Files
UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/ComponentVisualizers.cpp
richard malo d12ea59d6d - Added support of custom shapes for world partition streaming sources.
- Shapes can have their location/orientation and can be spheres or spherical sectors.
- Added IsStreamingCompleted function to WorldPartitionStreamingSourceComponent.
#rb jeanfrancois.dube, patrick.enfedaque
#preflight 610be114678ece00015e5fad


#ROBOMERGE-OWNER: richard.malo
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 17067699
#ROBOMERGE-BOT: (v853-17066230)
#ROBOMERGE-CONFLICT from-shelf

[CL 17067947 by richard malo in ue5-main branch]
2021-08-05 10:40:35 -04:00

90 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ComponentVisualizers.h"
#include "Modules/ModuleManager.h"
#include "Components/PrimitiveComponent.h"
#include "Editor/UnrealEdEngine.h"
#include "Components/AudioComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/SpotLightComponent.h"
#include "Components/RectLightComponent.h"
#include "Components/DecalComponent.h"
#include "Components/WorldPartitionStreamingSourceComponent.h"
#include "PhysicsEngine/RadialForceComponent.h"
#include "UnrealEdGlobals.h"
#include "Perception/PawnSensingComponent.h"
#include "PhysicsEngine/PhysicsSpringComponent.h"
#include "PointLightComponentVisualizer.h"
#include "SpotLightComponentVisualizer.h"
#include "RectLightComponentVisualizer.h"
#include "AudioComponentVisualizer.h"
#include "RadialForceComponentVisualizer.h"
#include "ConstraintComponentVisualizer.h"
#include "PhysicalAnimationComponentVisualizer.h"
#include "SpringArmComponentVisualizer.h"
#include "Components/SplineComponent.h"
#include "SplineComponentVisualizer.h"
#include "Components/SplineMeshComponent.h"
#include "SplineMeshComponentVisualizer.h"
#include "DecalComponentVisualizer.h"
#include "SensingComponentVisualizer.h"
#include "SpringComponentVisualizer.h"
#include "StereoLayerComponentVisualizer.h"
#include "WorldPartitionStreamingSourceComponentVisualizer.h"
#include "PhysicsEngine/PhysicsConstraintComponent.h"
#include "PhysicsEngine/PhysicalAnimationComponent.h"
#include "Components/StereoLayerComponent.h"
#include "ForceFeedbackComponentVisualizer.h"
IMPLEMENT_MODULE( FComponentVisualizersModule, ComponentVisualizers );
void FComponentVisualizersModule::StartupModule()
{
RegisterComponentVisualizer(UPointLightComponent::StaticClass()->GetFName(), MakeShareable(new FPointLightComponentVisualizer));
RegisterComponentVisualizer(USpotLightComponent::StaticClass()->GetFName(), MakeShareable(new FSpotLightComponentVisualizer));
RegisterComponentVisualizer(URectLightComponent::StaticClass()->GetFName(), MakeShareable(new FRectLightComponentVisualizer));
RegisterComponentVisualizer(UAudioComponent::StaticClass()->GetFName(), MakeShareable(new FAudioComponentVisualizer));
RegisterComponentVisualizer(UForceFeedbackComponent::StaticClass()->GetFName(), MakeShareable(new FForceFeedbackComponentVisualizer));
RegisterComponentVisualizer(URadialForceComponent::StaticClass()->GetFName(), MakeShareable(new FRadialForceComponentVisualizer));
RegisterComponentVisualizer(UPhysicsConstraintComponent::StaticClass()->GetFName(), MakeShareable(new FConstraintComponentVisualizer));
RegisterComponentVisualizer(UPhysicalAnimationComponent::StaticClass()->GetFName(), MakeShareable(new FPhysicsAnimationComponentVisualizer));
RegisterComponentVisualizer(USpringArmComponent::StaticClass()->GetFName(), MakeShareable(new FSpringArmComponentVisualizer));
RegisterComponentVisualizer(USplineComponent::StaticClass()->GetFName(), MakeShareable(new FSplineComponentVisualizer));
RegisterComponentVisualizer(USplineMeshComponent::StaticClass()->GetFName(), MakeShareable(new FSplineMeshComponentVisualizer));
RegisterComponentVisualizer(UPawnSensingComponent::StaticClass()->GetFName(), MakeShareable(new FSensingComponentVisualizer));
RegisterComponentVisualizer(UPhysicsSpringComponent::StaticClass()->GetFName(), MakeShareable(new FSpringComponentVisualizer));
RegisterComponentVisualizer(UDecalComponent::StaticClass()->GetFName(), MakeShareable(new FDecalComponentVisualizer));
RegisterComponentVisualizer(UStereoLayerComponent::StaticClass()->GetFName(), MakeShareable(new FStereoLayerComponentVisualizer));
RegisterComponentVisualizer(UWorldPartitionStreamingSourceComponent::StaticClass()->GetFName(), MakeShareable(new FWorldPartitionStreamingSourceComponentVisualizer));
}
void FComponentVisualizersModule::ShutdownModule()
{
if(GUnrealEd != NULL)
{
// Iterate over all class names we registered for
for(FName ClassName : RegisteredComponentClassNames)
{
GUnrealEd->UnregisterComponentVisualizer(ClassName);
}
}
}
void FComponentVisualizersModule::RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer)
{
if (GUnrealEd != NULL)
{
GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer);
}
RegisteredComponentClassNames.Add(ComponentClassName);
if (Visualizer.IsValid())
{
Visualizer->OnRegister();
}
}