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#ROBOMERGE-OWNER: yoan.stamant #ROBOMERGE-AUTHOR: yoan.stamant #ROBOMERGE-SOURCE: CL 18301426 via CL 18301593 via CL 18301595 via CL 18301822 via CL 18301845 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18301862 by yoan stamant in ue5-release-engine-test branch]
117 lines
2.5 KiB
C++
117 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectComponent.h"
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#include "GameFramework/Actor.h"
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#include "SmartObjectSubsystem.h"
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#include "VisualLogger/VisualLogger.h"
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#if WITH_EDITOR
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#include "Engine/World.h"
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#endif
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namespace FSmartObject
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{
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const FVector DefaultSlotSize(40, 40, 90);
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}
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USmartObjectComponent::USmartObjectComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void USmartObjectComponent::OnRegister()
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{
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Super::OnRegister();
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const UWorld* World = GetWorld();
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if (World == nullptr)
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{
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return;
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}
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#if WITH_EDITOR
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// Do not process any component registered to preview world
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if (World->WorldType == EWorldType::EditorPreview)
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{
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return;
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}
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#endif
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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return;
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}
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/** Do not register components that don't have a valid definition */
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if (!IsValid(DefinitionAsset))
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{
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return;
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}
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// Note: we don't report error or ensure on missing subsystem since it might happen
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// in various scenarios (e.g. inactive world)
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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Subsystem->RegisterSmartObject(*this);
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}
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}
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void USmartObjectComponent::OnUnregister()
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{
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Super::OnUnregister();
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const UWorld* World = GetWorld();
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if (World == nullptr)
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{
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return;
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}
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#if WITH_EDITOR
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// Do not process any component registered to preview world
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if (World->WorldType == EWorldType::EditorPreview)
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{
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return;
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}
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#endif
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if (HasAnyFlags(RF_ClassDefaultObject))
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{
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return;
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}
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/** Do not register components that don't have a valid definition */
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if (!IsValid(DefinitionAsset))
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{
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return;
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}
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// Note: we don't report error or ensure on missing subsystem since it might happen
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// in various scenarios (e.g. inactive world, AI system is cleaned up before the components gets unregistered, etc.)
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if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
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{
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Subsystem->UnregisterSmartObject(*this);
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}
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}
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FBox USmartObjectComponent::GetSmartObjectBounds() const
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{
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FBox BoundingBox(ForceInitToZero);
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const AActor* Owner = GetOwner();
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if (Owner == nullptr || DefinitionAsset == nullptr)
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{
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return BoundingBox;
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}
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const FTransform LocalToWorld = Owner->GetTransform();
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for (const FSmartObjectSlot& Slot : DefinitionAsset->GetSlots())
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{
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const FVector SlotWorldLocation = LocalToWorld.TransformPositionNoScale(Slot.Offset);
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BoundingBox += SlotWorldLocation + FSmartObject::DefaultSlotSize;
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BoundingBox += SlotWorldLocation - FSmartObject::DefaultSlotSize;
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}
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return BoundingBox;
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}
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