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* Both paths still exist in code during this transition. The GetDynamicMeshElements path is currently disabled, enable with 'r.UseGetDynamicMeshElements 1'. * DrawDynamicElements was called once per pass, all sorts of pass-specific cruft had leaked in along with short-term modifications of shared structures (vertex factories and material proxies). DrawDynamicElements was not const, so a bunch of 'update' type work had leaked in. Various PreRenderView implementations relied on the view being in the view family. * GetDynamicMeshElements is called once in InitViews, and the resulting meshes are used in various passes. GetDynamicMeshElements is const and must not modify the proxy, update work should be pushed to the proxy from the game thread. GetDynamicMeshElements can be called on views that are not in the view family, which allows a proper view for shadow depth passes. * View mode override functionality moved out of the individual proxies into a centralized place, ApplyViewModeOverrides * GPU particles not working yet, FRecastRenderingSceneProxy not implemented [CL 2253795 by Daniel Wright in Main branch]
1219 lines
35 KiB
C++
1219 lines
35 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerPrivate.h"
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#include "Net/UnrealNetwork.h"
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#include "DebugRenderSceneProxy.h"
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#include "AI/Navigation/RecastNavMeshGenerator.h"
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#include "NavMeshRenderingHelpers.h"
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#include "AI/Navigation/NavigationSystem.h"
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#include "EnvironmentQuery/EnvQueryManager.h"
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#include "EnvironmentQuery/EQSRenderingComponent.h"
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#include "EnvironmentQuery/EnvQueryTest.h"
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// @todo this is here only due to circular dependency to AIModule. To be removed
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#include "AIController.h"
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#include "BrainComponent.h"
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//#include "EnvironmentQuery/EnvQueryTypes.h"
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#include "BehaviorTreeDelegates.h"
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#include "Navigation/NavigationComponent.h"
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#include "GameFramework/PlayerState.h"
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#include "GameplayDebuggingComponent.h"
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DEFINE_LOG_CATEGORY(LogGDT);
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//----------------------------------------------------------------------//
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// Composite Scene proxy
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//----------------------------------------------------------------------//
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class FDebugRenderSceneCompositeProxy : public FDebugRenderSceneProxy
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{
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public:
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FDebugRenderSceneCompositeProxy(const UPrimitiveComponent* InComponent)
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: FDebugRenderSceneProxy(InComponent)
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{
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}
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virtual ~FDebugRenderSceneCompositeProxy()
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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delete ChildProxies[Index];
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}
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}
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virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->DrawStaticElements(PDI);
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}
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}
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virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
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}
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}
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virtual void DrawDynamicElements(FPrimitiveDrawInterface* PDI, const FSceneView* View) override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->DrawDynamicElements(PDI, View);
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}
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}
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virtual void RegisterDebugDrawDelgate() override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->RegisterDebugDrawDelgate();
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}
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}
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virtual void UnregisterDebugDrawDelgate() override
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{
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->UnregisterDebugDrawDelgate();
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}
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}
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virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) override
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{
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FPrimitiveViewRelevance Result;
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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Result |= ChildProxies[Index]->GetViewRelevance(View);
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}
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return Result;
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}
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virtual uint32 GetMemoryFootprint( void ) const
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{
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return sizeof( *this ) + GetAllocatedSize();
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}
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uint32 GetAllocatedSize( void ) const
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{
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uint32 Size = 0;
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for (int32 Index = 0; Index < ChildProxies.Num(); ++Index)
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{
