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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
1875 lines
60 KiB
C++
1875 lines
60 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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//////////////////////////////////////////////////////////////////////////
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// THIS CLASS IS NOW DEPRECATED AND WILL BE REMOVED IN NEXT VERSION
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// Please check GameplayDebugger.h for details.
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#include "GameplayDebuggerPrivatePCH.h"
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#include "Net/UnrealNetwork.h"
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#include "DebugRenderSceneProxy.h"
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#include "AI/Navigation/NavigationSystem.h"
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#include "AI/Navigation/NavMeshRenderingComponent.h"
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#include "AI/Navigation/RecastNavMesh.h"
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#include "EnvironmentQuery/EnvQueryTypes.h"
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#include "EnvironmentQuery/EnvQueryManager.h"
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#include "EnvironmentQuery/EQSRenderingComponent.h"
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#include "EnvironmentQuery/EnvQueryTest.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "BehaviorTree/BehaviorTreeComponent.h"
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#include "AbilitySystemComponent.h"
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#include "AIController.h"
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#include "BrainComponent.h"
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#include "BehaviorTreeDelegates.h"
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#include "GameFramework/PlayerState.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Engine/Channel.h"
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#include "Animation/AnimMontage.h"
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#include "Perception/AIPerceptionComponent.h"
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#if WITH_EDITOR
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#include "Editor/EditorEngine.h"
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#include "GeomTools.h"
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#endif // WITH_EDITOR
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#include "GameplayDebuggingComponent.h"
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#include "GAmeplayDebuggingControllerComponent.h"
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#include "GameplayDebuggingReplicator.h"
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DEFINE_LOG_CATEGORY(LogGameplayDebugger);
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FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakePoint(const FVector& Location, const float Radius, const FColor& Color, const FString& Description)
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{
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FGameplayDebuggerShapeElement NewElement;
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NewElement.Points.Add(Location);
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NewElement.ThicknesOrRadius = Radius;
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NewElement.Color = Color;
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NewElement.Description = Description;
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NewElement.Type = EGameplayDebuggerShapeElement::SinglePoint;
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return NewElement;
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}
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FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeSegment(const FVector& StartLocation, const FVector& EndLocation, const float Thickness, const FColor& Color, const FString& Description)
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{
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FGameplayDebuggerShapeElement NewElement;
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NewElement.Points.Add(StartLocation);
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NewElement.Points.Add(EndLocation);
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NewElement.ThicknesOrRadius = Thickness;
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NewElement.Color = Color;
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NewElement.Description = Description;
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NewElement.Type = EGameplayDebuggerShapeElement::Segment;
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return NewElement;
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}
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FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeBox(const FVector& Center, const FVector& Extent, const FColor& Color, const FString& Description)
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{
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FGameplayDebuggerShapeElement NewElement;
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NewElement.Points.Add(Center);
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NewElement.Points.Add(Extent);
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NewElement.Color = Color;
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NewElement.Description = Description;
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NewElement.Type = EGameplayDebuggerShapeElement::Box;
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return NewElement;
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}
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FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCone(const FVector& Location, const FVector& Direction, const float Length, const FColor& Color, const FString& Description)
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{
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FGameplayDebuggerShapeElement NewElement;
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NewElement.Points.Add(Location);
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NewElement.Points.Add(Direction);
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NewElement.ThicknesOrRadius = Length;
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NewElement.Color = Color;
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NewElement.Description = Description;
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NewElement.Type = EGameplayDebuggerShapeElement::Cone;
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return NewElement;
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}
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FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCylinder(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description)
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{
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FGameplayDebuggerShapeElement NewElement;
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NewElement.Points.Add(Center - FVector(0, 0, HalfHeight));
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NewElement.Points.Add(Center + FVector(0, 0, HalfHeight));
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NewElement.ThicknesOrRadius = Radius;
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NewElement.Color = Color;
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NewElement.Description = Description;
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NewElement.Type = EGameplayDebuggerShapeElement::Cylinder;
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return NewElement;
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}
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FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCapsule(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description)
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{
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FGameplayDebuggerShapeElement NewElement;
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NewElement.Points.Add(Center - FVector(0, 0, HalfHeight));
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NewElement.Points.Add(Center + FVector(0, 0, HalfHeight));
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NewElement.ThicknesOrRadius = Radius;
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NewElement.Color = Color;
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NewElement.Description = Description;
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NewElement.Type = EGameplayDebuggerShapeElement::Capsule;
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return NewElement;
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}
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FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakePolygon(const TArray<FVector>& Verts, const FColor& Color, const FString& Description)
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{
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FGameplayDebuggerShapeElement NewElement;
