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Moved SmartObjects out of restricted folder Moved StateTree out of restricted folder Moved ZoneGraph out of restricted folder Moved ZoneGraphAnnotations out of restricted folder #jira UE-115297 #ROBOMERGE-OWNER: mieszko.zielinski #ROBOMERGE-AUTHOR: mieszko.zielinski #ROBOMERGE-SOURCE: CL 17648223 via CL 17648246 via CL 17648261 via CL 17648385 via CL 17648390 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767) #ROBOMERGE-CONFLICT from-shelf #ROBOMERGE[STARSHIP]: UE5-Main [CL 17648742 by mieszko zielinski in ue5-release-engine-test branch]
107 lines
2.4 KiB
C++
107 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectComponent.h"
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#include "GameFramework/Actor.h"
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#include "SmartObjectSubsystem.h"
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#include "VisualLogger/VisualLogger.h"
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#if WITH_EDITOR
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#include "Engine/World.h"
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#endif
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namespace FSmartObject
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{
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const FVector DefaultSlotSize(40, 40, 90);
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}
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USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void USmartObjectComponent::OnRegister()
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{
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Super::OnRegister();
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UWorld* World = GetWorld();
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if (World == nullptr)
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{
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return;
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}
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#if WITH_EDITOR
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// Do not process any component registered to preview world
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if (World->WorldType == EWorldType::EditorPreview)
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{
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return;
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}
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#endif
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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return;
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}
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// We keep registering in non editor build to generate runtime data but this will
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// no longer be required after moving that data to the SmartObjectCollection actor.
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// Note: we don't report error or ensure on missing subsystem since it might happen
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// in various scenarios (e.g. inactive world)
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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Subsystem->RegisterSmartObject(*this);
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}
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}
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void USmartObjectComponent::OnUnregister()
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{
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Super::OnUnregister();
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UWorld* World = GetWorld();
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if (World == nullptr)
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{
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return;
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}
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#if WITH_EDITOR
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// Do not process any component registered to preview world
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if (World->WorldType == EWorldType::EditorPreview)
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{
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return;
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}
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#endif
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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return;
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}
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// Note: we don't report error or ensure on missing subsystem since it might happen
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// in various scenarios (e.g. inactive world, AI system is cleaned up before the components gets unregistered, etc.)
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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Subsystem->UnregisterSmartObject(*this);
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}
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}
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FBox USmartObjectComponent::GetSmartObjectBounds() const
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{
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FBox BoundingBox(ForceInitToZero);
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const AActor* Owner = GetOwner();
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if (Owner == nullptr)
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{
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return BoundingBox;
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}
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const FTransform LocalToWorld = Owner->GetTransform();
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for (const FSmartObjectSlot& Slot : GetConfig().GetSlots())
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{
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const FVector SlotWorldLocation = LocalToWorld.TransformPositionNoScale(Slot.Offset);
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BoundingBox += SlotWorldLocation + FSmartObject::DefaultSlotSize;
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BoundingBox += SlotWorldLocation - FSmartObject::DefaultSlotSize;
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}
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return BoundingBox;
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}
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