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ChildProxies[Index]->GetMemoryFootprint();
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}
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return Size + ChildProxies.GetAllocatedSize();
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}
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void AddChild(FDebugRenderSceneProxy* NewChild)
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{
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ChildProxies.AddUnique(NewChild);
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}
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protected:
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TArray<FDebugRenderSceneProxy*> ChildProxies;
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};
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//----------------------------------------------------------------------//
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// UGameplayDebuggingComponent
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//----------------------------------------------------------------------//
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FName UGameplayDebuggingComponent::DefaultComponentName = TEXT("GameplayDebuggingComponent");
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FOnDebuggingTargetChanged UGameplayDebuggingComponent::OnDebuggingTargetChangedDelegate;
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UGameplayDebuggingComponent::UGameplayDebuggingComponent(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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, EQSTimestamp(0.f)
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, bDrawEQSLabels(true)
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, bDrawEQSFailedItems(true)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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DebugComponentClassName = TEXT("/Script/GameplayDebugger.GameplayDebuggingComponent");
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PrimaryComponentTick.bCanEverTick = true;
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bWantsInitializeComponent = true;
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bAutoActivate = true;
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PrimaryComponentTick.bStartWithTickEnabled = false;
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bIsSelectedForDebugging = false;
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ActivationCounter = 0;
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ShowExtendedInformatiomCounter = 0;
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#if WITH_EDITOR
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bWasSelectedInEditor = false;
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#endif
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bHiddenInGame = false;
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bEnabledTargetSelection = false;
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bEnableClientEQSSceneProxy = false;
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NextTargrtSelectionTime = 0;
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ReplicateViewDataCounters.Init(0, EAIDebugDrawDataView::MAX);
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#endif
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}
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void UGameplayDebuggingComponent::Activate(bool bReset)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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ActivationCounter++;
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if (ActivationCounter > 0)
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{
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if (IsActive() == false)
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{
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Super::Activate(bReset);
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}
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SetComponentTickEnabled(true);
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}
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#else
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Super::Activate(bReset);
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#endif
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}
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void UGameplayDebuggingComponent::Deactivate()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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ActivationCounter--;
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if (ActivationCounter <= 0)
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{
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ActivationCounter = 0;
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if (IsActive())
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{
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Super::Deactivate();
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}
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SetComponentTickEnabled(false);
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}
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#else
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Super::Deactivate();
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#endif
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}
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void UGameplayDebuggingComponent::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
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{
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Super::GetLifetimeReplicatedProps( OutLifetimeProps );
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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DOREPLIFETIME(UGameplayDebuggingComponent, bIsSelectedForDebugging);
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DOREPLIFETIME( UGameplayDebuggingComponent, ActivationCounter );
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DOREPLIFETIME( UGameplayDebuggingComponent, ReplicateViewDataCounters );
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DOREPLIFETIME( UGameplayDebuggingComponent, ShowExtendedInformatiomCounter );
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DOREPLIFETIME( UGameplayDebuggingComponent, ControllerName )
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DOREPLIFETIME( UGameplayDebuggingComponent, PawnName );
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DOREPLIFETIME( UGameplayDebuggingComponent, DebugIcon );
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DOREPLIFETIME( UGameplayDebuggingComponent, BrainComponentName );