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NewElement.Points = Verts;
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NewElement.Color = Color;
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NewElement.Description = Description;
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NewElement.Type = EGameplayDebuggerShapeElement::Polygon;
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return NewElement;
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}
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//----------------------------------------------------------------------//
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// Composite Scene proxy
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//----------------------------------------------------------------------//
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class FDebugRenderSceneCompositeProxy : public FDebugRenderSceneProxy
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{
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public:
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FDebugRenderSceneCompositeProxy(const UPrimitiveComponent* InComponent)
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: FDebugRenderSceneProxy(InComponent)
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{
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}
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virtual ~FDebugRenderSceneCompositeProxy()
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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delete ChildProxies[Index];
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}
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}
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virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->DrawStaticElements(PDI);
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}
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}
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virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
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}
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}
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virtual void RegisterDebugDrawDelgate() override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->RegisterDebugDrawDelgate();
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}
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}
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virtual void UnregisterDebugDrawDelgate() override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->UnregisterDebugDrawDelgate();
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}
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}
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virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
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{
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FPrimitiveViewRelevance Result;
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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Result |= ChildProxies[Index]->GetViewRelevance(View);
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}
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return Result;
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}
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virtual uint32 GetMemoryFootprint( void ) const override
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{
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return sizeof( *this ) + GetAllocatedSize();
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}
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uint32 GetAllocatedSize( void ) const
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{
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uint32 Size = 0;
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->GetMemoryFootprint();
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}
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return Size + ChildProxies.GetAllocatedSize();
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}
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void AddChild(FDebugRenderSceneProxy* NewChild)
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{
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ChildProxies.AddUnique(NewChild);
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}
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protected:
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TArray<FDebugRenderSceneProxy*> ChildProxies;
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};
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//----------------------------------------------------------------------//
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// UGameplayDebuggingComponent
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//----------------------------------------------------------------------//
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FName UGameplayDebuggingComponent::DefaultComponentName = TEXT("GameplayDebuggingComponent");
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FOnDebuggingTargetChanged UGameplayDebuggingComponent::OnDebuggingTargetChangedDelegate;
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UGameplayDebuggingComponent::UGameplayDebuggingComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, bDrawEQSLabels(true)
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, bDrawEQSFailedItems(true)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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DebugComponentClassName = TEXT("/Script/GameplayDebugger.GameplayDebuggingComponent");
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PrimaryComponentTick.bCanEverTick = true;
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bWantsInitializeComponent = true;
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bAutoActivate = false;
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PrimaryComponentTick.bStartWithTickEnabled = false;
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LastStoredPathTimeStamp = -1.f;
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ShowExtendedInformatiomCounter = 0;
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#if WITH_EDITOR
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bWasSelectedInEditor = false;
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#endif
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bHiddenInGame = false;
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bEnabledTargetSelection = false;
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bEnableClientEQSSceneProxy = false;
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NextTargrtSelectionTime = 0;
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ReplicateViewDataCounters.Init(0, EAIDebugDrawDataView::MAX);
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AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
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if (Replicator)
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{
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Replicator->OnCycleDetailsView.AddUObject(this, &UGameplayDebuggingComponent::OnCycleDetailsView);
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FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(Replicator);
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for (EAIDebugDrawDataView::Type View : TEnumRange<EAIDebugDrawDataView::Type>())
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{
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ReplicateViewDataCounters[View] = Settings.CheckFlag(View);
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}
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}
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#endif
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}
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void UGameplayDebuggingComponent::Activate(bool bReset)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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Super::Activate(bReset);
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SetComponentTickEnabled(true);
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SetIsReplicated(true);
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ActivationCounter++;
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#else
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Super::Activate(bReset);
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#endif
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}
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void UGameplayDebuggingComponent::Deactivate()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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Super::Deactivate();
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SetComponentTickEnabled(false);
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SetIsReplicated(false);
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#else
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Super::Deactivate();
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#endif
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}
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void UGameplayDebuggingComponent::OnRep_ActivationCounter()
