Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggingComponent.cpp
Marc Audy 4c41590c3d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#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]
2016-02-24 14:23:53 -05:00

1875 lines
60 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
//////////////////////////////////////////////////////////////////////////
// THIS CLASS IS NOW DEPRECATED AND WILL BE REMOVED IN NEXT VERSION
// Please check GameplayDebugger.h for details.
#include "GameplayDebuggerPrivatePCH.h"
#include "Net/UnrealNetwork.h"
#include "DebugRenderSceneProxy.h"
#include "AI/Navigation/NavigationSystem.h"
#include "AI/Navigation/NavMeshRenderingComponent.h"
#include "AI/Navigation/RecastNavMesh.h"
#include "EnvironmentQuery/EnvQueryTypes.h"
#include "EnvironmentQuery/EnvQueryManager.h"
#include "EnvironmentQuery/EQSRenderingComponent.h"
#include "EnvironmentQuery/EnvQueryTest.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/BehaviorTreeComponent.h"
#include "AbilitySystemComponent.h"
#include "AIController.h"
#include "BrainComponent.h"
#include "BehaviorTreeDelegates.h"
#include "GameFramework/PlayerState.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Engine/Channel.h"
#include "Animation/AnimMontage.h"
#include "Perception/AIPerceptionComponent.h"
#if WITH_EDITOR
#include "Editor/EditorEngine.h"
#include "GeomTools.h"
#endif // WITH_EDITOR
#include "GameplayDebuggingComponent.h"
#include "GAmeplayDebuggingControllerComponent.h"
#include "GameplayDebuggingReplicator.h"
DEFINE_LOG_CATEGORY(LogGameplayDebugger);
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakePoint(const FVector& Location, const float Radius, const FColor& Color, const FString& Description)
{
FGameplayDebuggerShapeElement NewElement;
NewElement.Points.Add(Location);
NewElement.ThicknesOrRadius = Radius;
NewElement.Color = Color;
NewElement.Description = Description;
NewElement.Type = EGameplayDebuggerShapeElement::SinglePoint;
return NewElement;
}
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeSegment(const FVector& StartLocation, const FVector& EndLocation, const float Thickness, const FColor& Color, const FString& Description)
{
FGameplayDebuggerShapeElement NewElement;
NewElement.Points.Add(StartLocation);
NewElement.Points.Add(EndLocation);
NewElement.ThicknesOrRadius = Thickness;
NewElement.Color = Color;
NewElement.Description = Description;
NewElement.Type = EGameplayDebuggerShapeElement::Segment;
return NewElement;
}
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeBox(const FVector& Center, const FVector& Extent, const FColor& Color, const FString& Description)
{
FGameplayDebuggerShapeElement NewElement;
NewElement.Points.Add(Center);
NewElement.Points.Add(Extent);
NewElement.Color = Color;
NewElement.Description = Description;
NewElement.Type = EGameplayDebuggerShapeElement::Box;
return NewElement;
}
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCone(const FVector& Location, const FVector& Direction, const float Length, const FColor& Color, const FString& Description)
{
FGameplayDebuggerShapeElement NewElement;
NewElement.Points.Add(Location);
NewElement.Points.Add(Direction);
NewElement.ThicknesOrRadius = Length;
NewElement.Color = Color;
NewElement.Description = Description;
NewElement.Type = EGameplayDebuggerShapeElement::Cone;
return NewElement;
}
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCylinder(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description)
{
FGameplayDebuggerShapeElement NewElement;
NewElement.Points.Add(Center - FVector(0, 0, HalfHeight));
NewElement.Points.Add(Center + FVector(0, 0, HalfHeight));
NewElement.ThicknesOrRadius = Radius;
NewElement.Color = Color;
NewElement.Description = Description;
NewElement.Type = EGameplayDebuggerShapeElement::Cylinder;
return NewElement;
}
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakeCapsule(const FVector& Center, const float Radius, const float HalfHeight, const FColor& Color, const FString& Description)
{
FGameplayDebuggerShapeElement NewElement;
NewElement.Points.Add(Center - FVector(0, 0, HalfHeight));
NewElement.Points.Add(Center + FVector(0, 0, HalfHeight));
NewElement.ThicknesOrRadius = Radius;
NewElement.Color = Color;
NewElement.Description = Description;
NewElement.Type = EGameplayDebuggerShapeElement::Capsule;
return NewElement;
}
FGameplayDebuggerShapeElement FGameplayDebuggerShapeElement::MakePolygon(const TArray<FVector>& Verts, const FColor& Color, const FString& Description)
