Files
UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/SpringComponentVisualizer.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

31 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SpringComponentVisualizer.h"
#include "SceneManagement.h"
#include "PhysicsEngine/PhysicsSpringComponent.h"
static const FColor DisabledColor(128, 128, 128);
static const FColor CompressedColor(255, 0, 0);
static const FColor RestColor(0, 255, 0);
void FSpringComponentVisualizer::DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI )
{
if (const UPhysicsSpringComponent* SpringComp = Cast<const UPhysicsSpringComponent>(Component))
{
//interpolate color by compression
const float CompressionNormalized = SpringComp->GetNormalizedCompressionScalar();
float R = FMath::Lerp(RestColor.R, CompressedColor.R, CompressionNormalized);
float G = FMath::Lerp(RestColor.G, CompressedColor.G, CompressionNormalized);
float B = FMath::Lerp(RestColor.B, CompressedColor.B, CompressionNormalized);
const FColor CurrentColor = SpringComp->IsActive() ? FColor(R, G, B) : DisabledColor;
//draw capsule for spring sweep
const FTransform& WorldTM = SpringComp->GetComponentToWorld();
const FVector SpringStart = WorldTM.GetLocation();
const FVector SpringEnd = SpringComp->GetSpringCurrentEndPoint();
const float HalfHeight = (SpringEnd - SpringStart).Size() * 0.5f + SpringComp->SpringRadius;
DrawWireCapsule(PDI, FMath::Lerp(SpringStart, SpringEnd, 0.5f), WorldTM.GetUnitAxis(EAxis::Z), WorldTM.GetUnitAxis(EAxis::Y), WorldTM.GetUnitAxis(EAxis::X), CurrentColor, SpringComp->SpringRadius, HalfHeight, 25, SDPG_World);
}
}