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{
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// make sure that tick function is running, can't select actor to debug without it
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// if first activation (UActorComponent) comes before tick function is registered, state will be overridden by bStartWithTickEnabled (false)
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SetComponentTickEnabled(true);
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}
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void UGameplayDebuggingComponent::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
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{
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Super::GetLifetimeReplicatedProps( OutLifetimeProps );
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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DOREPLIFETIME(UGameplayDebuggingComponent, ReplicateViewDataCounters);
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DOREPLIFETIME(UGameplayDebuggingComponent, ShowExtendedInformatiomCounter);
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DOREPLIFETIME(UGameplayDebuggingComponent, ControllerName)
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DOREPLIFETIME(UGameplayDebuggingComponent, PawnName);
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DOREPLIFETIME(UGameplayDebuggingComponent, DebugIcon);
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DOREPLIFETIME(UGameplayDebuggingComponent, PawnClass);
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DOREPLIFETIME(UGameplayDebuggingComponent, ActivationCounter);
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DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingCharacter);
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DOREPLIFETIME(UGameplayDebuggingComponent, MovementBaseInfo);
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DOREPLIFETIME(UGameplayDebuggingComponent, MovementModeInfo);
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DOREPLIFETIME(UGameplayDebuggingComponent, MontageInfo);
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DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingPathFollowing);
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DOREPLIFETIME(UGameplayDebuggingComponent, PathFollowingInfo);
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DOREPLIFETIME(UGameplayDebuggingComponent, NavDataInfo);
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DOREPLIFETIME(UGameplayDebuggingComponent, PathPoints);
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DOREPLIFETIME(UGameplayDebuggingComponent, PathCorridorData);
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DOREPLIFETIME(UGameplayDebuggingComponent, NextPathPointIndex);
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DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingBehaviorTree);
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DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAITask);
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DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAIState);
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DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAIAssets);
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DOREPLIFETIME(UGameplayDebuggingComponent, GameplayTasksState);
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DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingAbilities);
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DOREPLIFETIME(UGameplayDebuggingComponent, AbilityInfo);
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DOREPLIFETIME(UGameplayDebuggingComponent, BrainComponentName);
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DOREPLIFETIME(UGameplayDebuggingComponent, BrainComponentString);
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DOREPLIFETIME(UGameplayDebuggingComponent, BlackboardRepData);
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DOREPLIFETIME(UGameplayDebuggingComponent, NavmeshRepData);
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DOREPLIFETIME(UGameplayDebuggingComponent, TargetActor);
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DOREPLIFETIME(UGameplayDebuggingComponent, EQSRepData);
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DOREPLIFETIME(UGameplayDebuggingComponent, SensingComponentLocation);
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DOREPLIFETIME(UGameplayDebuggingComponent, PerceptionLegend)
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DOREPLIFETIME(UGameplayDebuggingComponent, DistanceFromPlayer);
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DOREPLIFETIME(UGameplayDebuggingComponent, DistanceFromSensor);
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DOREPLIFETIME(UGameplayDebuggingComponent, SensingComponentLocation);
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// DOREPLIFETIME(UGameplayDebuggingComponent, PerceptionShapeElements);
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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bool UGameplayDebuggingComponent::ClientEnableTargetSelection_Validate(bool bEnable)
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{
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return true;
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}
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void UGameplayDebuggingComponent::ClientEnableTargetSelection_Implementation(bool bEnable)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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bEnabledTargetSelection = bEnable;
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if (bEnabledTargetSelection && World && World->GetNetMode() != NM_DedicatedServer)
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{
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NextTargrtSelectionTime = 0;
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::SetActorToDebug(AActor* Actor)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (TargetActor != Actor)
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{
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MarkRenderStateDirty();
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}
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TargetActor = Actor;
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EQSLocalData.Reset();
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (World && World->GetNetMode() != NM_DedicatedServer)
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{
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if (bEnabledTargetSelection)
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{
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AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
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if (Replicator)
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{
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if (Replicator->GetLocalPlayerOwner())
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{
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SelectTargetToDebug();
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}
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}
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}
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}
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if (World && World->GetNetMode() < NM_Client)
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{
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CollectDataToReplicate(true);
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::SelectTargetToDebug()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
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UGameplayDebuggingControllerComponent* GDC = Replicator->FindComponentByClass<UGameplayDebuggingControllerComponent>();
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APlayerController* MyPC = GDC && GDC->GetDebugCameraController().IsValid() ? GDC->GetDebugCameraController().Get() : Replicator->GetLocalPlayerOwner();
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if (MyPC )
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{
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float bestAim = 0;
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FVector CamLocation;
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FRotator CamRotation;
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check(MyPC->PlayerCameraManager != NULL);
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MyPC->PlayerCameraManager->GetCameraViewPoint(CamLocation, CamRotation);
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FVector FireDir = CamRotation.Vector();
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UWorld* World = MyPC->GetWorld();
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check( World );
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APawn* PossibleTarget = NULL;
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for (FConstPawnIterator Iterator = World->GetPawnIterator(); Iterator; ++Iterator )
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{
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APawn* NewTarget = *Iterator;
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if (NewTarget == NULL || NewTarget == MyPC->GetPawn()