{
FGameplayDebuggerShapeElement NewElement;
NewElement.Points = Verts;
NewElement.Color = Color;
NewElement.Description = Description;
NewElement.Type = EGameplayDebuggerShapeElement::Polygon;
return NewElement;
}
//----------------------------------------------------------------------//
// Composite Scene proxy
//----------------------------------------------------------------------//
class FDebugRenderSceneCompositeProxy : public FDebugRenderSceneProxy
{
public:
FDebugRenderSceneCompositeProxy(const UPrimitiveComponent* InComponent)
: FDebugRenderSceneProxy(InComponent)
{
}
virtual ~FDebugRenderSceneCompositeProxy()
{
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
{
delete ChildProxies[Index];
}
}
virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override
{
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
{
ChildProxies[Index]->DrawStaticElements(PDI);
}
}
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
{
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
{
ChildProxies[Index]->GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
}
}
virtual void RegisterDebugDrawDelgate() override
{
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
{
ChildProxies[Index]->RegisterDebugDrawDelgate();
}
}
virtual void UnregisterDebugDrawDelgate() override
{
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
{
ChildProxies[Index]->UnregisterDebugDrawDelgate();
}
}
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
{
FPrimitiveViewRelevance Result;
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
{
Result |= ChildProxies[Index]->GetViewRelevance(View);
}
return Result;
}
virtual uint32 GetMemoryFootprint( void ) const override
{
return sizeof( *this ) + GetAllocatedSize();
}
uint32 GetAllocatedSize( void ) const
{
uint32 Size = 0;
for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
{
ChildProxies[Index]->GetMemoryFootprint();
}
return Size + ChildProxies.GetAllocatedSize();
}
void AddChild(FDebugRenderSceneProxy* NewChild)
{
ChildProxies.AddUnique(NewChild);
}
protected:
TArray<FDebugRenderSceneProxy*> ChildProxies;
};
//----------------------------------------------------------------------//
// UGameplayDebuggingComponent
//----------------------------------------------------------------------//
FName UGameplayDebuggingComponent::DefaultComponentName = TEXT("GameplayDebuggingComponent");
FOnDebuggingTargetChanged UGameplayDebuggingComponent::OnDebuggingTargetChangedDelegate;
UGameplayDebuggingComponent::UGameplayDebuggingComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bDrawEQSLabels(true)
, bDrawEQSFailedItems(true)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
DebugComponentClassName = TEXT("/Script/GameplayDebugger.GameplayDebuggingComponent");
PrimaryComponentTick.bCanEverTick = true;
bWantsInitializeComponent = true;
bAutoActivate = false;
PrimaryComponentTick.bStartWithTickEnabled = false;
LastStoredPathTimeStamp = -1.f;
ShowExtendedInformatiomCounter = 0;
#if WITH_EDITOR
bWasSelectedInEditor = false;
#endif
bHiddenInGame = false;
bEnabledTargetSelection = false;
bEnableClientEQSSceneProxy = false;
NextTargrtSelectionTime = 0;
ReplicateViewDataCounters.Init(0, EAIDebugDrawDataView::MAX);
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
if (Replicator)
{
Replicator->OnCycleDetailsView.AddUObject(this, &UGameplayDebuggingComponent::OnCycleDetailsView);
FGameplayDebuggerSettings Settings = GameplayDebuggerSettings(Replicator);
for (EAIDebugDrawDataView::Type View : TEnumRange<EAIDebugDrawDataView::Type>())
{
ReplicateViewDataCounters[View] = Settings.CheckFlag(View);
}
}
#endif
}
void UGameplayDebuggingComponent::Activate(bool bReset)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
Super::Activate(bReset);
SetComponentTickEnabled(true);
SetIsReplicated(true);
ActivationCounter++;
#else
Super::Activate(bReset);
#endif
}
void UGameplayDebuggingComponent::Deactivate()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
Super::Deactivate();
SetComponentTickEnabled(false);
SetIsReplicated(false);
#else
Super::Deactivate();
#endif
}
void UGameplayDebuggingComponent::OnRep_ActivationCounter()
{
// make sure that tick function is running, can't select actor to debug without it
// if first activation (UActorComponent) comes before tick function is registered, state will be overridden by bStartWithTickEnabled (false)
SetComponentTickEnabled(true);
}
void UGameplayDebuggingComponent::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
