void ATheHUD::DrawHUD() { // Canvas is only initialized here. Super::DrawHUD(); InitWidgets(); RenderPortrait(); // Render the minimap, only if the floor is present FBox box = Game->flycam->floor->GetBox(); FVector lookPt = box.GetCenter(); RenderScreen( rendererMinimap, lookPt, box.GetExtent().GetMax(), FVector( 0, 0, -1 ) ); ui->SetSize( FVector2D( Canvas->SizeX, Canvas->SizeY ) ); ui->Update( Game->gm->T ); // Ticked here, in case reflow is needed ui->render(); // Overlay the lines for the minimap's view. vector< FVector2D > pts = ui->gameChrome->rightPanel->minimap->pts; for( int i = 0; i < pts.size()-1; i++ ) { Canvas->K2_DrawLine( pts[i], pts[i+1], 2.f, FLinearColor::Green ); } if( pts.size() > 1 ) { Canvas->K2_DrawLine( pts[ pts.size()-1 ], pts[ 0 ], 2.f, FLinearColor::Green ); } }
void ASpacePartioner::Initialize(const float& inExtent, const bool& inDrawDebugInfo) { bInitialized = true; bDrawDebugInfo = inDrawDebugInfo; // The Extent is very similar to the radius of a circle FVector min = FVector(-inExtent, -inExtent, -inExtent); FVector max = FVector(inExtent, inExtent, inExtent); FBox NewBounds = FBox(min, max); OctreeData = new FSimpleOctree(NewBounds.GetCenter(), NewBounds.GetExtent().GetMax()); // const FVector & InOrigin, float InExtent }
void AStrategyHUD::DrawHealthBar(AActor* ForActor, float HealthPercentage, int32 BarHeight, int32 OffsetY) const { FBox BB = ForActor->GetComponentsBoundingBox(); FVector Center = BB.GetCenter(); FVector Extent = BB.GetExtent(); FVector2D Center2D = FVector2D(Canvas->Project(FVector(Center.X,Center.Y,Center.Z + Extent.Z))); float ActorExtent = 40; if (Cast<APawn>(ForActor) != NULL) { AStrategyChar* StrategyChar = Cast<AStrategyChar>(ForActor); if( ( StrategyChar != NULL ) && ( StrategyChar->GetCapsuleComponent() != NULL ) ) { ActorExtent = StrategyChar->GetCapsuleComponent()->GetScaledCapsuleRadius(); } } else if (Cast<AStrategyBuilding>(ForActor) != NULL) { Center2D = FVector2D(Canvas->Project(ForActor->GetActorLocation())); ActorExtent = 60; } FVector Pos1 = Canvas->Project(FVector(Center.X,Center.Y - ActorExtent*2, Center.Z + Extent.Z)); FVector Pos2 = Canvas->Project(FVector(Center.X,Center.Y + ActorExtent*2, Center.Z + Extent.Z)); float HealthBarLength = (Pos2-Pos1).Size2D(); AStrategyPlayerController* MyPC = GetPlayerController(); IStrategyTeamInterface* ActorTeam = Cast<IStrategyTeamInterface>(ForActor); UTexture2D* HealthBarTexture = EnemyTeamHPTexture; if (ActorTeam != NULL && MyPC != NULL && ActorTeam->GetTeamNum() == MyPC->GetTeamNum()) { HealthBarTexture = PlayerTeamHPTexture; } float X = Center2D.X - HealthBarLength/2; float Y = Center2D.Y + OffsetY; FCanvasTileItem TileItem( FVector2D( X, Y ), HealthBarTexture->Resource, FVector2D( HealthBarLength * HealthPercentage, BarHeight ), FLinearColor::White ); TileItem.BlendMode = SE_BLEND_Translucent; TileItem.UV1 = FVector2D(HealthPercentage, 1.0f); Canvas->DrawItem( TileItem ); //Fill the rest of health with gray gradient texture X = Center2D.X-HealthBarLength/2 + HealthBarLength * HealthPercentage; Y = Center2D.Y + OffsetY; TileItem.Position = FVector2D( X, Y ); TileItem.Texture = BarFillTexture->Resource; TileItem.UV1 = FVector2D(1.0f, 1.0f); TileItem.Size = FVector2D( HealthBarLength * (1.0f - HealthPercentage), BarHeight ); TileItem.SetColor(FLinearColor(0.5f, 0.5f, 0.5f, 0.5f)); Canvas->DrawItem( TileItem ); }
