Files
UnrealEngineUWP/Engine/Plugins/Experimental/MeshModelingToolset/Source/ModelingComponents/Public/Selection/SelectClickedAction.h
tyson brochu 97b4de0215 Fix static analysis warnings
#jira UE-110222 UE-110175
#rnx

[CL 15643496 by tyson brochu in ue5-main branch]
2021-03-08 14:35:06 -04:00

70 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "Engine/World.h"
#include "ToolSceneQueriesUtil.h"
/**
* BehaviorTarget to do world raycast selection from a click
* Currently used to click-select reference planes in the world
*/
class FSelectClickedAction : public IClickBehaviorTarget
{
FInputRayHit DoRayCast(const FInputDeviceRay& ClickPos, bool callbackOnHit)
{
FHitResult Result;
bool bHitWorld = ToolSceneQueriesUtil::FindNearestVisibleObjectHit(
World, Result, ClickPos.WorldRay,
VisibleComponentsToIgnore.Num() == 0 ? nullptr : &VisibleComponentsToIgnore,
InvisibleComponentsToHitTest.Num() == 0 ? nullptr : &InvisibleComponentsToHitTest);
if (callbackOnHit && bHitWorld && OnClickedPositionFunc != nullptr)
{
OnClickedPositionFunc(Result);
}
return (bHitWorld) ? FInputRayHit(Result.Distance) : FInputRayHit();
}
public:
UWorld* World;
TFunction<void(const FHitResult&)> OnClickedPositionFunc = nullptr;
TUniqueFunction<bool()> ExternalCanClickPredicate = nullptr;
// These lists can be used to modify which components are hit tested when doing a ray cast.
// By default, all visible components are hit tested.
TArray<const UPrimitiveComponent*> VisibleComponentsToIgnore;
TArray<const UPrimitiveComponent*> InvisibleComponentsToHitTest;
// can alternately track shift modifier, however client must register this modifier w/ behavior
static const int ShiftModifier = 1;
bool bShiftModifierToggle = false;
virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override
{
if (ExternalCanClickPredicate && ExternalCanClickPredicate() == false)
{
return FInputRayHit();
}
return DoRayCast(ClickPos, false);
}
virtual void OnClicked(const FInputDeviceRay& ClickPos) override
{
DoRayCast(ClickPos, true);
}
virtual void OnUpdateModifierState(int ModifierID, bool bIsOn)
{
if (ModifierID == ShiftModifier)
{
bShiftModifierToggle = bIsOn;
}
}
};