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DOREPLIFETIME( UGameplayDebuggingComponent, PawnClass );
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DOREPLIFETIME( UGameplayDebuggingComponent, PathPoints );
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DOREPLIFETIME( UGameplayDebuggingComponent, PathErrorString );
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DOREPLIFETIME( UGameplayDebuggingComponent, NavmeshRepData );
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DOREPLIFETIME( UGameplayDebuggingComponent, TargetActor );
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DOREPLIFETIME(UGameplayDebuggingComponent, EQSTimestamp);
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DOREPLIFETIME(UGameplayDebuggingComponent, EQSName);
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DOREPLIFETIME(UGameplayDebuggingComponent, EQSId);
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DOREPLIFETIME(UGameplayDebuggingComponent, EQSRepData);
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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bool UGameplayDebuggingComponent::ServerEnableTargetSelection_Validate(bool bEnable)
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{
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return true;
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}
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void UGameplayDebuggingComponent::ServerEnableTargetSelection_Implementation(bool bEnable)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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bEnabledTargetSelection = bEnable;
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if (bEnabledTargetSelection && World && World->GetNetMode() < NM_Client)
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{
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NextTargrtSelectionTime = 0;
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::SetActorToDebug(AActor* Actor)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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TargetActor = Actor;
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (World && World->GetNetMode() < NM_Client)
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{
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if (bEnabledTargetSelection)
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{
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AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
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if (Replicator)
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{
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if (Replicator->GetLocalPlayerOwner())
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{
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SelectTargetToDebug();
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}
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}
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}
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CollectDataToReplicate(true);
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::SelectTargetToDebug()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner());
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APlayerController* MyPC = Replicator->GetLocalPlayerOwner();
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if (MyPC )
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{
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APawn* BestTarget = NULL;
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if (MyPC->GetViewTarget() != NULL && MyPC->GetViewTarget() != MyPC->GetPawn())
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{
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BestTarget = Cast<APawn>(MyPC->GetViewTarget());
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if (BestTarget && ((BestTarget->PlayerState != NULL && BestTarget->PlayerState->bIsABot == false) || BestTarget->GetActorEnableCollision() == false))
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{
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BestTarget = NULL;
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}
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}
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float bestAim = 0.f;
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FVector CamLocation;
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FRotator CamRotation;
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check(MyPC->PlayerCameraManager != NULL);
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MyPC->PlayerCameraManager->GetCameraViewPoint(CamLocation, CamRotation);
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FVector FireDir = CamRotation.Vector();
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UWorld* World = MyPC->GetWorld();
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check( World );
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APawn* PossibleTarget = NULL;
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for (FConstPawnIterator Iterator = World->GetPawnIterator(); Iterator; ++Iterator )
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{
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APawn* NewTarget = *Iterator;
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// NewTarget->GetActorEnableCollision() == false - HACK to get rid of pawns not relevant for us
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if (NewTarget == NULL || NewTarget == MyPC->GetPawn()
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|| (NewTarget->PlayerState != NULL && NewTarget->PlayerState->bIsABot == false)
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|| NewTarget->GetActorEnableCollision() == false)
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{
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continue;
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}
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if (BestTarget == NULL && (NewTarget != MyPC->GetPawn()))
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{
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// look for best controlled pawn target
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const FVector AimDir = NewTarget->GetActorLocation() - CamLocation;
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float FireDist = AimDir.SizeSquared();
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// only find targets which are < 25000 units away
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if (FireDist < 625000000.f)
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{
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FireDist = FMath::Sqrt(FireDist);
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float newAim = FireDir | AimDir;