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|| (NewTarget->PlayerState != NULL && NewTarget->PlayerState->bIsABot == false)
|
|
|| NewTarget->GetActorEnableCollision() == false)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (NewTarget != MyPC->GetPawn())
|
|
{
|
|
// look for best controlled pawn target
|
|
const FVector AimDir = NewTarget->GetActorLocation() - CamLocation;
|
|
float FireDist = AimDir.SizeSquared();
|
|
// only find targets which are < 25000 units away
|
|
if (FireDist < 625000000.f)
|
|
{
|
|
FireDist = FMath::Sqrt(FireDist);
|
|
float newAim = FVector::DotProduct(FireDir, AimDir);
|
|
newAim = newAim / FireDist;
|
|
if (newAim > bestAim)
|
|
{
|
|
PossibleTarget = NewTarget;
|
|
bestAim = newAim;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (PossibleTarget != NULL && PossibleTarget != GetSelectedActor())
|
|
{
|
|
if (AGameplayDebuggingReplicator* DebuggingReplicator = Cast<AGameplayDebuggingReplicator>(GetOwner()))
|
|
{
|
|
DebuggingReplicator->ServerSetActorToDebug(Cast<AActor>(PossibleTarget));
|
|
MarkRenderStateDirty();
|
|
}
|
|
|
|
ServerReplicateData(EDebugComponentMessage::ActivateReplication, EAIDebugDrawDataView::Empty);
|
|
}
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectDataToReplicate(bool bCollectExtendedData)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
const AActor *SelectedActor = GetSelectedActor();
|
|
if (!SelectedActor || SelectedActor->IsPendingKill())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::Basic) || ShouldReplicateData(EAIDebugDrawDataView::OverHead))
|
|
{
|
|
CollectBasicData();
|
|
}
|
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
const bool bDrawFullData = Replicator->GetSelectedActorToDebug() == GetSelectedActor();
|
|
if (bDrawFullData && ShouldReplicateData(EAIDebugDrawDataView::Basic))
|
|
{
|
|
CollectPathData();
|
|
}
|
|
|
|
if (bCollectExtendedData && bDrawFullData)
|
|
{
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
|
|
{
|
|
CollectBehaviorTreeData();
|
|
}
|
|
|
|
#if WITH_EQS
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::EQS))
|
|
{
|
|
bool bEnabledEnvironmentQueryEd = true;
|
|
if (GConfig)
|
|
{
|
|
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnabledEnvironmentQueryEd, GEngineIni);
|
|
}
|
|
|
|
if (bEnabledEnvironmentQueryEd)
|
|
{
|
|
CollectEQSData();
|
|
}
|
|
}
|
|
#endif // WITH_EQS
|
|
CollectPerceptionData();
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicData()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
|
PawnName = MyPawn->GetHumanReadableName();
|
|
PawnClass = MyPawn->GetClass()->GetName();
|
|
AAIController* MyController = Cast<AAIController>(MyPawn->Controller);
|
|
|
|
bIsUsingCharacter = MyPawn->IsA(ACharacter::StaticClass());
|
|
|
|
if (MyController)
|
|
{
|
|
if (MyController->IsPendingKill() == false)
|
|
{
|
|
ControllerName = MyController->GetName();
|
|
DebugIcon = MyController->GetDebugIcon();
|
|
|
|
CollectBasicMovementData(MyPawn);
|
|
CollectBasicPathData(MyPawn);
|
|
CollectBasicBehaviorData(MyPawn);
|
|
CollectBasicAbilityData(MyPawn);
|
|
CollectBasicAnimationData(MyPawn);
|
|
}
|
|
else
|
|
{
|
|
ControllerName = TEXT("Controller PENDING KILL");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ControllerName = TEXT("No Controller");
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicMovementData(APawn* MyPawn)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
UCharacterMovementComponent* CharMovement = Cast<UCharacterMovementComponent>(MyPawn->GetMovementComponent());
|
|
if (CharMovement)
|
|
{
|
|
UPrimitiveComponent* FloorComponent = MyPawn->GetMovementBase();
|
|
AActor* FloorActor = FloorComponent ? FloorComponent->GetOwner() : nullptr;
|
|
MovementBaseInfo = FloorComponent ? FString::Printf(TEXT("%s.%s"), *GetNameSafe(FloorActor), *FloorComponent->GetName()) : TEXT("None");
|
|
|
|
MovementModeInfo = CharMovement->GetMovementName();
|
|
}
|
|
else
|
|
{
|
|
MovementBaseInfo = TEXT("");
|
|
MovementModeInfo = TEXT("");
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicPathData(APawn* MyPawn)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(MyPawn->GetWorld());
|
|
AAIController* MyAIController = Cast<AAIController>(MyPawn->GetController());
|
|
|
|
const ANavigationData* NavData = NavSys ? NavSys->GetNavDataForProps(MyAIController->GetNavAgentPropertiesRef()) : nullptr;
|
|
if (NavData)
|
|
{
|
|
NavDataInfo = NavData->GetConfig().Name.ToString();
|
|
}
|
|
|
|
UPathFollowingComponent* PFC = MyAIController->GetPathFollowingComponent();
|
|
bIsUsingPathFollowing = (PFC != nullptr);
|
|
|
|
if (PFC)
|
|
{
|
|
TArray<FString> Tokens;
|
|
TArray<EPathFollowingDebugTokens::Type> Flags;
|
|
if (PFC)
|
|
{
|
|
PFC->GetDebugStringTokens(Tokens, Flags);
|
|
}
|
|
|
|
PathFollowingInfo = FString();
|
|
for (int32 Idx = 0; Idx < Tokens.Num(); Idx++)
|
|
{
|
|
switch (Flags[Idx])
|
|
{
|
|
case EPathFollowingDebugTokens::Description:
|
|
PathFollowingInfo += Tokens[Idx];
|
|
break;
|
|
|
|
case EPathFollowingDebugTokens::ParamName:
|
|
PathFollowingInfo += TEXT(", {yellow}");
|
|
PathFollowingInfo += Tokens[Idx];
|
|
PathFollowingInfo += TEXT(":");
|
|
break;
|
|
|
|
case EPathFollowingDebugTokens::PassedValue:
|
|
PathFollowingInfo += TEXT("{yellow}");
|
|
PathFollowingInfo += Tokens[Idx];
|
|
break;
|
|
|
|
case EPathFollowingDebugTokens::FailedValue:
|
|
PathFollowingInfo += TEXT("{orange}");
|
|
PathFollowingInfo += Tokens[Idx];
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PathFollowingInfo = TEXT("");
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicBehaviorData(APawn* MyPawn)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && ENABLE_VISUAL_LOG
|
|
AAIController* MyAIController = Cast<AAIController>(MyPawn->GetController());
|
|
UBehaviorTreeComponent* BTC = MyAIController ? Cast<UBehaviorTreeComponent>(MyAIController->BrainComponent) : nullptr;
|
|
bIsUsingBehaviorTree = (BTC != nullptr);
|
|
|
|
if (BTC)
|
|
{
|
|
CurrentAITask = BTC->DescribeActiveTasks();
|
|
CurrentAIState = BTC->IsRunning() ? TEXT("Running") : BTC->IsPaused() ? TEXT("Paused") : TEXT("Inactive");
|
|
CurrentAIAssets = BTC->DescribeActiveTrees();
|
|
}
|
|
else
|
|
{
|
|
CurrentAITask = TEXT("");
|
|
CurrentAIState = TEXT("");
|
|
CurrentAIAssets = TEXT("");
|
|
}
|
|
|
|
UGameplayTasksComponent* GTComponent = MyPawn->FindComponentByClass<UGameplayTasksComponent>();
|
|
if (GTComponent)
|
|
{
|
|
GameplayTasksState = FString::Printf(TEXT("Ticking Tasks: %s\nTask Queue: %s"), *GTComponent->GetTickingTasksDescription(), *GTComponent->GetTasksPriorityQueueDescription());
|
|
}
|
|
else
|
|
{
|
|
GameplayTasksState = TEXT("");
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicAbilityData(APawn* MyPawn)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
// DEPRECATED and not supported anymore, use new category based GameplayDebugger instead
|
|
// IGameplayAbilitiesModule& AbilitiesModule = FModuleManager::LoadModuleChecked<IGameplayAbilitiesModule>("GameplayAbilities");
|
|
// AbilitiesModule.GetActiveAbilitiesDebugDataForActor(MyPawn, AbilityInfo, bUsingAbilities);
|
|
// bIsUsingAbilities = bUsingAbilities;
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectBasicAnimationData(APawn* MyPawn)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
ACharacter* MyChar = Cast<ACharacter>(MyPawn);
|
|
MontageInfo = MyChar ? GetNameSafe(MyChar->GetCurrentMontage()) : TEXT("");
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectBehaviorTreeData()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
if (!ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
|
|
{
|
|
return;
|
|
}
|
|
|
|
BrainComponentName = TEXT("");
|
|
BrainComponentString = TEXT("");
|
|
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
|
AAIController* MyController = Cast<AAIController>(MyPawn->Controller);
|
|
if (MyController != NULL && MyController->BrainComponent != NULL && MyController->IsPendingKillPending() == false)
|
|
{
|
|
BrainComponentName = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetName() : TEXT("");
|
|
BrainComponentString = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetDebugInfoString() : TEXT("");
|
|
|
|
BlackboardString = MyController->BrainComponent->GetBlackboardComponent() ? MyController->BrainComponent->GetBlackboardComponent()->GetDebugInfoString(EBlackboardDescription::KeyWithValue) : TEXT("");
|
|
|
|
if (World && World->GetNetMode() != NM_Standalone)
|
|
{
|
|
TArray<uint8> UncompressedBuffer;
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
|
|
|
ArWriter << BlackboardString;
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
|
BlackboardRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedBuffer.Num()));
|
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
int32 CompressedSize = BlackboardRepData.Num() - HeaderSize;
|
|
uint8* DestBuffer = BlackboardRepData.GetData();
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
DestBuffer += HeaderSize;
|
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
|
|
(void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
|
|
|
BlackboardRepData.SetNum(CompressedSize + HeaderSize, false);
|
|
}
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
void UGameplayDebuggingComponent::OnRep_UpdateBlackboard()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
if (World && World->GetNetMode() != NM_Standalone)
|
|
{
|
|
TArray<uint8> UncompressedBuffer;
|
|
int32 UncompressedSize = 0;
|
|
