Files
UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/SensingComponentVisualizer.cpp
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

38 lines
1.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "SensingComponentVisualizer.h"
#include "SceneManagement.h"
#include "Perception/PawnSensingComponent.h"
void FSensingComponentVisualizer::DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
if (View->Family->EngineShowFlags.VisualizeSenses)
{
const UPawnSensingComponent* Senses = Cast<const UPawnSensingComponent>(Component);
if (Senses != NULL)
{
const FTransform Transform = FTransform(Senses->GetSensorRotation(), Senses->GetSensorLocation());
//LOS hearing
if (Senses->LOSHearingThreshold > 0.0f)
{
DrawWireSphere(PDI, Transform, FColor::Yellow, Senses->LOSHearingThreshold, 16, SDPG_World);
}
//Hearing
if (Senses->HearingThreshold > 0.0f)
{
DrawWireSphere(PDI, Transform, FColor::Cyan, Senses->HearingThreshold, 16, SDPG_World);
}
// Sight
if (Senses->SightRadius > 0.0f)
{
TArray<FVector> Verts;
DrawWireCone(PDI, Verts, Transform, Senses->SightRadius, Senses->GetPeripheralVisionAngle(), 10, FColor::Green, SDPG_World);
}
}
}
}