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Before: 3648 unity files Total CPU Time: 47886.140625 s Total time in Parallel executor: 498.81 seconds After: 3548 unity files Total CPU Time: 46643.828125 s Total time in Parallel executor: 486.06 seconds #jira #preflight [CL 22173263 by marc audy in ue5-main branch]
70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ToolTargets/PrimitiveComponentToolTarget.h"
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#include "Components/PrimitiveComponent.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(PrimitiveComponentToolTarget)
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bool UPrimitiveComponentToolTarget::IsValid() const
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{
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return Component && ::IsValid(Component) && !Component->IsUnreachable() && Component->IsValidLowLevel();
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}
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UPrimitiveComponent* UPrimitiveComponentToolTarget::GetOwnerComponent() const
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{
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return IsValid() ? Component : nullptr;
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}
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AActor* UPrimitiveComponentToolTarget::GetOwnerActor() const
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{
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return IsValid() ? Component->GetOwner() : nullptr;
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}
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void UPrimitiveComponentToolTarget::SetOwnerVisibility(bool bVisible) const
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{
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if (IsValid())
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{
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Component->SetVisibility(bVisible);
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}
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}
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FTransform UPrimitiveComponentToolTarget::GetWorldTransform() const
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{
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return IsValid() ? Component->GetComponentTransform() : FTransform::Identity;
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}
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bool UPrimitiveComponentToolTarget::HitTestComponent(const FRay& WorldRay, FHitResult& OutHit) const
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{
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FVector End = WorldRay.PointAt(HALF_WORLD_MAX);
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if (IsValid() && Component->LineTraceComponent(OutHit, WorldRay.Origin, End, FCollisionQueryParams(SCENE_QUERY_STAT(HitTest), true)))
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{
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return true;
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}
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return false;
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}
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// Factory
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bool UPrimitiveComponentToolTargetFactory::CanBuildTarget(UObject* SourceObject, const FToolTargetTypeRequirements& Requirements) const
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{
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UPrimitiveComponent* Component = Cast<UPrimitiveComponent>(SourceObject);
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return Component
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&& ::IsValid(Component)
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&& !Component->IsUnreachable()
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&& Component->IsValidLowLevel()
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&& Requirements.AreSatisfiedBy(UPrimitiveComponentToolTarget::StaticClass());
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}
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UToolTarget* UPrimitiveComponentToolTargetFactory::BuildTarget(UObject* SourceObject, const FToolTargetTypeRequirements& Requirements)
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{
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UPrimitiveComponentToolTarget* Target = NewObject<UPrimitiveComponentToolTarget>();
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Target->Component = Cast<UPrimitiveComponent>(SourceObject);
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check(Target->Component && Requirements.AreSatisfiedBy(Target));
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return Target;
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}
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