Files
UnrealEngineUWP/Engine/Source/Editor/VREditor/UI/VREditorFloatingCameraUI.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#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]
2019-12-26 15:33:43 -05:00

57 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "VREditorFloatingCameraUI.h"
#include "VREditorUISystem.h"
#include "VREditorBaseUserWidget.h"
#include "VREditorMode.h"
#include "VREditorCameraWidgetComponent.h"
#include "Components/StaticMeshComponent.h"
#include "VRModeSettings.h"
#include "VREditorAssetContainer.h"
#include "SLevelViewport.h"
#include "LevelEditor.h"
#include "Modules/ModuleManager.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "AVREditorFloatingCameraUI"
AVREditorFloatingCameraUI::AVREditorFloatingCameraUI(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UVREditorCameraWidgetComponent>(TEXT("WidgetComponent"))),
OffsetFromCamera( -25.0f, 0.0f, 30.0f )
{
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
{
const UVREditorAssetContainer& AssetContainer = UVREditorMode::LoadAssetContainer();
UStaticMesh* WindowMesh = AssetContainer.WindowMesh;
WindowMeshComponent->SetStaticMesh(WindowMesh);
check(WindowMeshComponent != nullptr);
}
}
void AVREditorFloatingCameraUI::SetLinkedActor(class AActor* InActor)
{
LinkedActor = InActor;
}
FTransform AVREditorFloatingCameraUI::MakeCustomUITransform()
{
FTransform CameraTransform = FTransform::Identity;
FTransform UITransform = FTransform::Identity;
if (LinkedActor != nullptr)
{
CameraTransform = LinkedActor->GetTransform();
const FTransform UIFlipTransform(FRotator(0.0f, 180.0f, 0.0f).Quaternion(), FVector::ZeroVector);
const FTransform OffsetTransform(FRotator::ZeroRotator, OffsetFromCamera);
UITransform = UIFlipTransform * OffsetTransform * CameraTransform;
}
return UITransform;
}
#undef LOCTEXT_NAMESPACE