Files
UnrealEngineUWP/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectHashGrid.h
mikko mononen cc737f3eef [SmartObject] Added method to update SO transform
- Added UpdateSmartObjectTransform() to allow to update the Smart Object location at runtime
- Change spatial partitioning Add() to take ref to the handle to avoid alloc when readding

#rb Yoan.StAmant

[CL 29884931 by mikko mononen in ue5-main branch]
2023-11-22 04:49:00 -05:00

40 lines
1.1 KiB
C++

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