const int32 HeaderSize = sizeof(int32);
|
|
uint8* SrcBuffer = (uint8*)BlackboardRepData.GetData();
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
SrcBuffer += HeaderSize;
|
|
const int32 CompressedSize = BlackboardRepData.Num() - HeaderSize;
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB), (void*)UncompressedBuffer.GetData(), UncompressedSize, SrcBuffer, CompressedSize);
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
|
|
ArReader << BlackboardString;
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectPathData()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && ENABLE_VISUAL_LOG
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
|
|
|
bool bRefreshRendering = false;
|
|
if (AAIController *MyController = Cast<AAIController>(MyPawn->Controller))
|
|
{
|
|
if (MyController->PathFollowingComponent && MyController->PathFollowingComponent->GetPath().IsValid())
|
|
{
|
|
NextPathPointIndex = MyController->PathFollowingComponent->GetNextPathIndex();
|
|
|
|
const FNavPathSharedPtr& NewPath = MyController->PathFollowingComponent->GetPath();
|
|
if (CurrentPath.HasSameObject(NewPath.Get()) == false || NewPath->GetTimeStamp() > LastStoredPathTimeStamp)
|
|
{
|
|
LastStoredPathTimeStamp = NewPath->GetTimeStamp();
|
|
|
|
FVisualLogEntry Snapshot;
|
|
NewPath->DescribeSelfToVisLog(&Snapshot);
|
|
PathCorridorPolygons.Reset(Snapshot.ElementsToDraw.Num());
|
|
FPathCorridorPolygons Polygon;
|
|
for (FVisualLogShapeElement& CurrentShape : Snapshot.ElementsToDraw)
|
|
{
|
|
if (CurrentShape.GetType() == EVisualLoggerShapeElement::Polygon)
|
|
{
|
|
Polygon.Color = CurrentShape.GetFColor();
|
|
Polygon.Points.Reset();
|
|
Polygon.Points.Append(CurrentShape.Points);
|
|
PathCorridorPolygons.Add(Polygon);
|
|
}
|
|
}
|
|
|
|
PathPoints.Reset();
|
|
for (int32 Index=0; Index < NewPath->GetPathPoints().Num(); ++Index)
|
|
{
|
|
PathPoints.Add(NewPath->GetPathPoints()[Index].Location);
|
|
}
|
|
CurrentPath = NewPath;
|
|
|
|
if (PathCorridorPolygons.Num() && World && World->GetNetMode() != NM_Client)
|
|
{
|
|
PathCorridorData.Reset();
|
|
TArray<uint8> HelpBuffer;
|
|
FMemoryWriter ArWriter(HelpBuffer);
|
|
int32 NumPolygons = PathCorridorPolygons.Num();
|
|
ArWriter << NumPolygons;
|
|
for (const FPathCorridorPolygons& CurrentPoly : PathCorridorPolygons)
|
|
{
|
|
FColor Color = CurrentPoly.Color;
|
|
ArWriter << Color;
|
|
int32 NumVerts = CurrentPoly.Points.Num();
|
|
ArWriter << NumVerts;
|
|
for (auto Vert : CurrentPoly.Points)
|
|
{
|
|
ArWriter << Vert;
|
|
}
|
|
}
|
|
PathCorridorData = HelpBuffer;
|
|
}
|
|
bRefreshRendering = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
NextPathPointIndex = INDEX_NONE;
|
|
CurrentPath = NULL;
|
|
PathPoints.Reset();
|
|
PathCorridorPolygons.Reset();
|
|
}
|
|
}
|
|
|
|
if (bRefreshRendering && World && World->GetNetMode() != NM_DedicatedServer)
|
|
{
|
|
UpdateBounds();
|
|
MarkRenderStateDirty();
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::OnRep_PathCorridorData()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
|
{
|
|
FMemoryReader ArReader(PathCorridorData);
|
|
int32 NumPolygons = 0;
|
|
ArReader << NumPolygons;
|
|
PathCorridorPolygons.Reset(NumPolygons);
|
|
for (int32 PolyIndex = 0; PolyIndex < NumPolygons; ++PolyIndex)
|
|
{
|
|
FPathCorridorPolygons Polygon;
|
|
FColor Color;
|
|
ArReader << Polygon.Color;
|
|
|
|
int32 NumVerts = 0;
|
|
ArReader << NumVerts;
|
|
for (int32 VertIndex = 0; VertIndex < NumVerts; ++VertIndex)
|
|
{
|
|
FVector CurrentVertex;
|
|
ArReader << CurrentVertex;
|
|
Polygon.Points.Add(CurrentVertex);
|
|
}
|
|
if (NumVerts > 2)
|
|
{
|
|
PathCorridorPolygons.Add(Polygon);
|
|
}
|
|
}
|
|
UpdateBounds();
|
|
MarkRenderStateDirty();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void UGameplayDebuggingComponent::EnableDebugDraw(bool bEnable, bool InFocusedComponent)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
#if WITH_EQS
|
|
EnableClientEQSSceneProxy(bEnable);
|
|
#endif // WITH_EQS
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::ServerReplicateData(uint32 InMessage, uint32 InDataView)
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
EDebugComponentMessage::Type Message = (EDebugComponentMessage::Type)InMessage;
|
|
EAIDebugDrawDataView::Type DataView = (EAIDebugDrawDataView::Type) InDataView;
|
|
switch (Message)
|
|
{
|
|
case EDebugComponentMessage::EnableExtendedView:
|
|
ShowExtendedInformatiomCounter++;
|
|
break;
|
|
|
|
case EDebugComponentMessage::DisableExtendedView:
|
|
ShowExtendedInformatiomCounter = FMath::Max(0, ShowExtendedInformatiomCounter - 1);
|
|
break;
|
|
|
|
case EDebugComponentMessage::ActivateReplication:
|
|
Activate();
|
|
break;
|
|
|
|
case EDebugComponentMessage::DeactivateReplilcation:
|
|
Deactivate();
|
|
break;
|
|
|
|
case EDebugComponentMessage::ActivateDataView:
|
|
if (ReplicateViewDataCounters.IsValidIndex(DataView))
|
|
{
|
|
ReplicateViewDataCounters[DataView] += 1;
|
|
}
|
|
break;
|
|
|
|
case EDebugComponentMessage::DeactivateDataView:
|
|
if (ReplicateViewDataCounters.IsValidIndex(DataView))
|
|
{
|
|
ReplicateViewDataCounters[DataView] = FMath::Max(0, ReplicateViewDataCounters[DataView] - 1);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// EQS Data
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void UGameplayDebuggingComponent::OnCycleDetailsView()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
if (++CurrentEQSIndex >= EQSLocalData.Num())
|
|
{
|
|
CurrentEQSIndex = 0;
|
|
}
|
|
|
|
UpdateBounds();
|
|
MarkRenderStateDirty();
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
const FEnvQueryResult* UGameplayDebuggingComponent::GetQueryResult() const
|
|
{
|
|
return CachedQueryInstance.Get();
|
|
}
|
|
|
|
const FEnvQueryInstance* UGameplayDebuggingComponent::GetQueryInstance() const
|
|
{
|
|
return CachedQueryInstance.Get();
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::OnRep_UpdateEQS()
|
|
{
|
|
#if USE_EQS_DEBUGGER
|
|
// decode scoring data
|
|
if (World && World->GetNetMode() == NM_Client)
|
|
{
|
|
TArray<uint8> UncompressedBuffer;
|
|
int32 UncompressedSize = 0;
|
|
const int32 HeaderSize = sizeof(int32);
|
|
uint8* SrcBuffer = (uint8*)EQSRepData.GetData();
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
SrcBuffer += HeaderSize;
|
|
const int32 CompressedSize = EQSRepData.Num() - HeaderSize;
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB), (void*)UncompressedBuffer.GetData(), UncompressedSize, SrcBuffer, CompressedSize);
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
|
|
ArReader << EQSLocalData;
|
|
}
|
|
|
|
UpdateBounds();
|
|
MarkRenderStateDirty();
|
|
#endif //USE_EQS_DEBUGGER
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectEQSData()
|
|
{
|
|
#if USE_EQS_DEBUGGER
|
|
if (!ShouldReplicateData(EAIDebugDrawDataView::EQS))
|
|
{
|
|
return;
|
|
}
|
|
|
|
UWorld* World = GetWorld();
|
|
UEnvQueryManager* QueryManager = World ? UEnvQueryManager::GetCurrent(World) : NULL;
|
|
const AActor* Owner = GetSelectedActor();
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
|
|
if (QueryManager == NULL || Owner == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
auto AllQueries = QueryManager->GetDebugger().GetAllQueriesForOwner(Owner);
|
|
const class APawn* OwnerAsPawn = Cast<class APawn>(Owner);
|
|
if (OwnerAsPawn != NULL && OwnerAsPawn->GetController())
|
|
{
|
|
const auto& AllControllerQueries = QueryManager->GetDebugger().GetAllQueriesForOwner(OwnerAsPawn->GetController());
|
|
AllQueries.Append(AllControllerQueries);
|
|
}
|
|
struct FEnvQueryInfoSort
|
|
{
|
|
FORCEINLINE bool operator()(const FEQSDebugger::FEnvQueryInfo& A, const FEQSDebugger::FEnvQueryInfo& B) const
|
|
{
|
|
return (A.Timestamp < B.Timestamp);
|
|
}
|
|
};
|
|
TArray<FEQSDebugger::FEnvQueryInfo> QueriesToSort = AllQueries;
|
|
QueriesToSort.Sort(FEnvQueryInfoSort()); //sort queries by timestamp
|
|
QueriesToSort.SetNum(FMath::Min<int32>(Replicator->MaxEQSQueries, AllQueries.Num()));
|
|
|
|
for (int32 Index = AllQueries.Num() - 1; Index >= 0; --Index)
|
|
{
|
|
auto &CurrentQuery = AllQueries[Index];
|
|
if (QueriesToSort.Find(CurrentQuery) == INDEX_NONE)
|
|
{
|
|
AllQueries.RemoveAt(Index);
|
|
}
|
|
}
|
|
|
|
|
|
EQSLocalData.Reset();
|
|
for (int32 Index = 0; Index < FMath::Min<int32>(Replicator->MaxEQSQueries, AllQueries.Num()); ++Index)
|
|
{
|
|
EQSDebug::FQueryData* CurrentLocalData = NULL;
|
|
CachedQueryInstance = AllQueries[Index].Instance;
|
|
const float CachedTimestamp = AllQueries[Index].Timestamp;
|
|
|
|
if (!CurrentLocalData)
|
|
{
|
|
EQSLocalData.AddZeroed();
|
|
CurrentLocalData = &EQSLocalData[EQSLocalData.Num()-1];
|
|
}
|
|
|
|
if (CachedQueryInstance.IsValid())
|
|
{
|
|
UEnvQueryDebugHelpers::QueryToDebugData(*CachedQueryInstance, *CurrentLocalData);
|
|
}
|
|
CurrentLocalData->Timestamp = AllQueries[Index].Timestamp;
|
|
}
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
|
|
|
ArWriter << EQSLocalData;
|
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
const int32 HeaderSize = sizeof(int32);
|
|
EQSRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedSize));
|
|
|
|
int32 CompressedSize = EQSRepData.Num() - HeaderSize;
|
|
uint8* DestBuffer = EQSRepData.GetData();
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
DestBuffer += HeaderSize;
|
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory), (void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
|
|
|
EQSRepData.SetNum(CompressedSize + HeaderSize, false);
|
