Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsEditorModule/Private/SmartObjectComponentVisualizer.cpp
mikko mononen 1ca6e4407c Smart Objects: Added way to project navigation locations on ground and to check collisions between nav location and slot.
- Changed entry annotation to navigation annotation
- Added option for nav annotations to project location on ground
- Added option and settings for nav annotations to check simple trajectory collisions towards slot location
- Added logic in entry location query to project on ground and check trajectory collisions
- Added physics settings struct that handles common query combinations
- Added USmartObjectSlotValidationFilter to define shareable settings for validation (kinda similar to nav query filter)
- Fixed double rendering of preview actor/mesh in SO editor
- added debug draw for the new features

#jira UE-174418
#preflight 641036e470639dfc943ed981

[CL 24632583 by mikko mononen in ue5-main branch]
2023-03-14 06:26:29 -04:00

218 lines
7.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectComponentVisualizer.h"
#include "Engine/Engine.h"
#include "SmartObjectComponent.h"
#include "SceneManagement.h"
#include "SmartObjectAnnotation.h"
#include "SmartObjectVisualizationContext.h"
#include "Misc/EnumerateRange.h"
#include "Settings/EditorStyleSettings.h"
IMPLEMENT_HIT_PROXY(HSmartObjectSlotProxy, HComponentVisProxy);
namespace UE::SmartObjects::Editor
{
void Draw(const USmartObjectDefinition& Definition, TConstArrayView<FSelectedItem> Selection, const FTransform& OwnerLocalToWorld, const FSceneView& View, FPrimitiveDrawInterface& PDI, const UWorld& World, const AActor* PreviewActor)
{
constexpr float DepthBias = 2.0f;
constexpr bool Screenspace = true;
FSmartObjectVisualizationContext VisContext(Definition, World);
VisContext.OwnerLocalToWorld = OwnerLocalToWorld;
VisContext.View = &View;
VisContext.PDI = &PDI;
VisContext.Font = GEngine->GetSmallFont();
VisContext.SelectedColor = GetDefault<UEditorStyleSettings>()->SelectionColor;
VisContext.PreviewActor = PreviewActor;
if (!VisContext.IsValidForDraw())
{
return;
}
FLinearColor Color = FColor::White;
FGuid SlotID;
bool bIsSelected = false;
const TConstArrayView<FSmartObjectSlotDefinition> Slots = Definition.GetSlots();
for (TConstEnumerateRef<FSmartObjectSlotDefinition> Slot : EnumerateRange(Slots))
{
constexpr FVector::FReal DebugCylinderRadius = 40.0;
constexpr FVector::FReal TickSize = 10.0;
TOptional<FTransform> Transform = Definition.GetSlotTransform(OwnerLocalToWorld, FSmartObjectSlotIndex(Slot.GetIndex()));
if (!Transform.IsSet())
{
continue;
}
bIsSelected = false;
float SlotSize = DebugCylinderRadius;
ESmartObjectSlotShape SlotShape = ESmartObjectSlotShape::Circle;
#if WITH_EDITORONLY_DATA
Color = Slot->bEnabled ? Slot->DEBUG_DrawColor : FColor::Silver;
SlotID = Slot->ID;
SlotShape = Slot->DEBUG_DrawShape;
SlotSize = Slot->DEBUG_DrawSize;
if (Selection.Contains(FSelectedItem(Slot->ID)))
{
Color = VisContext.SelectedColor;
bIsSelected = true;
}
#endif
PDI.SetHitProxy(new HSmartObjectSlotProxy(/*Component*/nullptr, SlotID));
{
const FVector Location = Transform->GetLocation();
const FVector AxisX = Transform->GetUnitAxis(EAxis::X);
const FVector AxisY = Transform->GetUnitAxis(EAxis::Y);
// Arrow with tick at base.
VisContext.DrawArrow(Location - AxisX * TickSize, Location + AxisX * SlotSize * 2.0, Color, /*ArrowHeadLength*/ 10.0f, /*EndLocationInset*/ 0.0f, SDPG_World, 2.0f, DepthBias, Screenspace);
PDI.DrawTranslucentLine(Location - AxisY * TickSize, Location + AxisY * TickSize, Color, SDPG_World, 1.0f, DepthBias, Screenspace);
// Circle and direction arrow.
if (SlotShape == ESmartObjectSlotShape::Circle)
{
DrawCircle(&PDI, Location, AxisX, AxisY, Color, SlotSize, /*NumSides*/64, SDPG_World, /*Thickness*/4.f, DepthBias, Screenspace);
}
else if (SlotShape == ESmartObjectSlotShape::Rectangle)