void UHUDBlueprintLibrary::Projected2DBoundsWithOriginAndExtent(UObject* WorldContextObject, FVector Origin, FVector Extents,FVector2D &OutCenter, FVector2D &OutSize) { const FVector BoundsPointMapping[8] = { FVector(1.f, 1.f, 1.f), FVector(1.f, 1.f, -1.f), FVector(1.f, -1.f, 1.f), FVector(1.f, -1.f, -1.f), FVector(-1.f, 1.f, 1.f), FVector(-1.f, 1.f, -1.f), FVector(-1.f, -1.f, 1.f), FVector(-1.f, -1.f, -1.f) }; UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject); APlayerController *PlayerController = UGameplayStatics::GetPlayerController(World, 0); if (!PlayerController || !PlayerController->IsValidLowLevelFast()) return; FBox ActorBox = FBox::BuildAABB(Origin, Extents); FVector ActorCenter = ActorBox.GetCenter(); FVector2D ProjectedCenter; float MinX, MinY, MaxX, MaxY; PlayerController->ProjectWorldLocationToScreen(ActorCenter, ProjectedCenter); MinX = MaxX = ProjectedCenter.X; MinY = MaxY = ProjectedCenter.Y; //FBox2D ActorBox2D(0); for (uint8 BoundsPointItr = 0; BoundsPointItr < 8; BoundsPointItr++) { // Project vert into screen space. FVector Corner = ActorCenter + (BoundsPointMapping[BoundsPointItr] * Extents); FVector2D ProjectedCorner; PlayerController->ProjectWorldLocationToScreen(Corner, ProjectedCorner); if (MinX > ProjectedCorner.X) MinX = ProjectedCorner.X; if (MaxX < ProjectedCorner.X) MaxX = ProjectedCorner.X; if (MinY > ProjectedCorner.Y) MinY = ProjectedCorner.Y; if (MaxY < ProjectedCorner.Y) MaxY = ProjectedCorner.Y; //ActorBox2D += ProjectedWorldLocation; } OutCenter.X = MinX + ((MaxX - MinX) / 2.f); OutCenter.Y = MinY + ((MaxY - MinY) / 2.f); OutSize.X = fabsf(MaxX - MinX); OutSize.Y = fabsf(MaxY - MinY); }
void FVertexSnappingImpl::GetActorsInsideBox( const FBox& Box, UWorld* World, TArray<FSnapActor>& OutActorsInBox, const TSet< TWeakObjectPtr<AActor> >& ActorsToIgnore, const FSceneView* View ) { for( FActorIterator It(World); It; ++It ) { AActor* Actor = *It; // Ignore the builder brush, hidden actors and forcefully ignored actors (actors being moved) if( Actor != World->GetDefaultBrush() && It->IsHiddenEd() == false && !ActorsToIgnore.Contains( Actor ) ) { const bool bNonColliding = true; FBox ActorBoundingBox = Actor->GetComponentsBoundingBox(true); // Actors must be within the bounding box and within the view frustum if( Box.Intersect( ActorBoundingBox ) && View->ViewFrustum.IntersectBox( ActorBoundingBox.GetCenter(), ActorBoundingBox.GetExtent() ) ) { OutActorsInBox.Add( FSnapActor( Actor, Box ) ); } } } }
void ALevelBounds::UpdateLevelBounds() { FBox LevelBounds = CalculateLevelBounds(GetLevel()); if (LevelBounds.IsValid) { FVector LevelCenter = LevelBounds.GetCenter(); FVector LevelSize = LevelBounds.GetSize(); SetActorTransform(FTransform(FQuat::Identity, LevelCenter, LevelSize)); bUsingDefaultBounds = false; } else { SetActorTransform(FTransform(FQuat::Identity, FVector::ZeroVector, DefaultLevelSize)); bUsingDefaultBounds = true; } BroadcastLevelBoundsUpdated(); }
/** * Calculates a tight box-sphere bounds for the aggregate geometry; this is more expensive than CalcAABB * (tight meaning the sphere may be smaller than would be required to encompass the AABB, but all individual components lie within both the box and the sphere) * * @param Output The output box-sphere bounds calculated for this set of aggregate geometry * @param LocalToWorld Transform */ void FKAggregateGeom::CalcBoxSphereBounds(FBoxSphereBounds& Output, const FTransform& LocalToWorld) const { // Calculate the AABB const FBox AABB = CalcAABB(LocalToWorld); if ((SphereElems.Num() == 0) && (SphylElems.Num() == 0) && (BoxElems.Num() == 0)) { // For bounds that only consist of convex shapes (such as anything generated from a BSP model), // we can get nice tight bounds by considering just the points of the convex shape const FVector Origin = AABB.GetCenter(); float RadiusSquared = 0.0f; for (int32 i = 0; i < ConvexElems.Num(); i++) { const FKConvexElem& Elem = ConvexElems[i]; for (int32 j = 0; j < Elem.VertexData.Num(); ++j) { const FVector Point = LocalToWorld.TransformPosition(Elem.VertexData[j]); RadiusSquared = FMath::Max(RadiusSquared, (Point - Origin).SizeSquared()); } } // Push the resulting AABB and sphere into the output AABB.GetCenterAndExtents(Output.Origin, Output.BoxExtent); Output.SphereRadius = FMath::Sqrt(RadiusSquared); } else if ((SphereElems.Num() == 1) && (SphylElems.Num() == 0) && (BoxElems.Num() == 0) && (ConvexElems.Num() == 0)) { // For bounds that only consist of a single sphere, // we can be certain the box extents are the same as its radius AABB.GetCenterAndExtents(Output.Origin, Output.BoxExtent); Output.SphereRadius = Output.BoxExtent.X; } else { // Just use the loose sphere bounds that totally fit the AABB Output = FBoxSphereBounds(AABB); } }
void UStretchGizmoHandleGroup::UpdateGizmoHandleGroup( const FTransform& LocalToWorld, const FBox& LocalBounds, const FVector ViewLocation, bool bAllHandlesVisible, class UActorComponent* DraggingHandle, const TArray< UActorComponent* >& HoveringOverHandles, float AnimationAlpha, float GizmoScale, const float GizmoHoverScale, const float GizmoHoverAnimationDuration, bool& bOutIsHoveringOrDraggingThisHandleGroup ) { // Call parent implementation (updates hover animation) Super::UpdateGizmoHandleGroup(LocalToWorld, LocalBounds, ViewLocation, bAllHandlesVisible, DraggingHandle, HoveringOverHandles, AnimationAlpha, GizmoScale, GizmoHoverScale, GizmoHoverAnimationDuration, bOutIsHoveringOrDraggingThisHandleGroup ); for (int32 HandleIndex = 0; HandleIndex < Handles.Num(); ++HandleIndex) { FGizmoHandle& Handle = Handles[ HandleIndex ]; UStaticMeshComponent* StretchingHandle = Handle.HandleMesh; if (StretchingHandle != nullptr) // Can be null if no handle for this specific placement { const FTransformGizmoHandlePlacement HandlePlacement = MakeHandlePlacementForIndex( HandleIndex ); float GizmoHandleScale = GizmoScale; const float OffsetFromSide = GizmoHandleScale * (0.0f + // @todo vreditor tweak: Hard coded handle offset from side of primitive (1.0f - AnimationAlpha) * 10.0f); // @todo vreditor tweak: Animation offset // Make the handle bigger while hovered (but don't affect the offset -- we want it to scale about it's origin) GizmoHandleScale *= FMath::Lerp( 1.0f, GizmoHoverScale, Handle.HoverAlpha ); FVector HandleRelativeLocation = FVector::ZeroVector; for (int32 AxisIndex = 0; AxisIndex < 3; ++AxisIndex) { if (HandlePlacement.Axes[AxisIndex] == ETransformGizmoHandleDirection::Negative) // Negative direction { HandleRelativeLocation[AxisIndex] = LocalBounds.Min[AxisIndex] - OffsetFromSide; } else if (HandlePlacement.Axes[AxisIndex] == ETransformGizmoHandleDirection::Positive) // Positive direction { HandleRelativeLocation[AxisIndex] = LocalBounds.Max[AxisIndex] + OffsetFromSide; } else // ETransformGizmoHandleDirection::Center { HandleRelativeLocation[AxisIndex] = LocalBounds.GetCenter()[AxisIndex]; } } StretchingHandle->SetRelativeLocation( HandleRelativeLocation ); int32 