Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectComponent.cpp
yoan stamant 1cbe440fe2 [SmartObjects]
* Collection entry holds the Transform, Bounds and Index to the shared configuration. This removes the dependency on components being loaded to create runtime data for partitioned worlds.
* Removed commented references to SparseClassData since that approach won't be used (actor component not supported)
* Runtime data now points to a shared configuration from the collection instead of holding a copy
* Subsystem tracks components registered at runtime so the collection can be updated accordingly since those entries won't persist outside of loading range
* Moved most initialization code for the subsystem to the OnWorldComponentsUpdated callback since active level collection is set and actors from the persistent level registered.

[WorldPartitionBuilder]
* Added OnPartitionBuildStarted/OnPartitionBuildCompleted virtual methods
* New UWorldPartitionSmartObjectCollectionBuilder to build SmartObjectCollection in partitioned worlds

#preflight 61814a46fc786a0001447995
#jira UE-105113
#rb maxime.mercier

#ROBOMERGE-AUTHOR: yoan.stamant
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 18019580 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main

[CL 18019655 by yoan stamant in ue5-release-engine-test branch]
2021-11-02 11:12:43 -04:00

122 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectComponent.h"
#include "GameFramework/Actor.h"
#include "SmartObjectSubsystem.h"
#include "VisualLogger/VisualLogger.h"
#if WITH_EDITOR
#include "Engine/World.h"
#endif
namespace FSmartObject
{
const FVector DefaultSlotSize(40, 40, 90);
}
USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USmartObjectComponent::OnRegister()
{
Super::OnRegister();
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
/** Skip components that were duplicated to hold template configuration in the Collection */
if (IsTemplateFromCollection())
{
return;
}
// Note: we don't report error or ensure on missing subsystem since it might happen
// in various scenarios (e.g. inactive world)
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
Subsystem->RegisterSmartObject(*this);
}
}
void USmartObjectComponent::OnUnregister()
{
Super::OnUnregister();
const UWorld* World = GetWorld();
if (World == nullptr)
{
return;
}
#if WITH_EDITOR
// Do not process any component registered to preview world
if (World->WorldType == EWorldType::EditorPreview)
{
return;
}
#endif
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
/** Skip components that were duplicated to hold template configuration in the Collection */
if (IsTemplateFromCollection())
{
return;
}
// Note: we don't report error or ensure on missing subsystem since it might happen
// in various scenarios (e.g. inactive world, AI system is cleaned up before the components gets unregistered, etc.)
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
Subsystem->UnregisterSmartObject(*this);
}
}
FBox USmartObjectComponent::GetSmartObjectBounds() const
{
FBox BoundingBox(ForceInitToZero);
const AActor* Owner = GetOwner();
if (Owner == nullptr)
{
return BoundingBox;
}
const FTransform LocalToWorld = Owner->GetTransform();
for (const FSmartObjectSlot& Slot : GetConfig().GetSlots())
{
const FVector SlotWorldLocation = LocalToWorld.TransformPositionNoScale(Slot.Offset);
BoundingBox += SlotWorldLocation + FSmartObject::DefaultSlotSize;
BoundingBox += SlotWorldLocation - FSmartObject::DefaultSlotSize;
}
return BoundingBox;
}
bool USmartObjectComponent::IsTemplateFromCollection() const
{
return Cast<ASmartObjectCollection>(GetOwner()) != nullptr;
}