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#rb trivial #jira UE-99463 #preflight 6288fd998828ea88c8aef3d0 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20314896 via CL 20314897 via CL 20314903 via CL 20314904 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126) [CL 20315214 by robert manuszewski in ue5-main branch]
344 lines
12 KiB
C++
344 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MassEntityTypes.h"
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#include "MassEntityView.h"
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#include "Delegates/DelegateCombinations.h"
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#include "SmartObjectTypes.h"
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#include "SmartObjectDefinition.h"
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#include "SmartObjectRuntime.generated.h"
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/** Delegate fired when a given tag is added or removed. Tags on smart object are not using reference counting so count will be 0 or 1 */
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DECLARE_DELEGATE_TwoParams(FOnSmartObjectTagChanged, const FGameplayTag, int32);
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/**
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* Enumeration to represent the runtime state of a slot
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*/
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UENUM()
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enum class ESmartObjectSlotState : uint8
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{
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Invalid,
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/** Slot is available */
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Free,
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/** Slot is claimed but interaction is not active yet */
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Claimed,
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/** Slot is claimed and interaction is active */
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Occupied,
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/** Slot can no longer be claimed or used since the parent object and its slot are disabled (e.g. instance tags) */
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Disabled
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};
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/**
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* Struct describing a reservation between a user and a smart object slot.
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*/
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USTRUCT(BlueprintType)
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struct SMARTOBJECTSMODULE_API FSmartObjectClaimHandle
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{
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GENERATED_BODY()
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FSmartObjectClaimHandle(const FSmartObjectHandle InSmartObjectHandle, const FSmartObjectSlotHandle InSlotHandle, const FSmartObjectUserHandle& InUser)
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: SmartObjectHandle(InSmartObjectHandle), SlotHandle(InSlotHandle), UserHandle(InUser)
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{}
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FSmartObjectClaimHandle()
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{}
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bool operator==(const FSmartObjectClaimHandle& Other) const
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{
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return SmartObjectHandle == Other.SmartObjectHandle
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&& SlotHandle == Other.SlotHandle
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&& UserHandle == Other.UserHandle;
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}
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bool operator!=(const FSmartObjectClaimHandle& Other) const
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{
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return !(*this == Other);
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}
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friend FString LexToString(const FSmartObjectClaimHandle& Handle)
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{
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return FString::Printf(TEXT("Object:%s Slot:%s User:%s"), *LexToString(Handle.SmartObjectHandle), *LexToString(Handle.SlotHandle), *LexToString(Handle.UserHandle));
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}
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void Invalidate() { *this = InvalidHandle; }
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/**
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* Indicates that the handle was properly assigned by a call to 'Claim' but doesn't guarantee that the associated
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* object and slot are still registered in the simulation.
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* This information requires a call to `USmartObjectSubsystem::IsClaimedObjectValid` using the handle.
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*/
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bool IsValid() const
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{
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return SmartObjectHandle.IsValid()
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&& SlotHandle.IsValid()
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&& UserHandle.IsValid();
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}
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static const FSmartObjectClaimHandle InvalidHandle;
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UPROPERTY(Transient)
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FSmartObjectHandle SmartObjectHandle;
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UPROPERTY(Transient)
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FSmartObjectSlotHandle SlotHandle;
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UPROPERTY(Transient)
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FSmartObjectUserHandle UserHandle;
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};
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/**
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* Runtime data holding the final slot transform (i.e. parent transform applied on slot local offset and rotation)
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*/
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotTransform : public FSmartObjectSlotStateData
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{
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GENERATED_BODY()
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const FTransform& GetTransform() const { return Transform; }
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FTransform& GetMutableTransform() { return Transform; }
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void SetTransform(const FTransform& InTransform) { Transform = InTransform; }
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protected:
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UPROPERTY(Transient)
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FTransform Transform;
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};
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/** Delegate to notify when a given slot gets invalidated and the interaction must be aborted */
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DECLARE_DELEGATE_TwoParams(FOnSlotInvalidated, const FSmartObjectClaimHandle&, ESmartObjectSlotState /* Current State */);
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/**
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* Struct to store and manage state of a runtime instance associated to a given slot definition
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*/
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USTRUCT()
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struct FSmartObjectSlotClaimState
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{
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GENERATED_BODY()
