Files
UnrealEngineUWP/Engine/Source/Editor/VREditor/UI/VREditorFloatingCameraUI.cpp
bryan sefcik 477a8816c2 VREditor:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e5335544fb584da35175c

[CL 21989607 by bryan sefcik in ue5-main branch]
2022-09-13 15:03:52 -04:00

57 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "UI/VREditorFloatingCameraUI.h"
#include "UI/VREditorUISystem.h"
#include "UI/VREditorBaseUserWidget.h"
#include "VREditorMode.h"
#include "VREditorCameraWidgetComponent.h"
#include "Components/StaticMeshComponent.h"
#include "VRModeSettings.h"
#include "VREditorAssetContainer.h"
#include "SLevelViewport.h"
#include "LevelEditor.h"
#include "Modules/ModuleManager.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "AVREditorFloatingCameraUI"
AVREditorFloatingCameraUI::AVREditorFloatingCameraUI(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer.SetDefaultSubobjectClass<UVREditorCameraWidgetComponent>(TEXT("WidgetComponent"))),
OffsetFromCamera( -25.0f, 0.0f, 30.0f )
{
if (HasAnyFlags(RF_ClassDefaultObject))
{
return;
}
{
const UVREditorAssetContainer& AssetContainer = UVREditorMode::LoadAssetContainer();
UStaticMesh* WindowMesh = AssetContainer.WindowMesh;
WindowMeshComponent->SetStaticMesh(WindowMesh);
check(WindowMeshComponent != nullptr);
}
}
void AVREditorFloatingCameraUI::SetLinkedActor(class AActor* InActor)
{
LinkedActor = InActor;
}
FTransform AVREditorFloatingCameraUI::MakeCustomUITransform()
{
FTransform CameraTransform = FTransform::Identity;
FTransform UITransform = FTransform::Identity;
if (LinkedActor != nullptr)
{
CameraTransform = LinkedActor->GetTransform();
const FTransform UIFlipTransform(FRotator(0.0f, 180.0f, 0.0f).Quaternion(), FVector::ZeroVector);
const FTransform OffsetTransform(FRotator::ZeroRotator, OffsetFromCamera);
UITransform = UIFlipTransform * OffsetTransform * CameraTransform;
}
return UITransform;
}
#undef LOCTEXT_NAMESPACE