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newAim = newAim/FireDist;
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if (newAim > bestAim)
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{
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PossibleTarget = NewTarget;
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bestAim = newAim;
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}
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}
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}
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}
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BestTarget = BestTarget == NULL ? PossibleTarget : BestTarget;
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if (BestTarget != NULL && BestTarget != GetSelectedActor())
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{
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if (AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(GetOwner()))
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{
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Replicator->SetActorToDebug(Cast<AActor>(BestTarget));
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}
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//always update component for best target
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SetActorToDebug(Cast<AActor>(BestTarget));
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SelectForDebugging(true);
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ServerReplicateData(EDebugComponentMessage::ActivateReplication, EAIDebugDrawDataView::Empty);
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}
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::CollectDataToReplicate(bool bCollectExtendedData)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (!GetSelectedActor())
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{
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return;
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}
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if (ShouldReplicateData(EAIDebugDrawDataView::Basic) || ShouldReplicateData(EAIDebugDrawDataView::OverHead))
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{
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CollectBasicData();
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}
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if (IsSelected() && ShouldReplicateData(EAIDebugDrawDataView::EditorDebugAIFlag))
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{
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CollectPathData();
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}
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if (bCollectExtendedData && IsSelected())
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{
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if (ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
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{
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CollectBehaviorTreeData();
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}
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#if WITH_EQS
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if (ShouldReplicateData(EAIDebugDrawDataView::EQS))
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{
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bool bEnabledEnvironmentQueryEd = true;
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if (GConfig)
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{
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GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnabledEnvironmentQueryEd, GEngineIni);
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}
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if (bEnabledEnvironmentQueryEd)
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{
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CollectEQSData();
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}
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}
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#endif // WITH_EQS
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::CollectBasicData()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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const APawn* MyPawn = Cast<APawn>(GetSelectedActor());
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PawnName = MyPawn->GetHumanReadableName();
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PawnClass = MyPawn->GetClass()->GetName();
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const AAIController* MyController = Cast<const AAIController>(MyPawn->Controller);
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if (MyController != NULL)
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{
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if (MyController->IsPendingKill() == false)
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{
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ControllerName = MyController->GetName();
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DebugIcon = MyController->GetDebugIcon();
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}
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else
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{
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ControllerName = TEXT("Controller PENDING KILL");
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}
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}
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else
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{
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ControllerName = TEXT("No Controller");
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::CollectBehaviorTreeData()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (!ShouldReplicateData(EAIDebugDrawDataView::BehaviorTree))
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{
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return;
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}
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APawn* MyPawn = Cast<APawn>(GetSelectedActor());
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if (AAIController *MyController = Cast<AAIController>(MyPawn->Controller))
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{
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BrainComponentName = MyController->BrainComponent != NULL ? MyController->BrainComponent->GetName() : TEXT("");
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::CollectPathData()
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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APawn* MyPawn = Cast<APawn>(GetSelectedActor());