Super::GetLifetimeReplicatedProps( OutLifetimeProps );
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
DOREPLIFETIME(UGameplayDebuggingComponent, ReplicateViewDataCounters);
DOREPLIFETIME(UGameplayDebuggingComponent, ShowExtendedInformatiomCounter);
DOREPLIFETIME(UGameplayDebuggingComponent, ControllerName)
DOREPLIFETIME(UGameplayDebuggingComponent, PawnName);
DOREPLIFETIME(UGameplayDebuggingComponent, DebugIcon);
DOREPLIFETIME(UGameplayDebuggingComponent, PawnClass);
DOREPLIFETIME(UGameplayDebuggingComponent, ActivationCounter);
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingCharacter);
DOREPLIFETIME(UGameplayDebuggingComponent, MovementBaseInfo);
DOREPLIFETIME(UGameplayDebuggingComponent, MovementModeInfo);
DOREPLIFETIME(UGameplayDebuggingComponent, MontageInfo);
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingPathFollowing);
DOREPLIFETIME(UGameplayDebuggingComponent, PathFollowingInfo);
DOREPLIFETIME(UGameplayDebuggingComponent, NavDataInfo);
DOREPLIFETIME(UGameplayDebuggingComponent, PathPoints);
DOREPLIFETIME(UGameplayDebuggingComponent, PathCorridorData);
DOREPLIFETIME(UGameplayDebuggingComponent, NextPathPointIndex);
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingBehaviorTree);
DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAITask);
DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAIState);
DOREPLIFETIME(UGameplayDebuggingComponent, CurrentAIAssets);
DOREPLIFETIME(UGameplayDebuggingComponent, GameplayTasksState);
DOREPLIFETIME(UGameplayDebuggingComponent, bIsUsingAbilities);
DOREPLIFETIME(UGameplayDebuggingComponent, AbilityInfo);
DOREPLIFETIME(UGameplayDebuggingComponent, BrainComponentName);
DOREPLIFETIME(UGameplayDebuggingComponent, BrainComponentString);
DOREPLIFETIME(UGameplayDebuggingComponent, BlackboardRepData);
DOREPLIFETIME(UGameplayDebuggingComponent, NavmeshRepData);
DOREPLIFETIME(UGameplayDebuggingComponent, TargetActor);
DOREPLIFETIME(UGameplayDebuggingComponent, EQSRepData);
DOREPLIFETIME(UGameplayDebuggingComponent, SensingComponentLocation);
DOREPLIFETIME(UGameplayDebuggingComponent, PerceptionLegend)
DOREPLIFETIME(UGameplayDebuggingComponent, DistanceFromPlayer);
DOREPLIFETIME(UGameplayDebuggingComponent, DistanceFromSensor);
DOREPLIFETIME(UGameplayDebuggingComponent, SensingComponentLocation);
// DOREPLIFETIME(UGameplayDebuggingComponent, PerceptionShapeElements);
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
bool UGameplayDebuggingComponent::ClientEnableTargetSelection_Validate(bool bEnable)
{
return true;
}
void UGameplayDebuggingComponent::ClientEnableTargetSelection_Implementation(bool bEnable)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
bEnabledTargetSelection = bEnable;
if (bEnabledTargetSelection && World && World->GetNetMode() != NM_DedicatedServer)
{
NextTargrtSelectionTime = 0;
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void UGameplayDebuggingComponent::SetActorToDebug(AActor* Actor)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (TargetActor != Actor)
{
MarkRenderStateDirty();
}
TargetActor = Actor;
EQSLocalData.Reset();
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void UGameplayDebuggingComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (World && World->GetNetMode() != NM_DedicatedServer)
{
if (bEnabledTargetSelection)
{
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
if (Replicator)
{
if (Replicator->GetLocalPlayerOwner())
{
SelectTargetToDebug();
}
}
}
}
if (World && World->GetNetMode() < NM_Client)
{
CollectDataToReplicate(true);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void UGameplayDebuggingComponent::SelectTargetToDebug()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
UGameplayDebuggingControllerComponent* GDC = Replicator->FindComponentByClass<UGameplayDebuggingControllerComponent>();
APlayerController* MyPC = GDC && GDC->GetDebugCameraController().IsValid() ? GDC->GetDebugCameraController().Get() : Replicator->GetLocalPlayerOwner();
if (MyPC )
{
float bestAim = 0;
FVector CamLocation;
FRotator CamRotation;
check(MyPC->PlayerCameraManager != NULL);
MyPC->PlayerCameraManager->GetCameraViewPoint(CamLocation, CamRotation);
FVector FireDir = CamRotation.Vector();
UWorld* World = MyPC->GetWorld();
check( World );
APawn* PossibleTarget = NULL;
for (FConstPawnIterator Iterator = World->GetPawnIterator(); Iterator; ++Iterator )
{
APawn* NewTarget = *Iterator;
if (NewTarget == NULL || NewTarget == MyPC->GetPawn()
|| (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
}