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
|
{
|
|
OnRep_UpdateEQS();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------//
|
|
// NavMesh rendering
|
|
//----------------------------------------------------------------------//
|
|
void UGameplayDebuggingComponent::OnRep_UpdateNavmesh()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
NavMeshBounds = FBox(FVector(-HALF_WORLD_MAX1, -HALF_WORLD_MAX1, -HALF_WORLD_MAX1), FVector(HALF_WORLD_MAX1, HALF_WORLD_MAX1, HALF_WORLD_MAX1));
|
|
UpdateBounds();
|
|
MarkRenderStateDirty();
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
bool UGameplayDebuggingComponent::ServerCollectNavmeshData_Validate(FVector_NetQuantize10 TargetLocation)
|
|
{
|
|
bool bIsValid = false;
|
|
#if WITH_RECAST
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
|
bIsValid = NavSys && NavSys->GetMainNavData(FNavigationSystem::DontCreate);
|
|
#endif
|
|
|
|
return bIsValid;
|
|
}
|
|
|
|
bool UGameplayDebuggingComponent::ServerDiscardNavmeshData_Validate()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
namespace NavMeshDebug
|
|
{
|
|
struct FShortVector
|
|
{
|
|
int16 X;
|
|
int16 Y;
|
|
int16 Z;
|
|
|
|
FShortVector()
|
|
:X(0), Y(0), Z(0)
|
|
{
|
|
|
|
}
|
|
|
|
FShortVector(const FVector& Vec)
|
|
: X(Vec.X)
|
|
, Y(Vec.Y)
|
|
, Z(Vec.Z)
|
|
{
|
|
|
|
}
|
|
FShortVector& operator=(const FVector& R)
|
|
{
|
|
X = R.X;
|
|
Y = R.Y;
|
|
Z = R.Z;
|
|
return *this;
|
|
}
|
|
|
|
FVector ToVector() const
|
|
{
|
|
return FVector(X, Y, Z);
|
|
}
|
|
};
|
|
|
|
struct FOffMeshLinkFlags
|
|
{
|
|
uint8 Radius : 6;
|
|
uint8 Direction : 1;
|
|
uint8 ValidEnds : 1;
|
|
};
|
|
struct FOffMeshLink
|
|
{
|
|
FShortVector Left;
|
|
FShortVector Right;
|
|
FColor Color;
|
|
union
|
|
{
|
|
FOffMeshLinkFlags PackedFlags;
|
|
uint8 ByteFlags;
|
|
};
|
|
};
|
|
|
|
struct FAreaPolys
|
|
{
|
|
TArray<int32> Indices;
|
|
FColor Color;
|
|
};
|
|
|
|
struct FTileData
|
|
{
|
|
FVector Location;
|
|
TArray<FAreaPolys> Areas;
|
|
TArray<FShortVector> Verts;
|
|
TArray<FOffMeshLink> Links;
|
|
};
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FShortVector& ShortVector)
|
|
{
|
|
Ar << ShortVector.X;
|
|
Ar << ShortVector.Y;
|
|
Ar << ShortVector.Z;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FOffMeshLink& Data)
|
|
{
|
|
Ar << Data.Left;
|
|
Ar << Data.Right;
|
|
Ar << Data.Color.R;
|
|
Ar << Data.Color.G;
|
|
Ar << Data.Color.B;
|
|
Ar << Data.ByteFlags;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FAreaPolys& Data)
|
|
{
|
|
Ar << Data.Indices;
|
|
Ar << Data.Color.R;
|
|
Ar << Data.Color.G;
|
|
Ar << Data.Color.B;
|
|
Data.Color.A = 255;
|
|
return Ar;
|
|
}
|
|
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FTileData& Data)
|
|
{
|
|
Ar << Data.Areas;
|
|
Ar << Data.Location;
|
|
Ar << Data.Verts;
|
|
Ar << Data.Links;
|
|
return Ar;
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::ServerDiscardNavmeshData_Implementation()
|
|
{
|
|
NavmeshRepData.Empty();
|
|
}
|
|
|
|
FORCEINLINE bool LineInCorrectDistance(const FVector& PlayerLoc, const FVector& Start, const FVector& End, float CorrectDistance = -1)
|
|
{
|
|
const float MaxDistance = CorrectDistance > 0 ? (CorrectDistance*CorrectDistance) : ARecastNavMesh::GetDrawDistanceSq();
|
|
|
|
if ((FVector::DistSquared(Start, PlayerLoc) > MaxDistance || FVector::DistSquared(End, PlayerLoc) > MaxDistance))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#if WITH_RECAST
|
|
ARecastNavMesh* UGameplayDebuggingComponent::GetNavData()
|
|
{
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
|
if (NavSys == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Try to get the correct nav-mesh relative to the selected actor.
|
|
APawn* TargetPawn = Cast<APawn>(TargetActor);
|
|
if (TargetPawn != NULL)
|
|
{
|
|
const FNavAgentProperties& NavAgentProperties = TargetPawn->GetNavAgentPropertiesRef();
|
|
return Cast<ARecastNavMesh>(NavSys->GetNavDataForProps(NavAgentProperties));
|
|
}
|
|
|
|
// If it wasn't found, just get the main nav-mesh data.
|
|
return Cast<ARecastNavMesh>(NavSys->GetMainNavData(FNavigationSystem::DontCreate));
|
|
#else
|
|
return NULL;
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
#endif
|
|
|
|
static const FColor NavMeshRenderColor_Recast_TriangleEdges(255, 255, 255);
|
|
static const FColor NavMeshRenderColor_Recast_TileEdges(16, 16, 16, 32);
|
|
static const FColor NavMeshRenderColor_Recast_NavMeshEdges(32, 63, 0, 220);
|
|
static const FColor NavMeshRenderColor_RecastMesh(140, 255, 0, 164);
|
|
static const FColor NavMeshRenderColor_TileBounds(255, 255, 64, 255);
|
|
static const FColor NavMeshRenderColor_PathCollidingGeom(255, 255, 255, 40);
|
|
static const FColor NavMeshRenderColor_RecastTileBeingRebuilt(255, 0, 0, 64);
|
|
static const FColor NavMeshRenderColor_OffMeshConnectionInvalid(64, 64, 64);
|
|
static const float DefaultEdges_LineThickness = 0.0f;
|
|
static const float PolyEdges_LineThickness = 1.5f;
|
|
static const float NavMeshEdges_LineThickness = 3.5f;
|
|
static const float LinkLines_LineThickness = 2.0f;
|
|
static const float ClusterLinkLines_LineThickness = 2.0f;
|
|
|
|
namespace FNavMeshRenderingHelpers_DEPRECATEDSUPPORT
|
|
{
|
|
bool LineInView(const FVector& Start, const FVector& End, const FSceneView* View, bool bUseDistanceCheck)
|
|
{
|
|
if (FVector::DistSquared(Start, View->ViewMatrices.ViewOrigin) > ARecastNavMesh::GetDrawDistanceSq() ||
|
|
FVector::DistSquared(End, View->ViewMatrices.ViewOrigin) > ARecastNavMesh::GetDrawDistanceSq())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (int32 PlaneIdx = 0; PlaneIdx < View->ViewFrustum.Planes.Num(); ++PlaneIdx)
|
|
{
|
|
const FPlane& CurPlane = View->ViewFrustum.Planes[PlaneIdx];
|
|
if (CurPlane.PlaneDot(Start) > 0.f && CurPlane.PlaneDot(End) > 0.f)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool LineInCorrectDistance(const FVector& Start, const FVector& End, const FSceneView* View, float CorrectDistance = -1)
|
|
{
|
|
const float MaxDistanceSq = (CorrectDistance > 0) ? FMath::Square(CorrectDistance) : ARecastNavMesh::GetDrawDistanceSq();
|
|
return FVector::DistSquared(Start, View->ViewMatrices.ViewOrigin) < MaxDistanceSq &&
|
|
FVector::DistSquared(End, View->ViewMatrices.ViewOrigin) < MaxDistanceSq;
|
|
}
|
|
|
|
FVector EvalArc(const FVector& Org, const FVector& Dir, const float h, const float u)
|
|
{
|
|
FVector Pt = Org + Dir * u;
|
|
Pt.Z += h * (1 - (u * 2 - 1)*(u * 2 - 1));
|
|
|
|
return Pt;
|
|
}
|
|
|
|
void CacheArc(TArray<FDebugRenderSceneProxy::FDebugLine>& DebugLines, const FVector& Start, const FVector& End, const float Height, const uint32 Segments, const FLinearColor& Color, float LineThickness = 0)
|
|
{
|
|
if (Segments == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const float ArcPtsScale = 1.0f / (float)Segments;
|
|
const FVector Dir = End - Start;
|
|
const float Length = Dir.Size();
|
|
|
|
FVector Prev = Start;
|
|
for (uint32 i = 1; i <= Segments; ++i)
|
|
{
|
|
const float u = i * ArcPtsScale;
|
|
const FVector Pt = EvalArc(Start, Dir, Length*Height, u);
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(Prev, Pt, Color.ToFColor(true)));
|
|
Prev = Pt;
|
|
}
|
|
}
|
|
|
|
void CacheArrowHead(TArray<FDebugRenderSceneProxy::FDebugLine>& DebugLines, const FVector& Tip, const FVector& Origin, const float Size, const FLinearColor& Color, float LineThickness = 0)
|
|
{
|
|
FVector Ax, Ay, Az(0, 1, 0);
|
|
Ay = Origin - Tip;
|
|
Ay.Normalize();
|
|
Ax = FVector::CrossProduct(Az, Ay);
|
|
|
|
FHitProxyId HitProxyId;
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(Tip, FVector(Tip.X + Ay.X*Size + Ax.X*Size / 3, Tip.Y + Ay.Y*Size + Ax.Y*Size / 3, Tip.Z + Ay.Z*Size + Ax.Z*Size / 3), Color.ToFColor(true)));
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(Tip, FVector(Tip.X + Ay.X*Size - Ax.X*Size / 3, Tip.Y + Ay.Y*Size - Ax.Y*Size / 3, Tip.Z + Ay.Z*Size - Ax.Z*Size / 3), Color.ToFColor(true)));
|
|
}
|
|
|
|
void DrawWireCylinder(TArray<FDebugRenderSceneProxy::FDebugLine>& DebugLines, const FVector& Base, const FVector& X, const FVector& Y, const FVector& Z, FColor Color, float Radius, float HalfHeight, int32 NumSides, uint8 DepthPriority, float LineThickness = 0)
|
|
{
|
|
const float AngleDelta = 2.0f * PI / NumSides;
|
|
FVector LastVertex = Base + X * Radius;
|
|
|
|
FHitProxyId HitProxyId;
|
|
for (int32 SideIndex = 0; SideIndex < NumSides; SideIndex++)
|
|
{
|
|
const FVector Vertex = Base + (X * FMath::Cos(AngleDelta * (SideIndex + 1)) + Y * FMath::Sin(AngleDelta * (SideIndex + 1))) * Radius;
|
|
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(LastVertex - Z * HalfHeight, Vertex - Z * HalfHeight, Color));
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(LastVertex + Z * HalfHeight, Vertex + Z * HalfHeight, Color));
|
|
DebugLines.Add(FDebugRenderSceneProxy::FDebugLine(LastVertex - Z * HalfHeight, LastVertex + Z * HalfHeight, Color));
|
|
|
|
LastVertex = Vertex;
|
|
}
|
|
}
|
|
|
|
inline uint8 GetBit(int32 v, uint8 bit)
|
|
{
|
|
return (v & (1 << bit)) >> bit;
|
|
}
|
|
|
|
FColor GetClusterColor(int32 Idx)
|
|
{
|
|
uint8 r = 1 + GetBit(Idx, 1) + GetBit(Idx, 3) * 2;
|
|
uint8 g = 1 + GetBit(Idx, 2) + GetBit(Idx, 4) * 2;
|
|
uint8 b = 1 + GetBit(Idx, 0) + GetBit(Idx, 5) * 2;
|
|
return FColor(r * 63, g * 63, b * 63, 164);
|
|
}
|
|
|
|
FColor DarkenColor(const FColor& Base)
|
|
{
|
|
const uint32 Col = Base.DWColor();
|
|
return FColor(((Col >> 1) & 0x007f7f7f) | (Col & 0xff000000));
|
|
}
|
|