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public:
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/* Provide default constructor to be able to compile template instantiation 'UScriptStruct::TCppStructOps<FSmartObjectSlotState>' */
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/* Also public to pass void 'UScriptStruct::TCppStructOps<FSmartObjectSlotState>::ConstructForTests(void *)' */
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FSmartObjectSlotClaimState() {}
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ESmartObjectSlotState GetState() const { return State; }
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protected:
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/** Struct could have been nested inside the subsystem but not possible with USTRUCT */
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friend class USmartObjectSubsystem;
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friend struct FSmartObjectRuntime;
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bool Claim(const FSmartObjectUserHandle& InUser);
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bool Release(const FSmartObjectClaimHandle& ClaimHandle, const ESmartObjectSlotState NewState, const bool bAborted);
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friend FString LexToString(const FSmartObjectSlotClaimState& ClaimState)
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{
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return FString::Printf(TEXT("User:%s State:%s"), *LexToString(ClaimState.User), *UEnum::GetValueAsString(ClaimState.State));
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}
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/** Handle to the user that reserves or uses the slot */
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FSmartObjectUserHandle User;
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/** Delegate used to notify when a slot gets invalidated. See RegisterSlotInvalidationCallback */
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FOnSlotInvalidated OnSlotInvalidatedDelegate;
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/** Current availability state of the slot */
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ESmartObjectSlotState State = ESmartObjectSlotState::Free;
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};
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/**
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* Struct to store and manage state of a runtime instance associated to a given smart object definition
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*/
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USTRUCT()
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struct FSmartObjectRuntime
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{
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GENERATED_BODY()
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public:
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FSmartObjectHandle GetRegisteredHandle() const { return RegisteredHandle; }
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const FTransform& GetTransform() const { return Transform; }
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const USmartObjectDefinition& GetDefinition() const { checkf(Definition != nullptr, TEXT("Initialized from a valid reference from the constructor")); return *Definition; }
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/** Returns all tags assigned to the smart object instance */
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const FGameplayTagContainer& GetTags() const { return Tags; }
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/** Returns delegate that is invoked whenever a tag is added or removed */
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FOnSmartObjectTagChanged& GetTagChangedDelegate() { return OnTagChangedDelegate; }
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/** Indicates that this instance is still part of the simulation (space partition) but should not be considered valid by queries */
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uint32 IsDisabled() const { return bDisabledByTags; }
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/* Provide default constructor to be able to compile template instantiation 'UScriptStruct::TCppStructOps<FSmartObjectRuntime>' */
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/* Also public to pass void 'UScriptStruct::TCppStructOps<FSmartObjectRuntime>::ConstructForTests(void *)' */
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FSmartObjectRuntime() {}
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private:
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/** Struct could have been nested inside the subsystem but not possible with USTRUCT */
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friend class USmartObjectSubsystem;
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explicit FSmartObjectRuntime(const USmartObjectDefinition& Definition);
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void SetTransform(const FTransform& Value) { Transform = Value; }
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void SetRegisteredHandle(const FSmartObjectHandle Value) { RegisteredHandle = Value; }
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/** Runtime SlotHandles associated to each defined slot */
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TArray<FSmartObjectSlotHandle> SlotHandles;
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/** Associated smart object definition */
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UPROPERTY()
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const USmartObjectDefinition* Definition = nullptr;
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/** Instance specific transform */
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FTransform Transform;
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/** Tags applied to the current instance */
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FGameplayTagContainer Tags;
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/** Delegate fired whenever a new tag is added or an existing one gets removed */
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FOnSmartObjectTagChanged OnTagChangedDelegate;
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/** RegisteredHandle != FSmartObjectHandle::Invalid when registered with SmartObjectSubsystem */
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FSmartObjectHandle RegisteredHandle;
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/** Spatial representation data associated to the current instance */
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UPROPERTY(EditDefaultsOnly, Category = "SmartObject", meta = (BaseStruct = "/Script/SmartObjectsModule.SmartObjectSpatialEntryData", ExcludeBaseStruct))
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FInstancedStruct SpatialEntryData;
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#if UE_ENABLE_DEBUG_DRAWING
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FBox Bounds = FBox(EForceInit::ForceInit);
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#endif
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/** Each slot has its own disable state but keeping it also in the parent instance allow faster validation in some cases. */
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bool bDisabledByTags = false;
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};
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectSlotView
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{
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GENERATED_BODY()
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public:
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FSmartObjectSlotView() = default;
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bool IsValid() const { return EntityView.IsSet(); }
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FSmartObjectSlotHandle GetSlotHandle() const { return EntityView.GetEntity(); }
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/**
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* Returns a reference to the slot state data of the specified type.
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* Method will fail a check if the slot doesn't have the given type.