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PathErrorString.Empty();
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if (AAIController *MyController = Cast<AAIController>(MyPawn->Controller))
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{
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if ( MyController->NavComponent && MyController->NavComponent->HasValidPath())
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{
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const FNavPathSharedPtr& NewPath = MyController->NavComponent->GetPath();
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if (!CurrentPath.HasSameObject(NewPath.Get()))
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{
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PathPoints.Reset();
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for (int32 Index=0; Index < NewPath->GetPathPoints().Num(); ++Index)
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{
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PathPoints.Add(NewPath->GetPathPoints()[Index].Location);
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}
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CurrentPath = NewPath;
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}
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}
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else
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{
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CurrentPath = NULL;
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PathPoints.Reset();
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}
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::SelectForDebugging(bool bNewStatus)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (bIsSelectedForDebugging != bNewStatus)
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{
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bIsSelectedForDebugging = bNewStatus;
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#if 0
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// temp: avoidance debug
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UAvoidanceManager* Avoidance = GetWorld()->GetAvoidanceManager();
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AController* ControllerOwner = Cast<AController>(GetOwner());
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APawn* PawnOwner = ControllerOwner ? ControllerOwner->GetPawn() : Cast<APawn>(GetOwner());
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UCharacterMovementComponent* MovementComp = PawnOwner ? PawnOwner->FindComponentByClass<UCharacterMovementComponent>() : NULL;
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if (MovementComp && Avoidance)
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{
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Avoidance->AvoidanceDebugForUID(MovementComp->AvoidanceUID, bNewStatus);
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}
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#endif
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#if WITH_EQS
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if (bNewStatus == false)
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{
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CachedQueryInstance.Reset();
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MarkRenderStateDirty();
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}
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#endif // WITH_EQS
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::EnableDebugDraw(bool bEnable, bool InFocusedComponent)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if (bEnable)
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{
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SelectForDebugging(InFocusedComponent);
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}
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else
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{
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SelectForDebugging(false);
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#if WITH_EQS
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EnableClientEQSSceneProxy(false);
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#endif // WITH_EQS
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}
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#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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}
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void UGameplayDebuggingComponent::ServerReplicateData(uint32 InMessage, uint32 InDataView)
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{
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
EDebugComponentMessage::Type Message = (EDebugComponentMessage::Type)InMessage;
|
|
EAIDebugDrawDataView::Type DataView = (EAIDebugDrawDataView::Type) InDataView;
|
|
switch (Message)
|
|
{
|
|
case EDebugComponentMessage::EnableExtendedView:
|
|
ShowExtendedInformatiomCounter++;
|
|
break;
|
|
|
|
case EDebugComponentMessage::DisableExtendedView:
|
|
ShowExtendedInformatiomCounter = FMath::Max(0, ShowExtendedInformatiomCounter - 1);
|
|
break;
|
|
|
|
case EDebugComponentMessage::ActivateReplication:
|
|
Activate();
|
|
break;
|
|
|
|
case EDebugComponentMessage::DeactivateReplilcation:
|
|
{
|
|
Deactivate();
|
|
APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
|
if (MyPawn != NULL && IsActive() == false)
|
|
{
|
|
//MyPawn->RemoveDebugComponent();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case EDebugComponentMessage::ActivateDataView:
|
|
if (ReplicateViewDataCounters.IsValidIndex(DataView))
|
|
{
|
|
ReplicateViewDataCounters[DataView] += 1;
|
|
}
|
|
break;
|
|
|
|
case EDebugComponentMessage::DeactivateDataView:
|
|
if (ReplicateViewDataCounters.IsValidIndex(DataView))
|
|
{
|
|
ReplicateViewDataCounters[DataView] = FMath::Max(0, ReplicateViewDataCounters[DataView] - 1);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// EQS Data
|
|
//////////////////////////////////////////////////////////////////////////
|
|
const FEnvQueryResult* UGameplayDebuggingComponent::GetQueryResult() const
|
|
{
|
|
return CachedQueryInstance.Get();
|
|
}
|
|
|
|
const FEnvQueryInstance* UGameplayDebuggingComponent::GetQueryInstance() const
|
|
{
|
|
return CachedQueryInstance.Get();
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, FDebugRenderSceneProxy::FSphere& Data)
|
|
{
|
|
Ar << Data.Radius;
|
|
Ar << Data.Location;
|
|
Ar << Data.Color;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, FDebugRenderSceneProxy::FText3d& Data)
|
|
{
|
|
Ar << Data.Text;
|
|
Ar << Data.Location;
|
|
Ar << Data.Color;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, EQSDebug::FItemData& Data)
|
|
{
