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#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch]
120 lines
4.7 KiB
C++
120 lines
4.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AIGraphConnectionDrawingPolicy.h"
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#include "Rendering/DrawElements.h"
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FAIGraphConnectionDrawingPolicy::FAIGraphConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj)
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: FConnectionDrawingPolicy(InBackLayerID, InFrontLayerID, ZoomFactor, InClippingRect, InDrawElements)
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, GraphObj(InGraphObj)
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{
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}
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void FAIGraphConnectionDrawingPolicy::DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ FConnectionParams& Params)
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{
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Params.AssociatedPin1 = OutputPin;
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Params.AssociatedPin2 = InputPin;
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Params.WireThickness = 1.5f;
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const bool bDeemphasizeUnhoveredPins = HoveredPins.Num() > 0;
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if (bDeemphasizeUnhoveredPins)
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{
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ApplyHoverDeemphasis(OutputPin, InputPin, /*inout*/ Params.WireThickness, /*inout*/ Params.WireColor);
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}
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}
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void FAIGraphConnectionDrawingPolicy::Draw(TMap<TSharedRef<SWidget>, FArrangedWidget>& InPinGeometries, FArrangedChildren& ArrangedNodes)
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{
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// Build an acceleration structure to quickly find geometry for the nodes
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NodeWidgetMap.Empty();
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for (int32 NodeIndex = 0; NodeIndex < ArrangedNodes.Num(); ++NodeIndex)
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{
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FArrangedWidget& CurWidget = ArrangedNodes[NodeIndex];
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TSharedRef<SGraphNode> ChildNode = StaticCastSharedRef<SGraphNode>(CurWidget.Widget);
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NodeWidgetMap.Add(ChildNode->GetNodeObj(), NodeIndex);
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}
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// Now draw
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FConnectionDrawingPolicy::Draw(InPinGeometries, ArrangedNodes);
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}
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void FAIGraphConnectionDrawingPolicy::DrawPreviewConnector(const FGeometry& PinGeometry, const FVector2D& StartPoint, const FVector2D& EndPoint, UEdGraphPin* Pin)
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{
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FConnectionParams Params;
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DetermineWiringStyle(Pin, nullptr, /*inout*/ Params);
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if (Pin->Direction == EEdGraphPinDirection::EGPD_Output)
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{
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DrawSplineWithArrow(FGeometryHelper::FindClosestPointOnGeom(PinGeometry, EndPoint), EndPoint, Params);
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}
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else
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{
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DrawSplineWithArrow(FGeometryHelper::FindClosestPointOnGeom(PinGeometry, StartPoint), StartPoint, Params);
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}
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}
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void FAIGraphConnectionDrawingPolicy::DrawSplineWithArrow(const FVector2D& StartAnchorPoint, const FVector2D& EndAnchorPoint, const FConnectionParams& Params)
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{
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// bUserFlag1 indicates that we need to reverse the direction of connection (used by debugger)
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const FVector2D& P0 = Params.bUserFlag1 ? EndAnchorPoint : StartAnchorPoint;
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const FVector2D& P1 = Params.bUserFlag1 ? StartAnchorPoint : EndAnchorPoint;
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Internal_DrawLineWithArrow(P0, P1, Params);
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}
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void FAIGraphConnectionDrawingPolicy::Internal_DrawLineWithArrow(const FVector2D& StartAnchorPoint, const FVector2D& EndAnchorPoint, const FConnectionParams& Params)
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{
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//@TODO: Should this be scaled by zoom factor?
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const float LineSeparationAmount = 4.5f;
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const FVector2D DeltaPos = EndAnchorPoint - StartAnchorPoint;
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const FVector2D UnitDelta = DeltaPos.GetSafeNormal();
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const FVector2D Normal = FVector2D(DeltaPos.Y, -DeltaPos.X).GetSafeNormal();
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// Come up with the final start/end points
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const FVector2D DirectionBias = Normal * LineSeparationAmount;
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const FVector2D LengthBias = ArrowRadius.X * UnitDelta;
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const FVector2D StartPoint = StartAnchorPoint + DirectionBias + LengthBias;
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const FVector2D EndPoint = EndAnchorPoint + DirectionBias - LengthBias;
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// Draw a line/spline
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DrawConnection(WireLayerID, StartPoint, EndPoint, Params);
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// Draw the arrow
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const FVector2D ArrowDrawPos = EndPoint - ArrowRadius;
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const float AngleInRadians = FMath::Atan2(DeltaPos.Y, DeltaPos.X);
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FSlateDrawElement::MakeRotatedBox(
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DrawElementsList,
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ArrowLayerID,
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FPaintGeometry(ArrowDrawPos, ArrowImage->ImageSize * ZoomFactor, ZoomFactor),
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ArrowImage,
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ESlateDrawEffect::None,
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AngleInRadians,
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TOptional<FVector2D>(),
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FSlateDrawElement::RelativeToElement,
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Params.WireColor
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);
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}
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void FAIGraphConnectionDrawingPolicy::DrawSplineWithArrow(const FGeometry& StartGeom, const FGeometry& EndGeom, const FConnectionParams& Params)
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{
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// Get a reasonable seed point (halfway between the boxes)
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const FVector2D StartCenter = FGeometryHelper::CenterOf(StartGeom);
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const FVector2D EndCenter = FGeometryHelper::CenterOf(EndGeom);
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const FVector2D SeedPoint = (StartCenter + EndCenter) * 0.5f;
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// Find the (approximate) closest points between the two boxes
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const FVector2D StartAnchorPoint = FGeometryHelper::FindClosestPointOnGeom(StartGeom, SeedPoint);
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const FVector2D EndAnchorPoint = FGeometryHelper::FindClosestPointOnGeom(EndGeom, SeedPoint);
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DrawSplineWithArrow(StartAnchorPoint, EndAnchorPoint, Params);
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}
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FVector2D FAIGraphConnectionDrawingPolicy::ComputeSplineTangent(const FVector2D& Start, const FVector2D& End) const
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{
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const FVector2D Delta = End - Start;
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const FVector2D NormDelta = Delta.GetSafeNormal();
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return NormDelta;
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}
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