertices.Push(Pos);
Labels.Push(FString(text));
}
void FRecastInternalDebugData::end()
{
if (CurrentPrim == DU_DRAW_QUADS)
{
// Turns quads to triangles
for (int32 i = FirstVertexIndex; i < TriangleVertices.Num(); i += 4)
{
ensure(i + 3 < TriangleVertices.Num());
TriangleIndices.Push(i + 0);
TriangleIndices.Push(i + 1);
TriangleIndices.Push(i + 3);
TriangleIndices.Push(i + 3);
TriangleIndices.Push(i + 1);
TriangleIndices.Push(i + 2);
}
}
else if (CurrentPrim == DU_DRAW_TRIS)
{
// Add indices for triangles.
for (int32 i = FirstVertexIndex; i < TriangleVertices.Num(); i++)
{
TriangleIndices.Push(i);
}
}
}
#endif // WITH_RECAST