|
|
void AddVertex(FNavMeshSceneProxyData::FDebugMeshData& MeshData, const FVector& Pos, const FColor Color = FColor::White)
|
|
{
|
|
const int32 VertexIndex = MeshData.Vertices.Num();
|
|
FDynamicMeshVertex* Vertex = new(MeshData.Vertices) FDynamicMeshVertex;
|
|
Vertex->Position = Pos;
|
|
Vertex->TextureCoordinate = FVector2D::ZeroVector;
|
|
Vertex->TangentX = FVector(1.0f, 0.0f, 0.0f);
|
|
Vertex->TangentZ = FVector(0.0f, 1.0f, 0.0f);
|
|
// store the sign of the determinant in TangentZ.W (-1=0,+1=255)
|
|
Vertex->TangentZ.Vector.W = 255;
|
|
Vertex->Color = Color;
|
|
}
|
|
|
|
void AddTriangle(FNavMeshSceneProxyData::FDebugMeshData& MeshData, int32 V0, int32 V1, int32 V2)
|
|
{
|
|
MeshData.Indices.Add(V0);
|
|
MeshData.Indices.Add(V1);
|
|
MeshData.Indices.Add(V2);
|
|
}
|
|
|
|
FVector Recast2UnrealPoint(const float* RecastPoint)
|
|
{
|
|
return FVector(-RecastPoint[0], -RecastPoint[2], RecastPoint[1]);
|
|
}
|
|
|
|
void AddRecastGeometry(TArray<FVector>& OutVertexBuffer, TArray<int32>& OutIndexBuffer, const float* Coords, int32 NumVerts, const int32* Faces, int32 NumFaces)
|
|
{
|
|
const int32 VertIndexBase = OutVertexBuffer.Num();
|
|
for (int32 VertIdx = 0; VertIdx < NumVerts * 3; VertIdx += 3)
|
|
{
|
|
OutVertexBuffer.Add(Recast2UnrealPoint(&Coords[VertIdx]));
|
|
}
|
|
|
|
const int32 FirstNewFaceVertexIndex = OutIndexBuffer.Num();
|
|
const uint32 NumIndices = NumFaces * 3;
|
|
OutIndexBuffer.AddUninitialized(NumIndices);
|
|
for (uint32 Index = 0; Index < NumIndices; ++Index)
|
|
{
|
|
OutIndexBuffer[FirstNewFaceVertexIndex + Index] = VertIndexBase + Faces[Index];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void UGameplayDebuggingComponent::ServerCollectNavmeshData_Implementation(FVector_NetQuantize10 TargetLocation)
|
|
{
|
|
#if WITH_RECAST
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
|
ARecastNavMesh* NavData = GetNavData();
|
|
if (NavData == NULL)
|
|
{
|
|
NavmeshRepData.Empty();
|
|
return;
|
|
}
|
|
|
|
const double Timer1 = FPlatformTime::Seconds();
|
|
|
|
TArray<int32> Indices;
|
|
int32 TileX = 0;
|
|
int32 TileY = 0;
|
|
const int32 DeltaX[] = { 0, 1, 1, 0, -1, -1, -1, 0, 1 };
|
|
const int32 DeltaY[] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
|
|
|
|
NavData->BeginBatchQuery();
|
|
|
|
// add 3x3 neighborhood of target
|
|
int32 TargetTileX = 0;
|
|
int32 TargetTileY = 0;
|
|
NavData->GetNavMeshTileXY(TargetLocation, TargetTileX, TargetTileY);
|
|
for (int32 i = 0; i < ARRAY_COUNT(DeltaX); i++)
|
|
{
|
|
const int32 NeiX = TargetTileX + DeltaX[i];
|
|
const int32 NeiY = TargetTileY + DeltaY[i];
|
|
|
|
NavData->GetNavMeshTilesAt(NeiX, NeiY, Indices);
|
|
}
|
|
|
|
const FNavDataConfig& NavConfig = NavData->GetConfig();
|
|
FColor NavMeshColors[RECAST_MAX_AREAS];
|
|
NavMeshColors[RECAST_DEFAULT_AREA] = NavConfig.Color.DWColor() > 0 ? NavConfig.Color : NavMeshRenderColor_RecastMesh;
|
|
for (uint8 i = 0; i < RECAST_DEFAULT_AREA; ++i)
|
|
{
|
|
NavMeshColors[i] = NavData->GetAreaIDColor(i);
|
|
}
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
|
|
|
int32 NumIndices = Indices.Num();
|
|
ArWriter << NumIndices;
|
|
|
|
for (int32 i = 0; i < NumIndices; i++)
|
|
{
|
|
FRecastDebugGeometry NavMeshGeometry;
|
|
NavMeshGeometry.bGatherPolyEdges = false;
|
|
NavMeshGeometry.bGatherNavMeshEdges = false;
|
|
NavData->GetDebugGeometry(NavMeshGeometry, Indices[i]);
|
|
|
|
NavMeshDebug::FTileData TileData;
|
|
const FBox TileBoundingBox = NavData->GetNavMeshTileBounds(Indices[i]);
|
|
TileData.Location = TileBoundingBox.GetCenter();
|
|
for (int32 VertIndex = 0; VertIndex < NavMeshGeometry.MeshVerts.Num(); ++VertIndex)
|
|
{
|
|
const NavMeshDebug::FShortVector SV = NavMeshGeometry.MeshVerts[VertIndex] - TileData.Location;
|
|
TileData.Verts.Add(SV);
|
|
}
|
|
|
|
for (int32 iArea = 0; iArea < RECAST_MAX_AREAS; iArea++)
|
|
{
|
|
const int32 NumTris = NavMeshGeometry.AreaIndices[iArea].Num();
|
|
if (NumTris)
|
|
{
|
|
NavMeshDebug::FAreaPolys AreaPolys;
|
|
for (int32 AreaIndicesIndex = 0; AreaIndicesIndex < NavMeshGeometry.AreaIndices[iArea].Num(); ++AreaIndicesIndex)
|
|
{
|
|
AreaPolys.Indices.Add(NavMeshGeometry.AreaIndices[iArea][AreaIndicesIndex]);
|
|
}
|
|
AreaPolys.Color = NavMeshColors[iArea];
|
|
TileData.Areas.Add(AreaPolys);
|
|
}
|
|
}
|
|
|
|
TileData.Links.Reserve(NavMeshGeometry.OffMeshLinks.Num());
|
|
for (int32 iLink = 0; iLink < NavMeshGeometry.OffMeshLinks.Num(); iLink++)
|
|
{
|
|
const FRecastDebugGeometry::FOffMeshLink& SrcLink = NavMeshGeometry.OffMeshLinks[iLink];
|
|
NavMeshDebug::FOffMeshLink Link;
|
|
Link.Left = SrcLink.Left - TileData.Location;
|
|
Link.Right = SrcLink.Right - TileData.Location;
|
|
Link.Color = ((SrcLink.Direction && SrcLink.ValidEnds) || (SrcLink.ValidEnds & FRecastDebugGeometry::OMLE_Left)) ? NavMeshColors[SrcLink.AreaID] : NavMeshRenderColor_OffMeshConnectionInvalid;
|
|
Link.PackedFlags.Radius = (int8)SrcLink.Radius;
|
|
Link.PackedFlags.Direction = SrcLink.Direction;
|
|
Link.PackedFlags.ValidEnds = SrcLink.ValidEnds;
|
|
TileData.Links.Add(Link);
|
|
}
|
|
|
|
ArWriter << TileData;
|
|
}
|
|
NavData->FinishBatchQuery();
|
|
|
|
const double Timer2 = FPlatformTime::Seconds();
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
|
NavmeshRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedBuffer.Num()));
|
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
int32 CompressedSize = NavmeshRepData.Num() - HeaderSize;
|
|
uint8* DestBuffer = NavmeshRepData.GetData();
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
DestBuffer += HeaderSize;
|
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
|
|
(void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
|
|
|
NavmeshRepData.SetNum(CompressedSize + HeaderSize, false);
|
|
|
|
const double Timer3 = FPlatformTime::Seconds();
|
|
UE_LOG(LogGameplayDebugger, Log, TEXT("Preparing navmesh data: %.1fkB took %.3fms (collect: %.3fms + compress %d%%: %.3fms)"),
|
|
NavmeshRepData.Num() / 1024.0f, 1000.0f * (Timer3 - Timer1),
|
|
1000.0f * (Timer2 - Timer1),
|
|
FMath::TruncToInt(100.0f * NavmeshRepData.Num() / UncompressedBuffer.Num()), 1000.0f * (Timer3 - Timer2));
|
|
#endif
|
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
|
{
|
|
OnRep_UpdateNavmesh();
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::PrepareNavMeshData(struct FNavMeshSceneProxyData* CurrentData) const
|
|
{
|
|
#if WITH_RECAST
|
|
if (CurrentData)
|
|
{
|
|
CurrentData->Reset();
|
|
CurrentData->bNeedsNewData = false;
|
|
|
|
// uncompress data
|
|
TArray<uint8> UncompressedBuffer;
|
|
const int32 HeaderSize = sizeof(int32);
|
|
if (NavmeshRepData.Num() > HeaderSize)
|
|
{
|
|
int32 UncompressedSize = 0;
|
|
uint8* SrcBuffer = (uint8*)NavmeshRepData.GetData();
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
SrcBuffer += HeaderSize;
|
|
const int32 CompressedSize = NavmeshRepData.Num() - HeaderSize;
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB),
|
|
(void*)UncompressedBuffer.GetData(), UncompressedSize, SrcBuffer, CompressedSize);
|
|
}
|
|
|
|
// read serialized values
|
|
if (UncompressedBuffer.Num() == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
int32 NumTiles = 0;
|
|
ArReader << NumTiles;
|
|
|
|
int32 IndexesOffset = 0;
|
|
for (int32 iTile = 0; iTile < NumTiles; iTile++)
|
|
{
|
|
NavMeshDebug::FTileData TileData;
|
|
ArReader << TileData;
|
|
|
|
FVector OffsetLocation = TileData.Location;
|
|
TArray<FVector> Verts;
|
|
Verts.Reserve(TileData.Verts.Num());
|
|
for (int32 VertIndex = 0; VertIndex < TileData.Verts.Num(); ++VertIndex)
|
|
{
|
|
const FVector Loc = TileData.Verts[VertIndex].ToVector() + OffsetLocation;
|
|
Verts.Add(Loc);
|
|
}
|
|
CurrentData->Bounds += FBox(Verts);
|
|
|
|
for (int32 iArea = 0; iArea < TileData.Areas.Num(); iArea++)
|
|
{
|
|
const NavMeshDebug::FAreaPolys& SrcArea = TileData.Areas[iArea];
|
|
FNavMeshSceneProxyData::FDebugMeshData DebugMeshData;
|
|
DebugMeshData.ClusterColor = SrcArea.Color;
|
|
DebugMeshData.ClusterColor.A = 128;
|
|
|
|
for (int32 iTri = 0; iTri < SrcArea.Indices.Num(); iTri += 3)
|
|
{
|
|
const int32 Index0 = SrcArea.Indices[iTri + 0];
|
|
const int32 Index1 = SrcArea.Indices[iTri + 1];
|
|
const int32 Index2 = SrcArea.Indices[iTri + 2];
|
|
|
|
FVector V0 = Verts[Index0];
|
|
FVector V1 = Verts[Index1];
|
|
FVector V2 = Verts[Index2];
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V0 + CurrentData->NavMeshDrawOffset, V1 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V1 + CurrentData->NavMeshDrawOffset, V2 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V2 + CurrentData->NavMeshDrawOffset, V0 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::AddTriangle(DebugMeshData, Index0 + IndexesOffset, Index1 + IndexesOffset, Index2 + IndexesOffset);
|
|
}
|
|
|
|
for (int32 iVert = 0; iVert < Verts.Num(); iVert++)
|
|
{
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::AddVertex(DebugMeshData, Verts[iVert] + CurrentData->NavMeshDrawOffset);
|
|
}
|
|
CurrentData->MeshBuilders.Add(DebugMeshData);
|
|
IndexesOffset += Verts.Num();
|
|
}
|
|
|
|
for (int32 i = 0; i < TileData.Links.Num(); i++)
|
|
{
|
|
const NavMeshDebug::FOffMeshLink& SrcLink = TileData.Links[i];
|
|
|
|
const FVector V0 = SrcLink.Left.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset;
|
|
const FVector V1 = SrcLink.Right.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset;
|
|
const FColor LinkColor = SrcLink.Color;
|
|
