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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21065896 by bryan.sefcik #preflight 62d4b1a5a6141b6adfb0c892 #jira #ROBOMERGE-OWNER: Bryan.sefcik #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) #ROBOMERGE-CONFLICT from-shelf [CL 21181076 by Bryan sefcik in ue5-main branch]
60 lines
1.5 KiB
C++
60 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "NavMesh/RecastInternalDebugData.h"
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#include "DebugUtils/DebugDraw.h"
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#include "HAL/PlatformCrt.h"
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#include "Misc/AssertionMacros.h"
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#include "NavMesh/RecastHelpers.h"
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void FRecastInternalDebugData::vertex(const FVector::FReal x, const FVector::FReal y, const FVector::FReal z, unsigned int color, const FVector::FReal u, const FVector::FReal v)
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{
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FVector::FReal RecastPos[3] = { x,y,z };
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const FVector Pos = Recast2UnrealPoint(RecastPos);
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const FColor Color = Recast2UnrealColor(color);
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switch(CurrentPrim)
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{
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case DU_DRAW_POINTS:
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PointVertices.Push(Pos);
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PointColors.Push(Color);
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break;
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case DU_DRAW_LINES:
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LineVertices.Push(Pos);
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LineColors.Push(Color);
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break;
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case DU_DRAW_TRIS:
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// Fallthrough
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case DU_DRAW_QUADS:
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TriangleVertices.Push(Pos);
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TriangleColors.Push(Color);
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break;
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}
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}
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void FRecastInternalDebugData::end()
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{
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if (CurrentPrim == DU_DRAW_QUADS)
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{
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// Turns quads to triangles
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for (int32 i = FirstVertexIndex; i < TriangleVertices.Num(); i += 4)
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{
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ensure(i + 3 < TriangleVertices.Num());
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TriangleIndices.Push(i + 0);
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TriangleIndices.Push(i + 1);
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TriangleIndices.Push(i + 3);
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TriangleIndices.Push(i + 3);
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TriangleIndices.Push(i + 1);
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TriangleIndices.Push(i + 2);
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}
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}
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else if (CurrentPrim == DU_DRAW_TRIS)
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{
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// Add indices for triangles.
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for (int32 i = FirstVertexIndex; i < TriangleVertices.Num(); i++)
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{
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TriangleIndices.Push(i);
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}
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}
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}
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