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- Changed entry annotation to navigation annotation - Added option for nav annotations to project location on ground - Added option and settings for nav annotations to check simple trajectory collisions towards slot location - Added logic in entry location query to project on ground and check trajectory collisions - Added physics settings struct that handles common query combinations - Added USmartObjectSlotValidationFilter to define shareable settings for validation (kinda similar to nav query filter) - Fixed double rendering of preview actor/mesh in SO editor - added debug draw for the new features #jira UE-174418 #preflight 641036e470639dfc943ed981 [CL 24632583 by mikko mononen in ue5-main branch]
57 lines
2.2 KiB
C++
57 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Annotations/SmartObjectSlotLinkAnnotation.h"
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#include "SmartObjectDefinition.h"
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#include "SmartObjectVisualizationContext.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectSlotLinkAnnotation)
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#if WITH_EDITOR
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void FSmartObjectSlotLinkAnnotation::DrawVisualization(FSmartObjectVisualizationContext& VisContext) const
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{
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constexpr float DepthBias = 2.0f;
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constexpr bool Screenspace = true;
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if (!LinkedSlot.IsValid() || !VisContext.Definition.IsValidSlotIndex(LinkedSlot.GetIndex()))
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{
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return;
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}
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const FSmartObjectSlotIndex SlotIndex(VisContext.SlotIndex);
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const FSmartObjectSlotIndex LinkedSlotIndex(LinkedSlot.GetIndex());
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const TOptional<FTransform> Transform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, SlotIndex);
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const TOptional<FTransform> TargetTransform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, LinkedSlotIndex);
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if (Transform.IsSet() && TargetTransform.IsSet())
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{
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FLinearColor Color = FLinearColor::White;
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if (VisContext.bIsSlotSelected)
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{
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Color = VisContext.SelectedColor;
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}
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VisContext.DrawArrow(Transform.GetValue().GetLocation(), TargetTransform.GetValue().GetLocation(), Color, 5.0f, 5.0f, /*DepthPrioGroup*/0, /*Thickness*/1.0f, DepthBias, Screenspace);
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}
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}
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void FSmartObjectSlotLinkAnnotation::DrawVisualizationHUD(FSmartObjectVisualizationContext& VisContext) const
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{
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if (!LinkedSlot.IsValid() || !VisContext.Definition.IsValidSlotIndex(LinkedSlot.GetIndex()))
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{
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return;
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}
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const FSmartObjectSlotIndex SlotIndex(VisContext.SlotIndex);
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const FSmartObjectSlotIndex LinkedSlotIndex(LinkedSlot.GetIndex());
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const TOptional<FTransform> Transform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, SlotIndex);
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const TOptional<FTransform> TargetTransform = VisContext.Definition.GetSlotTransform(VisContext.OwnerLocalToWorld, LinkedSlotIndex);
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if (VisContext.bIsSlotSelected
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&& Transform.IsSet() && TargetTransform.IsSet())
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{
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const FVector LabelPos = FMath::Lerp(Transform.GetValue().GetLocation(), TargetTransform.GetValue().GetLocation(), 0.3f);
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VisContext.DrawString(LabelPos, *Tag.ToString(), FLinearColor::White);
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}
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}
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#endif // WITH_EDITOR
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