CenterHandleCount, FacingAxisIndex, CenterAxisIndex; HandlePlacement.GetCenterHandleCountAndFacingAxisIndex( /* Out */ CenterHandleCount, /* Out */ FacingAxisIndex, /* Out */ CenterAxisIndex ); FRotator Rotator = FRotator::ZeroRotator; { // Back bottom left if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Negative) { Rotator.Yaw = 0.0f; Rotator.Pitch = 0.0f; } // Back bottom right else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Negative) { Rotator.Yaw = -90.0f; Rotator.Pitch = 0.0f; } // Back top left else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive) { Rotator.Yaw = 0.0f; Rotator.Pitch = -90.0f; } // Back top right else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive) { Rotator.Yaw = -90.0f; Rotator.Pitch = -90.0f; } // Front bottom left else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Negative) { Rotator.Yaw = 0.0f; Rotator.Pitch = 90.0f; } // Front bottom right else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Negative) { Rotator.Yaw = 90.0f; Rotator.Pitch = 90.0f; } // Front top left else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive) { Rotator.Yaw = 0.0f; Rotator.Pitch = -180.0f; } // Front top right else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive) { Rotator.Yaw = 180.0f; Rotator.Pitch = -90.0f; } // Back left/right edge else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] != ETransformGizmoHandleDirection::Center) { Rotator.Yaw = 0.0f; Rotator.Pitch = 90.0f; } // Back bottom/top edge else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] != ETransformGizmoHandleDirection::Center) { Rotator.Yaw = 90.0f; Rotator.Pitch = 0.0f; } // Front left/right edge else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] != ETransformGizmoHandleDirection::Center) { Rotator.Yaw = 0.0f; Rotator.Pitch = 90.0f; } // Front bottom/top edge else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] != ETransformGizmoHandleDirection::Center) { Rotator.Yaw = 90.0f; Rotator.Pitch = 0.0f; } else { // Facing out from center of a face if (CenterHandleCount == 2) { const FQuat GizmoSpaceOrientation = GetAxisVector( FacingAxisIndex, HandlePlacement.Axes[FacingAxisIndex] ).ToOrientationQuat(); Rotator = GizmoSpaceOrientation.Rotator(); } else { // One of the left/right bottom or top edges } } } StretchingHandle->SetRelativeRotation( Rotator ); StretchingHandle->SetRelativeScale3D( FVector( GizmoHandleScale ) ); // Update material UpdateHandleColor( FacingAxisIndex, Handle, DraggingHandle, HoveringOverHandles ); } } }
FVector ABxtAsteroidSpawner::GetRandomSpawnLocation() const { const FBox spawnerBounds = GetComponentsBoundingBox(true); const float y = FMath::FRandRange(spawnerBounds.Min.Y, spawnerBounds.Max.Y); return FVector(spawnerBounds.GetCenter().X - 500.0f, y, 0.0f); }
static void UpdatePlanarReflectionContents_RenderThread( FRHICommandListImmediate& RHICmdList, FSceneRenderer* MainSceneRenderer, FSceneRenderer* SceneRenderer, const FPlanarReflectionSceneProxy* SceneProxy, FRenderTarget* RenderTarget, FTexture* RenderTargetTexture, const FPlane& MirrorPlane, const FName OwnerName, const FResolveParams& ResolveParams, bool bUseSceneColorTexture) { QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderPlanarReflection); FBox PlanarReflectionBounds = SceneProxy->WorldBounds; bool bIsInAnyFrustum = false; for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex) { FViewInfo& View = SceneRenderer->Views[ViewIndex]; if (View.ViewFrustum.IntersectBox(PlanarReflectionBounds.GetCenter(), PlanarReflectionBounds.GetExtent())) { bIsInAnyFrustum = true; break; } } if (bIsInAnyFrustum) { bool bIsVisibleInAnyView = true; for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex) { FViewInfo& View = SceneRenderer->Views[ViewIndex]; FSceneViewState* ViewState = View.ViewState; if (ViewState) { FIndividualOcclusionHistory& OcclusionHistory = ViewState->PlanarReflectionOcclusionHistories.FindOrAdd(SceneProxy->PlanarReflectionId); // +1 to buffered frames because the query is submitted late into the main frame, but read at the beginning of a reflection capture frame const int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames() + 1; // +1 to frame counter because we are operating before the main view's InitViews, which is where OcclusionFrameCounter is incremented uint32 OcclusionFrameCounter = ViewState->OcclusionFrameCounter + 1; FRenderQueryRHIRef& PastQuery = OcclusionHistory.GetPastQuery(OcclusionFrameCounter, NumBufferedFrames); if (IsValidRef(PastQuery)) { uint64 NumSamples = 0; QUICK_SCOPE_CYCLE_COUNTER(STAT_PlanarReflectionOcclusionQueryResults); if (RHIGetRenderQueryResult(PastQuery.GetReference(), NumSamples, true)) { bIsVisibleInAnyView = NumSamples > 0; if (bIsVisibleInAnyView) { break; } } } } } if (bIsVisibleInAnyView) { FMemMark MemStackMark(FMemStack::Get()); // update any resources that needed a deferred update FDeferredUpdateResource::UpdateResources(RHICmdList); { #if WANTS_DRAW_MESH_EVENTS FString EventName; OwnerName.ToString(EventName); SCOPED_DRAW_EVENTF(RHICmdList, SceneCapture, TEXT("PlanarReflection %s"), *EventName); #else SCOPED_DRAW_EVENT(RHICmdList, UpdatePlanarReflectionContent_RenderThread); #endif const FRenderTarget* Target = SceneRenderer->ViewFamily.RenderTarget; SetRenderTarget(RHICmdList, Target->GetRenderTargetTexture(), NULL, true); // Note: relying on GBuffer SceneColor alpha being cleared to 1 in the main scene rendering check(GetSceneColorClearAlpha() == 1.0f); RHICmdList.Clear(true, FLinearColor(0, 0, 0, 1), false, (float)ERHIZBuffer::FarPlane, false, 0, FIntRect()); // Reflection view late update if (SceneRenderer->Views.Num() > 1) { const FMirrorMatrix MirrorMatrix(MirrorPlane); for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex) { FViewInfo& ReflectionViewToUpdate = SceneRenderer->Views[ViewIndex]; const FViewInfo& UpdatedParentView = MainSceneRenderer->Views[ViewIndex]; ReflectionViewToUpdate.UpdatePlanarReflectionViewMatrix(UpdatedParentView, MirrorMatrix); } } // Render the scene normally { SCOPED_DRAW_EVENT(RHICmdList, RenderScene); SceneRenderer->Render(RHICmdList); } for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex) { FViewInfo& View = SceneRenderer->Views[ViewIndex]; if (MainSceneRenderer->Scene->GetShadingPath() == EShadingPath::Deferred) { PrefilterPlanarReflection<true>(RHICmdList, View, SceneProxy, Target); } else { PrefilterPlanarReflection<false>(RHICmdList, View, SceneProxy, Target); } } RHICmdList.CopyToResolveTarget(RenderTarget->GetRenderTargetTexture(), RenderTargetTexture->TextureRHI, false, ResolveParams); } FSceneRenderer::WaitForTasksClearSnapshotsAndDeleteSceneRenderer(RHICmdList, SceneRenderer); } } }
