Files
UnrealEngineUWP/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Public/Drawing/PointSetComponent.h
semion piskarev 0dcb7c00f0 UVEditor: Highlight edge and vertex selections in the live preview.
#rb Nathan.Mitchell
#rnx
#jira none
#preflight 61a8f6d4a7179bfa5503f3fc

#ROBOMERGE-AUTHOR: semion.piskarev
#ROBOMERGE-SOURCE: CL 18388864 in //UE5/Release-5.0/... via CL 18388925
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18388944 by semion piskarev in ue5-release-engine-test branch]
2021-12-06 17:25:26 -05:00

125 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/MeshComponent.h"
#include "Containers/SparseArray.h"
#include "PointSetComponent.generated.h"
class FPrimitiveSceneProxy;
struct FRenderablePoint
{
FRenderablePoint()
: Position(ForceInitToZero)
, Color(ForceInitToZero)
, Size(0.f)
, DepthBias(0.f)
{}
FRenderablePoint(const FVector& InPosition, const FColor& InColor, const float InSize, const float InDepthBias = 0.0f)
: Position(InPosition)
, Color(InColor)
, Size(InSize)
, DepthBias(InDepthBias)
{}
FVector Position;
FColor Color;
float Size;
float DepthBias;
};
/**
* UPointSetComponent is a Component that draws a set of points, as small squares.
* Per-point Color and (view-space) Size is supported. Normals are not supported.
*
* Points are inserted with an externally-defined ID, internally this is done via
* a TSparseArray. This class allocates a contiguous TArray large enugh to hold the
* largest ID. Using ReservePoints() may be beneficial for huge arrays.
*
* The points are drawn as two triangles (ie a square) orthogonal to the view direction.
* The actual point size is calculated in the shader, and so a custom material must be used.
*/
UCLASS()
class MODELINGCOMPONENTS_API UPointSetComponent : public UMeshComponent
{
GENERATED_BODY()
public:
UPointSetComponent();
/** Specify material which handles points */
void SetPointMaterial(UMaterialInterface* InPointMaterial);
/** Clear all primitives */
void Clear();
/** Reserve enough memory for up to the given ID */
void ReservePoints(const int32 MaxID);
/** Add a point to be rendered using the component. */
int32 AddPoint(const FRenderablePoint& OverlayPoint);
/** Create and add a point to be rendered using the component. */
int32 AddPoint(const FVector& InPosition, const FColor& InColor, const float InSize, const float InDepthBias = 0.0f)
{
// This is just a convenience function to avoid client code having to know about FRenderablePoint.
return AddPoint(FRenderablePoint(InPosition, InColor, InSize, InDepthBias));
}
/** Insert a point with the given ID into the set. */
void InsertPoint(const int32 ID, const FRenderablePoint& OverlayPoint);
/** Retrieve a point with the given id. */
const FRenderablePoint& GetPoint(const int32 ID);
/** Sets the position of a point (assumes its existence). */
void SetPointPosition(const int32 ID, const FVector& NewPosition);
/** Sets the color of a point */
void SetPointColor(const int32 ID, const FColor& NewColor);
/** Sets the size of a point */
void SetPointSize(const int32 ID, const float NewSize);
/** Sets the color of all points currently in the set. */
void SetAllPointsColor(const FColor& NewColor);
/** Remove a point from the set. */
void RemovePoint(const int32 ID);
/** Queries whether a point with the given ID exists */
bool IsPointValid(const int32 ID) const;
private:
//~ Begin UPrimitiveComponent Interface.
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
//~ End UPrimitiveComponent Interface.
//~ Begin UMeshComponent Interface.
virtual int32 GetNumMaterials() const override;
//~ End UMeshComponent Interface.
//~ Begin USceneComponent Interface.
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
//~ Begin USceneComponent Interface.
UPROPERTY()
TObjectPtr<const UMaterialInterface> PointMaterial;
UPROPERTY()
mutable FBoxSphereBounds Bounds;
UPROPERTY()
mutable bool bBoundsDirty;
TSparseArray<FRenderablePoint> Points;
friend class FPointSetSceneProxy;
};