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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]
37 lines
1.0 KiB
C++
37 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "HierarchicalHashGrid2D.h"
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#include "SmartObjectTypes.h"
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#include "SmartObjectHashGrid.generated.h"
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struct FSmartObjectHandle;
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typedef THierarchicalHashGrid2D<2, 4, FSmartObjectHandle> FSmartObjectHashGrid2D;
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USTRUCT()
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struct SMARTOBJECTSMODULE_API FSmartObjectHashGridEntryData : public FSmartObjectSpatialEntryData
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{
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GENERATED_BODY()
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FSmartObjectHashGrid2D::FCellLocation CellLoc;
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};
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UCLASS()
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class SMARTOBJECTSMODULE_API USmartObjectHashGrid : public USmartObjectSpacePartition
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{
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GENERATED_BODY()
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protected:
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virtual FInstancedStruct Add(const FSmartObjectHandle& Handle, const FBox& Bounds) override;
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virtual void Remove(const FSmartObjectHandle& Handle, const FStructView& EntryData) override;
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virtual void Find(const FBox& QueryBox, TArray<FSmartObjectHandle>& OutResults) override;
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#if UE_ENABLE_DEBUG_DRAWING
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virtual void Draw(FDebugRenderSceneProxy* DebugProxy) override;
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#endif
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private:
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FSmartObjectHashGrid2D HashGrid;
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};
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