|
|
Ar << Data.Desc;
|
|
Ar << Data.ItemIdx;
|
|
Ar << Data.TotalScore;
|
|
Ar << Data.TestValues;
|
|
Ar << Data.TestScores;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, EQSDebug::FTestData& Data)
|
|
{
|
|
Ar << Data.ShortName;
|
|
Ar << Data.Detailed;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, EQSDebug::FQueryData& Data)
|
|
{
|
|
Ar << Data.Items;
|
|
Ar << Data.Tests;
|
|
Ar << Data.SolidSpheres;
|
|
Ar << Data.Texts;
|
|
Ar << Data.NumValidItems;
|
|
return Ar;
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::OnRep_UpdateEQS()
|
|
{
|
|
// decode scoring data
|
|
if (World && World->GetNetMode() == NM_Client)
|
|
{
|
|
TArray<uint8> UncompressedBuffer;
|
|
int32 UncompressedSize = 0;
|
|
const int32 HeaderSize = sizeof(int32);
|
|
uint8* SrcBuffer = (uint8*)EQSRepData.GetTypedData();
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
SrcBuffer += HeaderSize;
|
|
const int32 CompressedSize = EQSRepData.Num() - HeaderSize;
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB), (void*)UncompressedBuffer.GetTypedData(), UncompressedSize, SrcBuffer, CompressedSize);
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
|
|
ArReader << EQSLocalData;
|
|
}
|
|
|
|
UpdateBounds();
|
|
MarkRenderStateDirty();
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CollectEQSData()
|
|
{
|
|
#if USE_EQS_DEBUGGER
|
|
if (!ShouldReplicateData(EAIDebugDrawDataView::EQS))
|
|
{
|
|
return;
|
|
}
|
|
|
|
UWorld* World = GetWorld();
|
|
UEnvQueryManager* QueryManager = World ? UEnvQueryManager::GetCurrent(World) : NULL;
|
|
const AActor* Owner = GetSelectedActor();
|
|
|
|
if (QueryManager == NULL || Owner == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
TSharedPtr<FEnvQueryInstance> CurrentInstance = QueryManager->GetDebugger().GetQueryForOwner(Owner);
|
|
if (!CurrentInstance.IsValid() || (CachedQueryInstance.IsValid() && CachedQueryInstance->QueryID == CurrentInstance->QueryID))
|
|
{
|
|
return;
|
|
}
|
|
|
|
const double Timer1 = FPlatformTime::Seconds();
|
|
|
|
CachedQueryInstance = CurrentInstance;
|
|
EQSTimestamp = World->GetTimeSeconds();
|
|
EQSName = CachedQueryInstance->QueryName;
|
|
EQSId = CachedQueryInstance->QueryID;
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
|
|
|
// step 1: data for rendering component
|
|
EQSLocalData.SolidSpheres.Reset();
|
|
EQSLocalData.Texts.Reset();
|
|
FEQSSceneProxy::CollectEQSData(this, NULL, EQSLocalData.SolidSpheres, EQSLocalData.Texts);
|
|
|
|
// step 2: detailed scoring data for HUD
|
|
const int32 MaxDetailedItems = 10;
|
|
const int32 FirstItemIndex = 0;
|
|
|
|
const int32 NumTests = CachedQueryInstance->ItemDetails.IsValidIndex(0) ? CachedQueryInstance->ItemDetails[0].TestResults.Num() : 0;
|
|
const int32 NumItems = FMath::Min(MaxDetailedItems, CachedQueryInstance->NumValidItems);
|
|
|
|
EQSLocalData.Items.Reset(NumItems);
|
|
EQSLocalData.Tests.Reset(NumTests);
|
|
EQSLocalData.NumValidItems = CachedQueryInstance->NumValidItems;
|
|
|
|
UEnvQueryItemType* ItemCDO = CachedQueryInstance->ItemType.GetDefaultObject();
|
|
for (int32 ItemIdx = 0; ItemIdx < NumItems; ItemIdx++)
|
|
{
|
|
EQSDebug::FItemData ItemInfo;
|
|
ItemInfo.ItemIdx = ItemIdx + FirstItemIndex;
|
|
ItemInfo.TotalScore = CachedQueryInstance->Items[ItemInfo.ItemIdx].Score;
|
|
|
|
const uint8* ItemData = CachedQueryInstance->RawData.GetTypedData() + CachedQueryInstance->Items[ItemInfo.ItemIdx].DataOffset;
|
|
ItemInfo.Desc = FString::Printf(TEXT("[%d] %s"), ItemInfo.ItemIdx, *ItemCDO->GetDescription(ItemData));
|
|
|
|
ItemInfo.TestValues.Reserve(NumTests);
|
|
ItemInfo.TestScores.Reserve(NumTests);
|
|
for (int32 TestIdx = 0; TestIdx < NumTests; TestIdx++)
|
|
{
|
|
const float ScoreN = CachedQueryInstance->ItemDetails[ItemInfo.ItemIdx].TestResults[TestIdx];
|
|
const float ScoreW = CachedQueryInstance->ItemDetails[ItemInfo.ItemIdx].TestWeightedScores[TestIdx];
|
|
|
|
ItemInfo.TestValues.Add(ScoreN);
|
|
ItemInfo.TestScores.Add(ScoreW);
|
|
}
|
|
|
|
EQSLocalData.Items.Add(ItemInfo);
|
|
}
|
|
|
|
{
|
|
for (int32 TestIdx = 0; TestIdx < NumTests; TestIdx++)
|
|
{
|
|
EQSDebug::FTestData TestInfo;
|
|
|
|
UEnvQueryTest* TestOb = CachedQueryInstance->Options[CachedQueryInstance->OptionIndex].GetTestObject(TestIdx);
|
|
TestInfo.ShortName = TestOb->GetDescriptionTitle();
|
|
TestInfo.Detailed = TestOb->GetDescriptionDetails().ToString().Replace(TEXT("\n"), TEXT(", "));
|
|
|
|
EQSLocalData.Tests.Add(TestInfo);
|
|
}
|
|
}
|
|
ArWriter << EQSLocalData;
|
|
|
|
const double Timer2 = FPlatformTime::Seconds();
|
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
const int32 HeaderSize = sizeof(int32);
|
|
EQSRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedSize));
|
|
|
|
int32 CompressedSize = EQSRepData.Num() - HeaderSize;
|
|
uint8* DestBuffer = EQSRepData.GetTypedData();
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
DestBuffer += HeaderSize;
|
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory), (void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
|
|
|
EQSRepData.SetNum(CompressedSize + HeaderSize, false);
|
|
const double Timer3 = FPlatformTime::Seconds();
|
|
|
|
//UE_LOG(LogEQS, Log, TEXT("Preparing EQS data: %.1fkB took %.3fms (collect: %.3fms + compress %d%%: %.3fms)"),
|
|
// EQSRepData.Num() / 1024.0f, 1000.0f * (Timer3 - Timer1),
|
|
// 1000.0f * (Timer2 - Timer1),
|
|
// FMath::TruncToInt(100.0f * EQSRepData.Num() / UncompressedBuffer.Num()), 1000.0f * (Timer3 - Timer2));
|
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
|
{
|
|
OnRep_UpdateEQS();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------//
|
|
// NavMesh rendering
|
|
//----------------------------------------------------------------------//
|
|
void UGameplayDebuggingComponent::OnRep_UpdateNavmesh()
|
|
{
|
|
NavMeshBounds = FBox(FVector(-HALF_WORLD_MAX, -HALF_WORLD_MAX, -HALF_WORLD_MAX), FVector(HALF_WORLD_MAX, HALF_WORLD_MAX, HALF_WORLD_MAX));
|
|
UpdateBounds();
|
|
MarkRenderStateDirty();
|
|
}
|
|
|
|
bool UGameplayDebuggingComponent::ServerCollectNavmeshData_Validate(FVector_NetQuantize10 TargetLocation)
|
|
{
|
|
bool bIsValid = false;
|
|
#if WITH_RECAST
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
|
bIsValid = NavSys && NavSys->GetMainNavData(FNavigationSystem::DontCreate);
|
|
#endif
|
|
|
|
return bIsValid;
|
|
}
|
|
|
|
bool UGameplayDebuggingComponent::ServerDiscardNavmeshData_Validate()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
namespace NavMeshDebug
|
|
{
|
|
struct FShortVector
|
|
{
|
|
int16 X;
|
|
int16 Y;
|
|
int16 Z;
|
|
|
|
FShortVector()
|
|
:X(0), Y(0), Z(0)
|
|
{
|
|
|
|
}
|
|
|
|
FShortVector(const FVector& Vec)
|
|
: X(Vec.X)
|
|
, Y(Vec.Y)
|
|
, Z(Vec.Z)
|
|
{
|
|
|
|
}
|
|
FShortVector& operator=(const FVector& R)
|
|
{
|
|
X = R.X;
|
|
Y = R.Y;
|
|
Z = R.Z;
|
|
return *this;
|
|
}
|
|
|
|
FVector ToVector() const
