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34 lines
1.4 KiB
C++
34 lines
1.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "SpotLightComponentVisualizer.h"
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#include "SceneManagement.h"
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#include "Components/SpotLightComponent.h"
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void FSpotLightComponentVisualizer::DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI )
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{
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if(View->Family->EngineShowFlags.LightRadius)
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{
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const USpotLightComponent* SpotLightComp = Cast<const USpotLightComponent>(Component);
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if(SpotLightComp != NULL)
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{
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FTransform TransformNoScale = SpotLightComp->GetComponentTransform();
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TransformNoScale.RemoveScaling();
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// Draw point light source shape
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DrawWireCapsule(PDI, TransformNoScale.GetTranslation(), TransformNoScale.GetUnitAxis( EAxis::X ), TransformNoScale.GetUnitAxis( EAxis::Y ), TransformNoScale.GetUnitAxis( EAxis::Z ),
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FColor(231, 239, 0, 255), SpotLightComp->SourceRadius, 0.5f * SpotLightComp->SourceLength + SpotLightComp->SourceRadius, 25, SDPG_World);
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// Draw outer light cone
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DrawWireSphereCappedCone(PDI, TransformNoScale, SpotLightComp->AttenuationRadius, SpotLightComp->OuterConeAngle, 32, 8, 10, FColor(200, 255, 255), SDPG_World);
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// Draw inner light cone (if non zero)
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if(SpotLightComp->InnerConeAngle > KINDA_SMALL_NUMBER)
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{
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DrawWireSphereCappedCone(PDI, TransformNoScale, SpotLightComp->AttenuationRadius, SpotLightComp->InnerConeAngle, 32, 8, 10, FColor(150, 200, 255), SDPG_World);
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}
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}
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}
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}
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