Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Selection/SelectClickedAction.h
christopher waters f8147b1889 Full set of fixes for non-unity non-pch builds after EngineTypes cleanup. This includes adjusting previous build fixes that introduced new includes that weren't actually necessary. Restored a few includes and wrapped them in UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 checks to maintain compatability.
Also includes fixes for other build issues as it's hard to separate them all.

#jira too many to list
#rb none
#preflight 6247d21073665f7d5e6c5a6c

[CL 19600818 by christopher waters in ue5-main branch]
2022-04-02 01:04:02 -04:00

71 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "BaseBehaviors/BehaviorTargetInterfaces.h"
#include "ToolSceneQueriesUtil.h"
#include "Engine/HitResult.h"
/**
* BehaviorTarget to do world raycast selection from a click
* Currently used to click-select reference planes in the world
*/
class FSelectClickedAction : public IClickBehaviorTarget
{
FInputRayHit DoRayCast(const FInputDeviceRay& ClickPos, bool callbackOnHit)
{
FHitResult Result;
const TArray<const UPrimitiveComponent*>* IgnoreComponents = VisibleComponentsToIgnore.Num() == 0 ? nullptr : &VisibleComponentsToIgnore;
const TArray<const UPrimitiveComponent*>* InvisibleComponentsToInclude = InvisibleComponentsToHitTest.Num() == 0 ? nullptr : &InvisibleComponentsToHitTest;
bool bHitWorld = (SnapManager != nullptr) ?
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(SnapManager, Result, ClickPos.WorldRay, IgnoreComponents, InvisibleComponentsToInclude) :
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(World, Result, ClickPos.WorldRay, IgnoreComponents, InvisibleComponentsToInclude);
if (callbackOnHit && bHitWorld && OnClickedPositionFunc != nullptr)
{
OnClickedPositionFunc(Result);
}
return (bHitWorld) ? FInputRayHit(Result.Distance) : FInputRayHit();
}
public:
USceneSnappingManager* SnapManager = nullptr;
UWorld* World = nullptr;
TFunction<void(const FHitResult&)> OnClickedPositionFunc = nullptr;
TUniqueFunction<bool()> ExternalCanClickPredicate = nullptr;
// These lists can be used to modify which components are hit tested when doing a ray cast.
// By default, all visible components are hit tested.
TArray<const UPrimitiveComponent*> VisibleComponentsToIgnore;
TArray<const UPrimitiveComponent*> InvisibleComponentsToHitTest;
// can alternately track shift modifier, however client must register this modifier w/ behavior
static const int ShiftModifier = 1;
bool bShiftModifierToggle = false;
virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override
{
if (ExternalCanClickPredicate && ExternalCanClickPredicate() == false)
{
return FInputRayHit();
}
return DoRayCast(ClickPos, false);
}
virtual void OnClicked(const FInputDeviceRay& ClickPos) override
{
DoRayCast(ClickPos, true);
}
virtual void OnUpdateModifierState(int ModifierID, bool bIsOn)
{
if (ModifierID == ShiftModifier)
{
bShiftModifierToggle = bIsOn;
}
}
};