|
|
{
|
|
return FVector(X, Y, Z);
|
|
}
|
|
};
|
|
|
|
struct FOffMeshLinkFlags
|
|
{
|
|
uint8 Radius : 6;
|
|
uint8 Direction : 1;
|
|
uint8 ValidEnds : 1;
|
|
};
|
|
struct FOffMeshLink
|
|
{
|
|
FShortVector Left;
|
|
FShortVector Right;
|
|
FColor Color;
|
|
union
|
|
{
|
|
FOffMeshLinkFlags PackedFlags;
|
|
uint8 ByteFlags;
|
|
};
|
|
};
|
|
|
|
struct FAreaPolys
|
|
{
|
|
TArray<int16> Indices;
|
|
FColor Color;
|
|
};
|
|
|
|
struct FTileData
|
|
{
|
|
FVector Location;
|
|
TArray<FAreaPolys> Areas;
|
|
TArray<FShortVector> Verts;
|
|
TArray<FOffMeshLink> Links;
|
|
};
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FShortVector& ShortVector)
|
|
{
|
|
Ar << ShortVector.X;
|
|
Ar << ShortVector.Y;
|
|
Ar << ShortVector.Z;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FOffMeshLink& Data)
|
|
{
|
|
Ar << Data.Left;
|
|
Ar << Data.Right;
|
|
Ar << Data.Color.R;
|
|
Ar << Data.Color.G;
|
|
Ar << Data.Color.B;
|
|
Ar << Data.ByteFlags;
|
|
return Ar;
|
|
}
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FAreaPolys& Data)
|
|
{
|
|
Ar << Data.Indices;
|
|
Ar << Data.Color.R;
|
|
Ar << Data.Color.G;
|
|
Ar << Data.Color.B;
|
|
return Ar;
|
|
}
|
|
|
|
|
|
FArchive& operator<<(FArchive& Ar, NavMeshDebug::FTileData& Data)
|
|
{
|
|
Ar << Data.Areas;
|
|
Ar << Data.Location;
|
|
Ar << Data.Verts;
|
|
Ar << Data.Links;
|
|
return Ar;
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::ServerDiscardNavmeshData_Implementation()
|
|
{
|
|
NavmeshRepData.Empty();
|
|
}
|
|
|
|
FORCEINLINE bool LineInCorrectDistance(const FVector& PlayerLoc, const FVector& Start, const FVector& End, float CorrectDistance = -1)
|
|
{
|
|
const float MaxDistance = CorrectDistance > 0 ? (CorrectDistance*CorrectDistance) : ARecastNavMesh::GetDrawDistanceSq();
|
|
|
|
if ((FVector::DistSquared(Start, PlayerLoc) > MaxDistance || FVector::DistSquared(End, PlayerLoc) > MaxDistance))
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::ServerCollectNavmeshData_Implementation(FVector_NetQuantize10 TargetLocation)
|
|
{
|
|
#if WITH_RECAST
|
|
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
|
|
ARecastNavMesh* NavData = NavSys ? Cast<ARecastNavMesh>(NavSys->GetMainNavData(FNavigationSystem::DontCreate)) : NULL;
|
|
if (NavData == NULL)
|
|
{
|
|
NavmeshRepData.Empty();
|
|
return;
|
|
}
|
|
|
|
const double Timer1 = FPlatformTime::Seconds();
|
|
|
|
TArray<int32> Indices;
|
|
int32 TileX = 0;
|
|
int32 TileY = 0;
|
|
const int32 DeltaX[] = { 0, 1, 1, 0, -1, -1, -1, 0, 1 };
|
|
const int32 DeltaY[] = { 0, 0, 1, 1, 1, 0, -1, -1, -1 };
|
|
|
|
NavData->BeginBatchQuery();
|
|
|
|
// add 3x3 neighborhood of target
|
|
int32 TargetTileX = 0;
|
|
int32 TargetTileY = 0;
|
|
NavData->GetNavMeshTileXY(TargetLocation, TargetTileX, TargetTileY);
|
|
for (int32 i = 0; i < ARRAY_COUNT(DeltaX); i++)
|
|
{
|
|
const int32 NeiX = TargetTileX + DeltaX[i];
|
|
const int32 NeiY = TargetTileY + DeltaY[i];
|
|
if (FMath::Abs(NeiX - TileX) > 1 || FMath::Abs(NeiY - TileY) > 1)
|
|
{
|
|
NavData->GetNavMeshTilesAt(NeiX, NeiY, Indices);
|
|
}
|
|
}
|
|
|
|
const FNavDataConfig& NavConfig = NavData->GetConfig();
|
|
FColor NavMeshColors[RECAST_MAX_AREAS];
|
|
NavMeshColors[RECAST_DEFAULT_AREA] = NavConfig.Color.DWColor() > 0 ? NavConfig.Color : NavMeshRenderColor_RecastMesh;
|
|
for (uint8 i = 0; i < RECAST_DEFAULT_AREA; ++i)
|
|
{
|
|
NavMeshColors[i] = NavData->GetAreaIDColor(i);
|
|
}
|
|
|
|
TArray<uint8> UncompressedBuffer;
|
|
FMemoryWriter ArWriter(UncompressedBuffer);
|
|
|
|
int32 NumIndices = Indices.Num();
|
|
ArWriter << NumIndices;
|
|
|
|
for (int32 i = 0; i < NumIndices; i++)
|
|
{
|
|
FRecastDebugGeometry NavMeshGeometry;
|
|
NavMeshGeometry.bGatherPolyEdges = false;
|
|
NavMeshGeometry.bGatherNavMeshEdges = false;
|
|
NavData->GetDebugGeometry(NavMeshGeometry, Indices[i]);
|
|
|
|
NavMeshDebug::FTileData TileData;
|
|
const FBox TileBoundingBox = NavData->GetNavMeshTileBounds(Indices[i]);
|
|
TileData.Location = TileBoundingBox.GetCenter();
|
|
for (int32 VertIndex = 0; VertIndex < NavMeshGeometry.MeshVerts.Num(); ++VertIndex)
|
|
{
|
|
const NavMeshDebug::FShortVector SV = NavMeshGeometry.MeshVerts[VertIndex] - TileData.Location;
|
|
TileData.Verts.Add(SV);
|
|
}
|
|
|
|
for (int32 iArea = 0; iArea < RECAST_MAX_AREAS; iArea++)
|
|
{
|
|
const int32 NumTris = NavMeshGeometry.AreaIndices[iArea].Num();
|
|
if (NumTris)
|
|
{
|
|
NavMeshDebug::FAreaPolys AreaPolys;
|
|
for (int32 AreaIndicesIndex = 0; AreaIndicesIndex < NavMeshGeometry.AreaIndices[iArea].Num(); ++AreaIndicesIndex)
|
|
{
|
|
AreaPolys.Indices.Add(NavMeshGeometry.AreaIndices[iArea][AreaIndicesIndex]);
|
|
}
|
|
AreaPolys.Color = NavMeshColors[iArea];
|
|
TileData.Areas.Add(AreaPolys);
|
|
}
|
|
}
|
|
|
|
TileData.Links.Reserve(NavMeshGeometry.OffMeshLinks.Num());
|
|
for (int32 iLink = 0; iLink < NavMeshGeometry.OffMeshLinks.Num(); iLink++)
|
|
{
|
|
const FRecastDebugGeometry::FOffMeshLink& SrcLink = NavMeshGeometry.OffMeshLinks[iLink];
|
|
NavMeshDebug::FOffMeshLink Link;
|
|
Link.Left = SrcLink.Left - TileData.Location;
|
|
Link.Right = SrcLink.Right - TileData.Location;
|
|
Link.Color = NavMeshColors[SrcLink.AreaID];
|
|
Link.PackedFlags.Radius = (int8)SrcLink.Radius;
|
|
Link.PackedFlags.Direction = SrcLink.Direction;
|
|
Link.PackedFlags.ValidEnds = SrcLink.ValidEnds;
|
|
TileData.Links.Add(Link);
|
|
}
|
|
|
|
ArWriter << TileData;
|
|
}
|
|
NavData->FinishBatchQuery();
|
|
|
|
const double Timer2 = FPlatformTime::Seconds();
|
|
|
|
const int32 HeaderSize = sizeof(int32);
|
|
NavmeshRepData.Init(0, HeaderSize + FMath::TruncToInt(1.1f * UncompressedBuffer.Num()));
|
|
|
|
const int32 UncompressedSize = UncompressedBuffer.Num();
|
|
int32 CompressedSize = NavmeshRepData.Num() - HeaderSize;
|
|
uint8* DestBuffer = NavmeshRepData.GetTypedData();
|
|
FMemory::Memcpy(DestBuffer, &UncompressedSize, HeaderSize);
|
|
DestBuffer += HeaderSize;
|
|
|
|
FCompression::CompressMemory((ECompressionFlags)(COMPRESS_ZLIB | COMPRESS_BiasMemory),
|
|
(void*)DestBuffer, CompressedSize, (void*)UncompressedBuffer.GetData(), UncompressedSize);
|
|
|
|
NavmeshRepData.SetNum(CompressedSize + HeaderSize, false);
|
|
|
|
const double Timer3 = FPlatformTime::Seconds();
|
|
UE_LOG(LogGDT, Log, TEXT("Preparing navmesh data: %.1fkB took %.3fms (collect: %.3fms + compress %d%%: %.3fms)"),
|
|
NavmeshRepData.Num() / 1024.0f, 1000.0f * (Timer3 - Timer1),
|
|
1000.0f * (Timer2 - Timer1),
|
|
FMath::TruncToInt(100.0f * NavmeshRepData.Num() / UncompressedBuffer.Num()), 1000.0f * (Timer3 - Timer2));
|
|
#endif
|
|
|
|
if (World && World->GetNetMode() != NM_DedicatedServer)
|
|
{
|
|
OnRep_UpdateNavmesh();
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::PrepareNavMeshData(struct FNavMeshSceneProxyData* CurrentData) const
|
|
{
|
|
#if WITH_RECAST
|
|
if (CurrentData)
|
|
{
|
|
CurrentData->Reset();
|
|
