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* Created Default SmartObjectOctree * Created Default SmartObjectHashGrid * Type of space partition to use can be set in the smartobject config file: [/Script/SmartObjectsModule.SmartObjectSubsystem] SpacePartitionClassName=<ClassPath> * Created DebugSceneProxy and RenderingComponent to share functionalities between susbystem and testing actor rendering components #rnx #rb mieszko.zielinski #preflight 620fb51dec6f84cdfa3b2772 #ROBOMERGE-OWNER: yoan.stamant #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 19050433 via CL 19050556 via CL 19050564 via CL 19057424 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356) [CL 19066037 by yoan stamant in ue5-main branch]
52 lines
1.8 KiB
C++
52 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectSubsystemRenderingActor.h"
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#include "SmartObjectDebugSceneProxy.h"
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#include "SmartObjectSubsystem.h"
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#include "Debug/DebugDrawService.h"
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//----------------------------------------------------------------------//
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// USmartObjectSubsystemRenderingComponent
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//----------------------------------------------------------------------//
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FBoxSphereBounds USmartObjectSubsystemRenderingComponent::CalcBounds(const FTransform& LocalToWorld) const
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{
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if (const USmartObjectSubsystem* Subsystem = UWorld::GetSubsystem<USmartObjectSubsystem>(GetWorld()))
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{
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if (const ASmartObjectCollection* MainCollection = Subsystem->GetMainCollection())
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{
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return MainCollection->GetBounds();
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}
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}
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return FBox(ForceInit);
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}
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#if UE_ENABLE_DEBUG_DRAWING
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void USmartObjectSubsystemRenderingComponent::DebugDraw(FDebugRenderSceneProxy* DebugProxy)
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{
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if (const USmartObjectSubsystem* Subsystem = UWorld::GetSubsystem<USmartObjectSubsystem>(GetWorld()))
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{
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Subsystem->DebugDraw(DebugProxy);
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}
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}
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void USmartObjectSubsystemRenderingComponent::DebugDrawCanvas(UCanvas* Canvas, APlayerController* PlayerController)
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{
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if (const USmartObjectSubsystem* Subsystem = UWorld::GetSubsystem<USmartObjectSubsystem>(GetWorld()))
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{
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Subsystem->DebugDrawCanvas(Canvas, PlayerController);
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}
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}
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#endif // UE_ENABLE_DEBUG_DRAWING
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//----------------------------------------------------------------------//
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// ASmartObjectSubsystemRenderingActor
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//----------------------------------------------------------------------//
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ASmartObjectSubsystemRenderingActor::ASmartObjectSubsystemRenderingActor()
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{
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RenderingComponent = CreateDefaultSubobject<USmartObjectSubsystemRenderingComponent>(TEXT("RenderingComp"));
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RootComponent = RenderingComponent;
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}
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