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*/
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template<typename T>
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T& GetStateData() const
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{
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static_assert(TIsDerivedFrom<T, FSmartObjectSlotStateData>::IsDerived,
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"Given struct doesn't represent a valid runtime data type. Make sure to inherit from FSmartObjectSlotStateData or one of its child-types.");
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return EntityView.GetFragmentData<T>();
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}
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/**
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* Returns a pointer to the slot state data of the specified type.
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* Method will return null if the slot doesn't have the given type.
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*/
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template<typename T>
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T* GetStateDataPtr() const
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{
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static_assert(TIsDerivedFrom<T, FSmartObjectSlotStateData>::IsDerived,
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"Given struct doesn't represent a valid runtime data type. Make sure to inherit from FSmartObjectSlotStateData or one of its child-types.");
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return EntityView.GetFragmentDataPtr<T>();
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}
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/**
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* Returns a reference to the definition of the slot's parent object.
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* Method will fail a check if called on an invalid SlotView.
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* @note The definition fragment is always created and assigned when creating an entity associated to a slot
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* so a valid SlotView is guaranteed to be able to provide it.
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*/
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const USmartObjectDefinition& GetSmartObjectDefinition() const
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{
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checkf(EntityView.IsSet(), TEXT("Definition can only be accessed through a valid SlotView"));
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return *(EntityView.GetConstSharedFragmentData<FSmartObjectSlotDefinitionFragment>().SmartObjectDefinition);
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}
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/**
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* Returns a reference to the main definition of the slot.
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* Method will fail a check if called on an invalid SlotView.
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*/
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const FSmartObjectSlotDefinition& GetDefinition() const
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{
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checkf(EntityView.IsSet(), TEXT("Definition can only be accessed through a valid SlotView"));
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return *(EntityView.GetConstSharedFragmentData<FSmartObjectSlotDefinitionFragment>().SlotDefinition);
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}
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/**
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* Fills the provided GameplayTagContainer with the activity tags associated to the slot according to the tag filtering policy.
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* Method will fail a check if called on an invalid SlotView.
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*/
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void GetActivityTags(FGameplayTagContainer& OutActivityTags) const
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{
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checkf(EntityView.IsSet(), TEXT("Definition can only be accessed through a valid SlotView"));
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const FSmartObjectSlotDefinitionFragment& DefinitionFragment = EntityView.GetConstSharedFragmentData<FSmartObjectSlotDefinitionFragment>();
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checkf(DefinitionFragment.SmartObjectDefinition != nullptr, TEXT("SmartObjectDefinition should always be valid in a valid SlotView"));
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checkf(DefinitionFragment.SlotDefinition != nullptr, TEXT("SlotDefinition should always be valid in a valid SlotView"));
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DefinitionFragment.SmartObjectDefinition->GetSlotActivityTags(*DefinitionFragment.SlotDefinition, OutActivityTags);
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}
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/**
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* Returns a reference to the definition data of the specified type from the main slot definition.
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* Method will fail a check if the slot definition doesn't contain the given type.
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*/
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template<typename T>
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const T& GetDefinitionData() const
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{
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static_assert(TIsDerivedFrom<T, FSmartObjectSlotDefinitionData>::IsDerived,
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"Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectSlotDefinitionData or one of its child-types.");
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const FSmartObjectSlotDefinition& SlotDefinition = GetDefinition();
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for (const FInstancedStruct& Data : SlotDefinition.Data)
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{
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if (Data.GetScriptStruct()->IsChildOf(T::StaticStruct()))
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{
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return Data.Get<T>();
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}
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}
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return nullptr;
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}
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/**
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* Returns a pointer to the definition data of the specified type from the main slot definition.
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* Method will return null if the slot doesn't contain the given type.
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*/
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template<typename T>
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const T* GetDefinitionDataPtr() const
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{
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static_assert(TIsDerivedFrom<T, FSmartObjectSlotDefinitionData>::IsDerived,
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"Given struct doesn't represent a valid definition data type. Make sure to inherit from FSmartObjectSlotDefinitionData or one of its child-types.");
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const FSmartObjectSlotDefinition& SlotDefinition = GetDefinition();
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for (const FInstancedStruct& Data : SlotDefinition.Data)
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{
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if (Data.GetScriptStruct()->IsChildOf(T::StaticStruct()))
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{
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return Data.GetPtr<T>();
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}
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}
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return nullptr;
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}
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private:
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friend class USmartObjectSubsystem;
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FSmartObjectSlotView(const UMassEntitySubsystem& EntitySubsystem, const FSmartObjectSlotHandle SlotHandle) : EntityView(EntitySubsystem, SlotHandle.EntityHandle)
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{
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}
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FMassEntityView EntityView;
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};
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