{
DrawRectangle(&PDI, Location, AxisX, AxisY, Color.ToFColor(/*bSRGB*/true), SlotSize * 2.0f, SlotSize * 2.0f, SDPG_World, /*Thickness*/4.f, DepthBias, Screenspace);
}
}
PDI.SetHitProxy(nullptr);
for (TConstEnumerateRef<FInstancedStruct> Data : EnumerateRange(Slot->Data))
{
if (const FSmartObjectSlotAnnotation* Annotation = Data->GetPtr<FSmartObjectSlotAnnotation>())
{
PDI.SetHitProxy(new HSmartObjectSlotProxy(/*Component*/nullptr, SlotID, Data.GetIndex()));
VisContext.SlotIndex = FSmartObjectSlotIndex(Slot.GetIndex());
VisContext.AnnotationIndex = Data.GetIndex();
VisContext.bIsSlotSelected = bIsSelected;
VisContext.bIsAnnotationSelected = Selection.Contains(FSelectedItem(Slot->ID, Data.GetIndex()));
Annotation->DrawVisualization(VisContext);
}
}
}
}
void DrawCanvas(const USmartObjectDefinition& Definition, TConstArrayView<FSelectedItem> Selection, const FTransform& OwnerLocalToWorld, const FSceneView& View, FCanvas& Canvas, const UWorld& World, const AActor* PreviewActor)
{
FSmartObjectVisualizationContext VisContext(Definition, World);
VisContext.OwnerLocalToWorld = OwnerLocalToWorld;
VisContext.View = &View;
VisContext.Canvas = &Canvas;
VisContext.Font = GEngine->GetSmallFont();
VisContext.SelectedColor = GetDefault<UEditorStyleSettings>()->SelectionColor;
VisContext.PreviewActor = PreviewActor;
if (!VisContext.IsValidForDrawHUD())
{
return;
}
FColor Color = FColor::White;
bool bIsSelected = false;
const TConstArrayView<FSmartObjectSlotDefinition> Slots = Definition.GetSlots();
for (TConstEnumerateRef<FSmartObjectSlotDefinition> Slot : EnumerateRange(Slots))
{
TOptional<FTransform> Transform = Definition.GetSlotTransform(OwnerLocalToWorld, FSmartObjectSlotIndex(Slot.GetIndex()));
if (!Transform.IsSet())
{
continue;
}
bIsSelected = false;
#if WITH_EDITORONLY_DATA
Color = Slot->bEnabled ? Slot->DEBUG_DrawColor : FColor::Silver;
if (Selection.Contains(Slot->ID))
{
Color = FColor::Red;
bIsSelected = true;
}
#endif
// Slot name
const FVector SlotLocation = Transform->GetLocation();
VisContext.DrawString(SlotLocation, *Slot->Name.ToString(), Color);
// Slot data annotations
for (TConstEnumerateRef<FInstancedStruct> Data : EnumerateRange(Slot->Data))
{
if (const FSmartObjectSlotAnnotation* Annotation = Data->GetPtr<FSmartObjectSlotAnnotation>())
{
VisContext.SlotIndex = FSmartObjectSlotIndex(Slot.GetIndex());
VisContext.AnnotationIndex = Data.GetIndex();
VisContext.bIsSlotSelected = bIsSelected;
VisContext.bIsAnnotationSelected = Selection.Contains(FSelectedItem(Slot->ID, Data.GetIndex()));
Annotation->DrawVisualizationHUD(VisContext);
}
}
}
}
}; // UE::SmartObjects::Editor
void FSmartObjectComponentVisualizer::DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI )
{
if (View == nullptr || PDI == nullptr)
{
return;
}
const USmartObjectComponent* SOComp = Cast<const USmartObjectComponent>(Component);
if (SOComp == nullptr)
{
return;
}
const USmartObjectDefinition* Definition = SOComp->GetDefinition();
if (Definition == nullptr)
{
return;
}
const FTransform OwnerLocalToWorld = SOComp->GetComponentTransform();
UE::SmartObjects::Editor::Draw(*Definition, {}, OwnerLocalToWorld, *View, *PDI, *Component->GetWorld(), Component->GetOwner());
}
void FSmartObjectComponentVisualizer::DrawVisualizationHUD(const UActorComponent* Component, const FViewport* Viewport, const FSceneView* View, FCanvas* Canvas)
{
if (View == nullptr || Canvas == nullptr)
{
return;
}
const USmartObjectComponent* SOComp = Cast<const USmartObjectComponent>(Component);
if (SOComp == nullptr)
{
return;
}
const USmartObjectDefinition* Definition = SOComp->GetDefinition();
if (Definition == nullptr)
{
return;
}
const FTransform OwnerLocalToWorld = SOComp->GetComponentTransform();
UE::SmartObjects::Editor::DrawCanvas(*Definition, {}, OwnerLocalToWorld, *View, *Canvas, *Component->GetWorld(), Component->GetOwner());
}