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::CacheArc(CurrentData->NavLinkLines, V0, V1, 0.4f, 4, LinkColor, LinkLines_LineThickness);
|
|
|
|
const FVector VOffset(0, 0, FVector::Dist(V0, V1) * 1.333f);
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::CacheArrowHead(CurrentData->NavLinkLines, V1, V0+VOffset, 30.f, LinkColor, LinkLines_LineThickness);
|
|
if (SrcLink.PackedFlags.Direction)
|
|
{
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::CacheArrowHead(CurrentData->NavLinkLines, V0, V1+VOffset, 30.f, LinkColor, LinkLines_LineThickness);
|
|
}
|
|
|
|
// if the connection as a whole is valid check if there are any of ends is invalid
|
|
if (LinkColor != NavMeshRenderColor_OffMeshConnectionInvalid)
|
|
{
|
|
if (SrcLink.PackedFlags.Direction && (SrcLink.PackedFlags.ValidEnds & FRecastDebugGeometry::OMLE_Left) == 0)
|
|
{
|
|
// left end invalid - mark it
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::DrawWireCylinder(CurrentData->NavLinkLines, V0, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), NavMeshRenderColor_OffMeshConnectionInvalid, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness);
|
|
}
|
|
|
|
if ((SrcLink.PackedFlags.ValidEnds & FRecastDebugGeometry::OMLE_Right) == 0)
|
|
{
|
|
FNavMeshRenderingHelpers_DEPRECATEDSUPPORT::DrawWireCylinder(CurrentData->NavLinkLines, V1, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), NavMeshRenderColor_OffMeshConnectionInvalid, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------//
|
|
// rendering
|
|
//----------------------------------------------------------------------//
|
|
class FPathDebugRenderSceneProxy : public FDebugRenderSceneProxy
|
|
{
|
|
public:
|
|
FPathDebugRenderSceneProxy(const UPrimitiveComponent* InComponent, const FString &InViewFlagName)
|
|
: FDebugRenderSceneProxy(InComponent)
|
|
{
|
|
DrawType = FDebugRenderSceneProxy::SolidAndWireMeshes;
|
|
DrawAlpha = 90;
|
|
ViewFlagName = InViewFlagName;
|
|
ViewFlagIndex = uint32(FEngineShowFlags::FindIndexByName(*ViewFlagName));
|
|
bWantsSelectionOutline = false;
|
|
}
|
|
|
|
|
|
FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
|
|
{
|
|
FPrimitiveViewRelevance Result;
|
|
Result.bDrawRelevance = View->Family->EngineShowFlags.GetSingleFlag(ViewFlagIndex);// IsShown(View);
|
|
Result.bDynamicRelevance = true;
|
|
// ideally the TranslucencyRelevance should be filled out by the material, here we do it conservative
|
|
Result.bSeparateTranslucencyRelevance = Result.bNormalTranslucencyRelevance = IsShown(View);
|
|
return Result;
|
|
}
|
|
|
|
};
|
|
|
|
FPrimitiveSceneProxy* UGameplayDebuggingComponent::CreateSceneProxy()
|
|
{
|
|
FDebugRenderSceneCompositeProxy* CompositeProxy = NULL;
|
|
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
if (!World || World->GetNetMode() == NM_DedicatedServer)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if (!Replicator || !Replicator->IsDrawEnabled() || Replicator->IsPendingKill() || IsPendingKill())
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
#if WITH_RECAST
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::NavMesh))
|
|
{
|
|
FNavMeshSceneProxyData NewNavmeshRenderData;
|
|
NewNavmeshRenderData.Reset();
|
|
NewNavmeshRenderData.bNeedsNewData = false;
|
|
PrepareNavMeshData(&NewNavmeshRenderData);
|
|
|
|
NavMeshBounds = NewNavmeshRenderData.Bounds.GetCenter().ContainsNaN() || NewNavmeshRenderData.Bounds.GetExtent().ContainsNaN() ? FBox(FVector(-HALF_WORLD_MAX1, -HALF_WORLD_MAX1, -HALF_WORLD_MAX1), FVector(HALF_WORLD_MAX1, HALF_WORLD_MAX1, HALF_WORLD_MAX1)) : NewNavmeshRenderData.Bounds;
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
|
CompositeProxy->AddChild(new FNavMeshSceneProxy(this, &NewNavmeshRenderData, true));
|
|
}
|
|
#endif
|
|
|
|
#if USE_EQS_DEBUGGER
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::EQS) && IsClientEQSSceneProxyEnabled() && GetSelectedActor() != NULL)
|
|
{
|
|
const int32 EQSIndex = EQSLocalData.Num() > 0 ? FMath::Clamp(CurrentEQSIndex, 0, EQSLocalData.Num() - 1) : INDEX_NONE;
|
|
if (EQSLocalData.IsValidIndex(EQSIndex))
|
|
{
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
|
auto& CurrentLocalData = EQSLocalData[EQSIndex];
|
|
|
|
FString ViewFlagName = TEXT("Game");
|
|
#if WITH_EDITOR
|
|
UEditorEngine* EEngine = Cast<UEditorEngine>(GEngine);
|
|
if (EEngine && EEngine->bIsSimulatingInEditor)
|
|
{
|
|
ViewFlagName = TEXT("DebugAI");
|
|
}
|
|
#endif
|
|
CompositeProxy->AddChild(new FEQSSceneProxy(this, ViewFlagName, CurrentLocalData.SolidSpheres, CurrentLocalData.Texts));
|
|
}
|
|
}
|
|
#endif // USE_EQS_DEBUGGER
|
|
|
|
const bool bDrawFullData = Replicator->GetSelectedActorToDebug() == GetSelectedActor() && GetSelectedActor() != NULL;
|
|
if (bDrawFullData && ShouldReplicateData(EAIDebugDrawDataView::Basic))
|
|
{
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
|
|
|
TArray<FDebugRenderSceneProxy::FMesh> Meshes;
|
|
TArray<FDebugRenderSceneProxy::FDebugLine> Lines;
|
|
for (FPathCorridorPolygons& CurrentPoly : PathCorridorPolygons)
|
|
{
|
|
|
|
if (CurrentPoly.Points.Num() > 2)
|
|
{
|
|
int32 LastIndex = 0;
|
|
FVector FirstVertex = CurrentPoly.Points[0];
|
|
FDebugRenderSceneProxy::FMesh TestMesh;
|
|
TestMesh.Color = CurrentPoly.Color;// FColor::Green;
|
|
for (int32 Index = 1; Index < CurrentPoly.Points.Num()-1; Index += 1)
|
|
{
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(FirstVertex));
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(CurrentPoly.Points[Index + 0]));
|
|
TestMesh.Vertices.Add(FDynamicMeshVertex(CurrentPoly.Points[Index + 1]));
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
TestMesh.Indices.Add(LastIndex++);
|
|
}
|
|
Meshes.Add(TestMesh);
|
|
}
|
|
|
|
for (int32 VIdx = 0; VIdx < CurrentPoly.Points.Num(); VIdx++)
|
|
{
|
|
Lines.Add(FDebugRenderSceneProxy::FDebugLine(
|
|
CurrentPoly.Points[VIdx],
|
|
CurrentPoly.Points[(VIdx + 1) % CurrentPoly.Points.Num()],
|
|
CurrentPoly.Color,
|
|
2)
|
|
);
|
|
}
|
|
}
|
|
|
|
FString ViewFlagName = TEXT("Game");
|
|
#if WITH_EDITOR
|
|
UEditorEngine* EEngine = Cast<UEditorEngine>(GEngine);
|
|
if (EEngine && EEngine->bIsSimulatingInEditor)
|
|
{
|
|
ViewFlagName = TEXT("DebugAI");
|
|
}
|
|
#endif
|
|
FPathDebugRenderSceneProxy *DebugSceneProxy = new FPathDebugRenderSceneProxy(this, ViewFlagName);
|
|
DebugSceneProxy->Lines = Lines;
|
|
DebugSceneProxy->Meshes = Meshes;
|
|
CompositeProxy->AddChild(DebugSceneProxy);
|
|
}
|
|
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
return CompositeProxy;
|
|
}
|
|
|
|
FBoxSphereBounds UGameplayDebuggingComponent::CalcBounds(const FTransform& LocalToWorld) const
|
|
{
|
|
FBox MyBounds;
|
|
MyBounds.Init();
|
|
|
|
#if WITH_RECAST
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::NavMesh))
|
|
{
|
|
MyBounds = NavMeshBounds;
|
|
}
|
|
#endif
|
|
|
|
#if USE_EQS_DEBUGGER
|
|
if ((EQSRepData.Num() && ShouldReplicateData(EAIDebugDrawDataView::EQS)) || PathCorridorPolygons.Num())
|
|
{
|
|
MyBounds = FBox(FVector(-HALF_WORLD_MAX1, -HALF_WORLD_MAX1, -HALF_WORLD_MAX1), FVector(HALF_WORLD_MAX1, HALF_WORLD_MAX1, HALF_WORLD_MAX1));
|
|
}
|
|
#endif // USE_EQS_DEBUGGER
|
|
|
|
return MyBounds;
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CreateRenderState_Concurrent()
|
|
{
|
|
Super::CreateRenderState_Concurrent();
|
|
|
|
#if WITH_EDITOR
|
|
if (SceneProxy)
|
|
{
|
|
static_cast<FDebugRenderSceneCompositeProxy*>(SceneProxy)->RegisterDebugDrawDelgate();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::DestroyRenderState_Concurrent()
|
|
{
|
|
#if WITH_EDITOR
|
|
if (SceneProxy)
|
|
{
|
|
static_cast<FDebugRenderSceneCompositeProxy*>(SceneProxy)->UnregisterDebugDrawDelgate();
|
|
}
|
|
#endif
|
|
|
|
Super::DestroyRenderState_Concurrent();
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectPerceptionData()
|
|
{
|
|
#if USE_EQS_DEBUGGER
|
|
if (!ShouldReplicateData(EAIDebugDrawDataView::Perception))
|
|
{
|
|
return;
|
|
}
|
|
|
|
#if 0
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
|
if (MyPawn)
|
|
{
|
|
AAIController* BTAI = Cast<AAIController>(MyPawn->GetController());
|
|
if (BTAI)
|
|
{
|
|
const UAIPerceptionComponent* PerceptionComponent = BTAI->GetAIPerceptionComponent();
|
|
if (PerceptionComponent == nullptr)
|
|
{
|
|
PerceptionComponent = MyPawn->FindComponentByClass<UAIPerceptionComponent>();
|
|
}
|
|
if (PerceptionComponent)
|
|
{
|
|
TArray<FString> PerceptionTexts;
|
|
PerceptionShapeElements.Reset();
|
|
PerceptionComponent->GrabGameplayDebuggerData(PerceptionTexts, PerceptionShapeElements);
|
|
|
|
DistanceFromPlayer = DistanceFromSensor = -1;
|
|
|
|
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
|
|
UGameplayDebuggingControllerComponent* GDC = Replicator ? Replicator->FindComponentByClass<UGameplayDebuggingControllerComponent>() : nullptr;
|
|
APlayerController* MyPC = GDC && GDC->GetDebugCameraController().IsValid() ? GDC->GetDebugCameraController().Get() : Replicator->GetLocalPlayerOwner();
|
|
|
|
if (MyPC && MyPC->GetPawn())
|
|
{
|
|
DistanceFromPlayer = (MyPawn->GetActorLocation() - MyPC->GetPawn()->GetActorLocation()).Size();
|
|
DistanceFromSensor = SensingComponentLocation != FVector::ZeroVector ? (SensingComponentLocation - MyPC->GetPawn()->GetActorLocation()).Size() : -1;
|
|
}
|
|
}
|
|
|
|
UAIPerceptionSystem* PerceptionSys = UAIPerceptionSystem::GetCurrent(MyPawn->GetWorld());
|
|
if (PerceptionSys)
|
|
{
|
|
PerceptionLegend = PerceptionSys->GetPerceptionDebugLegend();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif
|
|
#endif
|
|
}
|