Files
UnrealEngineUWP/Engine/Source/Runtime/Experimental/InteractiveToolsFramework/Private/ComponentSourceInterfaces.cpp
ryan schmidt 8001cf99fa Harden Modeling Mode against deleting objects currently being edited via ComponentTarget.
- don't allow delete when an Accept-style tool is active. This prevents most problems but is very hard-line from UX perspective.
- add FPrimitiveComponentTarget::IsValid(), use in various ComponentTarget functions to avoid trying to access a Component that has been deleted. Still returns null in many places which callers will need to handle.
#rb michael.daum
#rnx
#jira UE-86277

#ROBOMERGE-SOURCE: CL 11960881 in //UE4/Release-4.25/... via CL 11960906
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11960972 by ryan schmidt in Main branch]
2020-03-05 16:00:37 -05:00

135 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ComponentSourceInterfaces.h"
#include "Components/PrimitiveComponent.h"
#include "Containers/Array.h"
namespace
{
TArray<TUniquePtr<FComponentTargetFactory>> Factories;
}
void AddComponentTargetFactory( TUniquePtr<FComponentTargetFactory> Factory )
{
Factories.Push( MoveTemp(Factory) );
}
bool CanMakeComponentTarget(UActorComponent* Component)
{
for ( const auto& Factory : Factories )
{
if ( Factory->CanBuild(Component) )
{
return true;
}
}
return false;
}
TUniquePtr<FPrimitiveComponentTarget> MakeComponentTarget(UPrimitiveComponent* Component)
{
for ( const auto& Factory : Factories )
{
if ( Factory->CanBuild( Component ) )
{
return Factory->Build( Component );
}
}
return {};
}
bool FComponentMaterialSet::operator!=(const FComponentMaterialSet& Other) const
{
int32 Num = Materials.Num();
if (Other.Materials.Num() != Num)
{
return true;
}
for (int32 j = 0; j < Num; ++j)
{
if (Other.Materials[j] != Materials[j])
{
return true;
}
}
return false;
}
bool FPrimitiveComponentTarget::IsValid() const
{
return (Component->IsPendingKillOrUnreachable() == false) && Component->IsValidLowLevel();
}
AActor* FPrimitiveComponentTarget::GetOwnerActor() const
{
return IsValid() ? Component->GetOwner() : nullptr;
}
UPrimitiveComponent* FPrimitiveComponentTarget::GetOwnerComponent() const
{
return IsValid() ? Component : nullptr;
}
void FPrimitiveComponentTarget::SetOwnerVisibility(bool bVisible) const
{
if (IsValid())
{
Component->SetVisibility(bVisible);
}
}
int32 FPrimitiveComponentTarget::GetNumMaterials() const
{
return IsValid() ? Component->GetNumMaterials() : 0;
}
UMaterialInterface* FPrimitiveComponentTarget::GetMaterial(int32 MaterialIndex) const
{
return IsValid() ? Component->GetMaterial(MaterialIndex) : nullptr;
}
void FPrimitiveComponentTarget::GetMaterialSet(FComponentMaterialSet& MaterialSetOut, bool bAssetMaterials) const
{
if (IsValid())
{
int32 NumMaterials = Component->GetNumMaterials();
MaterialSetOut.Materials.SetNum(NumMaterials);
for (int32 k = 0; k < NumMaterials; ++k)
{
MaterialSetOut.Materials[k] = Component->GetMaterial(k);
}
}
}
void FPrimitiveComponentTarget::CommitMaterialSetUpdate(const FComponentMaterialSet& MaterialSet, bool bApplyToAsset)
{
check(false); // not implemented
}
FTransform FPrimitiveComponentTarget::GetWorldTransform() const
{
return IsValid() ? Component->GetComponentTransform() : FTransform::Identity;
}
bool FPrimitiveComponentTarget::HitTest(const FRay& WorldRay, FHitResult& OutHit) const
{
FVector End = WorldRay.PointAt(HALF_WORLD_MAX);
if (IsValid() && Component->LineTraceComponent(OutHit, WorldRay.Origin, End, FCollisionQueryParams(SCENE_QUERY_STAT(HitTest), true)))
{
return true;
}
return false;
}