Files
UnrealEngineUWP/Engine/Source/Runtime/InteractiveToolsFramework/Private/ToolTargets/PrimitiveComponentToolTarget.cpp
marc audy 311f7464bf Updated ../Engine/Source/Runtime/... to inline gen.cpp files
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]
2022-09-24 13:57:58 -04:00

70 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ToolTargets/PrimitiveComponentToolTarget.h"
#include "Components/PrimitiveComponent.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PrimitiveComponentToolTarget)
bool UPrimitiveComponentToolTarget::IsValid() const
{
return Component && ::IsValid(Component) && !Component->IsUnreachable() && Component->IsValidLowLevel();
}
UPrimitiveComponent* UPrimitiveComponentToolTarget::GetOwnerComponent() const
{
return IsValid() ? Component : nullptr;
}
AActor* UPrimitiveComponentToolTarget::GetOwnerActor() const
{
return IsValid() ? Component->GetOwner() : nullptr;
}
void UPrimitiveComponentToolTarget::SetOwnerVisibility(bool bVisible) const
{
if (IsValid())
{
Component->SetVisibility(bVisible);
}
}
FTransform UPrimitiveComponentToolTarget::GetWorldTransform() const
{
return IsValid() ? Component->GetComponentTransform() : FTransform::Identity;
}
bool UPrimitiveComponentToolTarget::HitTestComponent(const FRay& WorldRay, FHitResult& OutHit) const
{
FVector End = WorldRay.PointAt(HALF_WORLD_MAX);
if (IsValid() && Component->LineTraceComponent(OutHit, WorldRay.Origin, End, FCollisionQueryParams(SCENE_QUERY_STAT(HitTest), true)))
{
return true;
}
return false;
}
// Factory
bool UPrimitiveComponentToolTargetFactory::CanBuildTarget(UObject* SourceObject, const FToolTargetTypeRequirements& Requirements) const
{
UPrimitiveComponent* Component = Cast<UPrimitiveComponent>(SourceObject);
return Component
&& ::IsValid(Component)
&& !Component->IsUnreachable()
&& Component->IsValidLowLevel()
&& Requirements.AreSatisfiedBy(UPrimitiveComponentToolTarget::StaticClass());
}
UToolTarget* UPrimitiveComponentToolTargetFactory::BuildTarget(UObject* SourceObject, const FToolTargetTypeRequirements& Requirements)
{
UPrimitiveComponentToolTarget* Target = NewObject<UPrimitiveComponentToolTarget>();
Target->Component = Cast<UPrimitiveComponent>(SourceObject);
check(Target->Component && Requirements.AreSatisfiedBy(Target));
return Target;
}