CurrentData->bNeedsNewData = false;
|
|
|
|
// uncompress data
|
|
TArray<uint8> UncompressedBuffer;
|
|
const int32 HeaderSize = sizeof(int32);
|
|
if (NavmeshRepData.Num() > HeaderSize)
|
|
{
|
|
int32 UncompressedSize = 0;
|
|
uint8* SrcBuffer = (uint8*)NavmeshRepData.GetTypedData();
|
|
FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize);
|
|
SrcBuffer += HeaderSize;
|
|
const int32 CompressedSize = NavmeshRepData.Num() - HeaderSize;
|
|
|
|
UncompressedBuffer.AddZeroed(UncompressedSize);
|
|
|
|
FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB),
|
|
(void*)UncompressedBuffer.GetTypedData(), UncompressedSize, SrcBuffer, CompressedSize);
|
|
}
|
|
|
|
// read serialized values
|
|
CurrentData->bEnableDrawing = (UncompressedBuffer.Num() > 0);
|
|
if (!CurrentData->bEnableDrawing)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FMemoryReader ArReader(UncompressedBuffer);
|
|
int32 NumTiles = 0;
|
|
ArReader << NumTiles;
|
|
|
|
for (int32 iTile = 0; iTile < NumTiles; iTile++)
|
|
{
|
|
NavMeshDebug::FTileData TileData;
|
|
ArReader << TileData;
|
|
|
|
FVector OffsetLocation = TileData.Location;
|
|
TArray<FVector> Verts;
|
|
Verts.Reserve(TileData.Verts.Num());
|
|
for (int32 VertIndex = 0; VertIndex < TileData.Verts.Num(); ++VertIndex)
|
|
{
|
|
const FVector Loc = TileData.Verts[VertIndex].ToVector() + OffsetLocation;
|
|
Verts.Add(Loc);
|
|
}
|
|
CurrentData->Bounds += FBox(Verts);
|
|
|
|
for (int32 iArea = 0; iArea < TileData.Areas.Num(); iArea++)
|
|
{
|
|
const NavMeshDebug::FAreaPolys& SrcArea = TileData.Areas[iArea];
|
|
FNavMeshSceneProxyData::FDebugMeshData DebugMeshData;
|
|
DebugMeshData.ClusterColor = SrcArea.Color;
|
|
|
|
for (int32 iVert = 0; iVert < Verts.Num(); iVert++)
|
|
{
|
|
AddVertexHelper(DebugMeshData, Verts[iVert] + CurrentData->NavMeshDrawOffset);
|
|
}
|
|
|
|
for (int32 iTri = 0; iTri < SrcArea.Indices.Num(); iTri += 3)
|
|
{
|
|
AddTriangleHelper(DebugMeshData, SrcArea.Indices[iTri], SrcArea.Indices[iTri + 1], SrcArea.Indices[iTri + 2]);
|
|
|
|
FVector V0 = Verts[SrcArea.Indices[iTri+0]];
|
|
FVector V1 = Verts[SrcArea.Indices[iTri+1]];
|
|
FVector V2 = Verts[SrcArea.Indices[iTri+2]];
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V0 + CurrentData->NavMeshDrawOffset, V1 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V1 + CurrentData->NavMeshDrawOffset, V2 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V2 + CurrentData->NavMeshDrawOffset, V0 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges));
|
|
}
|
|
|
|
CurrentData->MeshBuilders.Add(DebugMeshData);
|
|
}
|
|
|
|
for (int32 i = 0; i < TileData.Links.Num(); i++)
|
|
{
|
|
const NavMeshDebug::FOffMeshLink& SrcLink = TileData.Links[i];
|
|
|
|
const FVector V0 = SrcLink.Left.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset;
|
|
const FVector V1 = SrcLink.Right.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset;
|
|
const FColor LinkColor = SrcLink.Color;
|
|
|
|
CacheArc(CurrentData->NavLinkLines, V0, V1, 0.4f, 4, LinkColor, LinkLines_LineThickness);
|
|
|
|
const FVector VOffset(0, 0, FVector::Dist(V0, V1) * 1.333f);
|
|
CacheArrowHead(CurrentData->NavLinkLines, V1, V0+VOffset, 30.f, LinkColor, LinkLines_LineThickness);
|
|
if (SrcLink.PackedFlags.Direction)
|
|
{
|
|
CacheArrowHead(CurrentData->NavLinkLines, V0, V1+VOffset, 30.f, LinkColor, LinkLines_LineThickness);
|
|
}
|
|
|
|
// if the connection as a whole is valid check if there are any of ends is invalid
|
|
if (LinkColor != NavMeshRenderColor_OffMeshConnectionInvalid)
|
|
{
|
|
if (SrcLink.PackedFlags.Direction && (SrcLink.PackedFlags.ValidEnds & FRecastDebugGeometry::OMLE_Left) == 0)
|
|
{
|
|
// left end invalid - mark it
|
|
DrawWireCylinder(CurrentData->NavLinkLines, V0, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), NavMeshRenderColor_OffMeshConnectionInvalid, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness);
|
|
}
|
|
|
|
if ((SrcLink.PackedFlags.ValidEnds & FRecastDebugGeometry::OMLE_Right) == 0)
|
|
{
|
|
DrawWireCylinder(CurrentData->NavLinkLines, V1, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), NavMeshRenderColor_OffMeshConnectionInvalid, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//----------------------------------------------------------------------//
|
|
// rendering
|
|
//----------------------------------------------------------------------//
|
|
FPrimitiveSceneProxy* UGameplayDebuggingComponent::CreateSceneProxy()
|
|
{
|
|
FDebugRenderSceneCompositeProxy* CompositeProxy = NULL;
|
|
|
|
#if WITH_RECAST
|
|
const APawn* MyPawn = Cast<APawn>(GetSelectedActor());
|
|
//const APlayerController* MyPC = MyPawn ? Cast<APlayerController>(MyPawn->Controller) : NULL;
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::NavMesh) && World && World->GetNetMode() != NM_DedicatedServer)
|
|
{
|
|
FNavMeshSceneProxyData NewNavmeshRenderData;
|
|
NewNavmeshRenderData.Reset();
|
|
NewNavmeshRenderData.bNeedsNewData = false;
|
|
NewNavmeshRenderData.bEnableDrawing = false;
|
|
PrepareNavMeshData(&NewNavmeshRenderData);
|
|
|
|
NavMeshBounds = NewNavmeshRenderData.Bounds;
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
|
CompositeProxy->AddChild(new FRecastRenderingSceneProxy(this, &NewNavmeshRenderData, true));
|
|
}
|
|
#endif
|
|
|
|
#if WITH_EQS
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::EQS) && IsClientEQSSceneProxyEnabled() )
|
|
{
|
|
CompositeProxy = CompositeProxy ? CompositeProxy : (new FDebugRenderSceneCompositeProxy(this));
|
|
CompositeProxy->AddChild(new FEQSSceneProxy(this, TEXT("GameplayDebug"), /*bDrawOnlyWhenSelected=*/false, EQSLocalData.SolidSpheres, EQSLocalData.Texts));
|
|
}
|
|
#endif // WITH_EQS
|
|
|
|
return CompositeProxy;
|
|
}
|
|
|
|
FBoxSphereBounds UGameplayDebuggingComponent::CalcBounds(const FTransform & LocalToWorld) const
|
|
{
|
|
FBox MyBounds;
|
|
MyBounds.Init();
|
|
|
|
#if WITH_RECAST
|
|
if (ShouldReplicateData(EAIDebugDrawDataView::NavMesh))
|
|
{
|
|
MyBounds = NavMeshBounds;
|
|
}
|
|
#endif
|
|
|
|
#if WITH_EQS
|
|
if (EQSRepData.Num())
|
|
{
|
|
MyBounds = FBox(FVector(-HALF_WORLD_MAX, -HALF_WORLD_MAX, -HALF_WORLD_MAX), FVector(HALF_WORLD_MAX, HALF_WORLD_MAX, HALF_WORLD_MAX));
|
|
}
|
|
#endif // WITH_EQS
|
|
|
|
return MyBounds;
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::CreateRenderState_Concurrent()
|
|
{
|
|
Super::CreateRenderState_Concurrent();
|
|
|
|
#if WITH_EDITOR
|
|
if (SceneProxy)
|
|
{
|
|
static_cast<FDebugRenderSceneCompositeProxy*>(SceneProxy)->RegisterDebugDrawDelgate();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void UGameplayDebuggingComponent::DestroyRenderState_Concurrent()
|
|
{
|
|
#if WITH_EDITOR
|
|
if (SceneProxy)
|
|
{
|
|
static_cast<FDebugRenderSceneCompositeProxy*>(SceneProxy)->UnregisterDebugDrawDelgate();
|
|
}
|
|
#endif
|
|
|
|
Super::DestroyRenderState_Concurrent();
|
|
}
|