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- implemented median filter which is applied after areas are marked for tile cache - implemented debug draw functionality for tile cache build steps - fixed DetourDebugDraw.h API export #jira UE-90332 #rb Aris.Theophanidis Yoan.StAmant Mieszko.Zielinski #ROBOMERGE-SOURCE: CL 12401446 via CL 12401447 #ROBOMERGE-BOT: (v671-12333473) [CL 12402286 by mikko mononen in Release-Engine-Staging branch]
55 lines
1.4 KiB
C
55 lines
1.4 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "NavMesh/RecastHelpers.h"
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#include "DebugUtils/DebugDraw.h"
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struct FRecastInternalDebugData : public duDebugDraw
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{
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duDebugDrawPrimitives CurrentPrim;
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int32 FirstVertexIndex;
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TArray<uint32> TriangleIndices;
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TArray<FVector> TriangleVertices;
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TArray<uint32> TriangleColors;
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TArray<FVector> LineVertices;
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TArray<uint32> LineColors;
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TArray<FVector> PointVertices;
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TArray<uint32> PointColors;
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FRecastInternalDebugData() {}
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virtual ~FRecastInternalDebugData() override {}
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virtual void depthMask(bool state) override { /*unused*/ };
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virtual void texture(bool state) override { /*unused*/ };
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virtual void begin(duDebugDrawPrimitives prim, float size = 1.0f) override
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{
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CurrentPrim = prim;
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FirstVertexIndex = TriangleVertices.Num();
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}
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virtual void vertex(const float* pos, unsigned int color) override
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{
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vertex(pos[0], pos[1], pos[2], color, 0.0f, 0.0f);
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}
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virtual void vertex(const float x, const float y, const float z, unsigned int color) override
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{
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vertex(x, y, z, color, 0.0f, 0.0f);
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}
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virtual void vertex(const float* pos, unsigned int color, const float* uv) override
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{
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vertex(pos[0], pos[1], pos[2], color, uv[0], uv[1]);
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}
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virtual void vertex(const float x, const float y, const float z, unsigned int color, const float u, const float v) override;
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virtual void end() override;
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};
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