void FLogVisualizer::UpdateCameraPosition(FName RowName, int32 ItemIndes) { const FVisualLoggerDBRow& DBRow = FVisualLoggerDatabase::Get().GetRowByName(RowName); auto &Entries = DBRow.GetItems(); if (DBRow.GetCurrentItemIndex() == INDEX_NONE || Entries.IsValidIndex(DBRow.GetCurrentItemIndex()) == false) { return; } UWorld* World = GetWorld(); FVector CurrentLocation = Entries[DBRow.GetCurrentItemIndex()].Entry.Location; FVector Extent(150); bool bFoundActor = false; FName OwnerName = Entries[DBRow.GetCurrentItemIndex()].OwnerName; for (FActorIterator It(World); It; ++It) { AActor* Actor = *It; if (Actor->GetFName() == OwnerName) { FVector Orgin; Actor->GetActorBounds(false, Orgin, Extent); bFoundActor = true; break; } } const float DefaultCameraDistance = ULogVisualizerSettings::StaticClass()->GetDefaultObject<ULogVisualizerSettings>()->DefaultCameraDistance; Extent = Extent.SizeSquared() < FMath::Square(DefaultCameraDistance) ? FVector(DefaultCameraDistance) : Extent; #if WITH_EDITOR UEditorEngine *EEngine = Cast<UEditorEngine>(GEngine); if (GIsEditor && EEngine != NULL) { for (auto ViewportClient : EEngine->AllViewportClients) { ViewportClient->FocusViewportOnBox(FBox::BuildAABB(CurrentLocation, Extent)); } } else if (AVisualLoggerCameraController::IsEnabled(World) && AVisualLoggerCameraController::Instance.IsValid() && AVisualLoggerCameraController::Instance->GetSpectatorPawn()) { ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(AVisualLoggerCameraController::Instance->Player); if (LocalPlayer && LocalPlayer->ViewportClient && LocalPlayer->ViewportClient->Viewport) { FViewport* Viewport = LocalPlayer->ViewportClient->Viewport; FBox BoundingBox = FBox::BuildAABB(CurrentLocation, Extent); const FVector Position = BoundingBox.GetCenter(); float Radius = BoundingBox.GetExtent().Size(); FViewportCameraTransform ViewTransform; ViewTransform.TransitionToLocation(Position, nullptr, true); float NewOrthoZoom; const float AspectRatio = 1.777777f; CA_SUPPRESS(6326); uint32 MinAxisSize = (AspectRatio > 1.0f) ? Viewport->GetSizeXY().Y : Viewport->GetSizeXY().X; float Zoom = Radius / (MinAxisSize / 2.0f); NewOrthoZoom = Zoom * (Viewport->GetSizeXY().X*15.0f); NewOrthoZoom = FMath::Clamp<float>(NewOrthoZoom, 250, MAX_FLT); ViewTransform.SetOrthoZoom(NewOrthoZoom); AVisualLoggerCameraController::Instance->GetSpectatorPawn()->TeleportTo(ViewTransform.GetLocation(), ViewTransform.GetRotation(), false, true); } } #endif }
void UGameplayDebuggingComponent::ServerCollectNavmeshData_Implementation(FVector_NetQuantize10 TargetLocation) { #if WITH_RECAST UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld()); ARecastNavMesh* NavData = GetNavData(); 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 = ((SrcLink.Direction && SrcLink.ValidEnds) || (SrcLink.ValidEnds & FRecastDebugGeometry::OMLE_Left)) ? DarkenColor(NavMeshColors[SrcLink.AreaID]) : NavMeshRenderColor_OffMeshConnectionInvalid; 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.GetData(); 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(); } }
AHierarchicalLODVolume* FHierarchicalLODUtilities::CreateVolumeForLODActor(ALODActor* InLODActor, UWorld* InWorld) { FBox BoundingBox = InLODActor->GetComponentsBoundingBox(true); AHierarchicalLODVolume* Volume = InWorld->SpawnActor<AHierarchicalLODVolume>(AHierarchicalLODVolume::StaticClass(), FTransform(BoundingBox.GetCenter())); // this code builds a brush for the new actor Volume->PreEditChange(NULL); Volume->PolyFlags = 0; Volume->Brush = NewObject<UModel>(Volume, NAME_None, RF_Transactional); Volume->Brush->Initialize(nullptr, true); Volume->Brush->Polys = NewObject<UPolys>(Volume->Brush, NAME_None, RF_Transactional); Volume->GetBrushComponent()->Brush = Volume->Brush; Volume->BrushBuilder = NewObject<UCubeBuilder>(Volume, NAME_None, RF_Transactional); UCubeBuilder* CubeBuilder = static_cast<UCubeBuilder*>(Volume->BrushBuilder); CubeBuilder->X = BoundingBox.GetSize().X * 1.5f; CubeBuilder->Y = BoundingBox.GetSize().Y * 1.5f; CubeBuilder->Z = BoundingBox.GetSize().Z * 1.5f; Volume->BrushBuilder->Build(InWorld, Volume); FBSPOps::csgPrepMovingBrush(Volume); // Set the texture on all polys to NULL. This stops invisible textures // dependencies from being formed on volumes. if (Volume->Brush) { for (int32 poly = 0; poly < Volume->Brush->Polys->Element.Num(); ++poly) { FPoly* Poly = &(Volume->Brush->Polys->Element[poly]); Poly->Material = NULL; } } Volume->PostEditChange(); return Volume; }
/** * Returns an array of visibility data for the given view position, or NULL if none exists. * The data bits are indexed by VisibilityId of each primitive in the scene. * This method decompresses data if necessary and caches it based on the bucket and chunk index in the view state. */ const uint8* FSceneViewState::GetPrecomputedVisibilityData(FViewInfo& View, const FScene* Scene) { const uint8* PrecomputedVisibilityData = NULL; if (Scene->PrecomputedVisibilityHandler && GAllowPrecomputedVisibility && View.Family->EngineShowFlags.PrecomputedVisibility) { const FPrecomputedVisibilityHandler& Handler = *Scene->PrecomputedVisibilityHandler; FViewElementPDI VisibilityCellsPDI(&View, NULL); // Draw visibility cell bounds for debugging if enabled if ((GShowPrecomputedVisibilityCells || View.Family->EngineShowFlags.PrecomputedVisibilityCells) && !GShowRelevantPrecomputedVisibilityCells) { for (int32 BucketIndex = 0; BucketIndex < Handler.PrecomputedVisibilityCellBuckets.Num(); BucketIndex++) { for (int32 CellIndex = 0; CellIndex < Handler.PrecomputedVisibilityCellBuckets[BucketIndex].Cells.Num(); CellIndex++) { const FPrecomputedVisibilityCell& CurrentCell = Handler.PrecomputedVisibilityCellBuckets[BucketIndex].Cells[CellIndex]; // Construct the cell's bounds const FBox CellBounds(CurrentCell.Min, CurrentCell.Min + FVector(Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeZ)); if (View.ViewFrustum.IntersectBox(CellBounds.GetCenter(), CellBounds.GetExtent())) { DrawWireBox(&VisibilityCellsPDI, CellBounds, FColor(50, 50, 255), SDPG_World); } } } } // Calculate the bucket that ViewOrigin falls into // Cells are hashed into buckets to reduce search time const float FloatOffsetX = (View.ViewMatrices.ViewOrigin.X - Handler.PrecomputedVisibilityCellBucketOriginXY.X) / Handler.PrecomputedVisibilityCellSizeXY; // FMath::TruncToInt rounds toward 0, we want to always round down const int32 BucketIndexX = FMath::Abs((FMath::TruncToInt(FloatOffsetX) - (FloatOffsetX < 0.0f ? 1 : 0)) / Handler.PrecomputedVisibilityCellBucketSizeXY % Handler.PrecomputedVisibilityNumCellBuckets); const float FloatOffsetY = (View.ViewMatrices.ViewOrigin.Y -Handler.PrecomputedVisibilityCellBucketOriginXY.Y) / Handler.PrecomputedVisibilityCellSizeXY; const int32 BucketIndexY = FMath::Abs((FMath::TruncToInt(FloatOffsetY) - (FloatOffsetY < 0.0f ? 1 : 0)) / Handler.PrecomputedVisibilityCellBucketSizeXY % Handler.PrecomputedVisibilityNumCellBuckets); const int32 PrecomputedVisibilityBucketIndex = BucketIndexY * Handler.PrecomputedVisibilityCellBucketSizeXY + BucketIndexX; check(PrecomputedVisibilityBucketIndex < Handler.PrecomputedVisibilityCellBuckets.Num()); const FPrecomputedVisibilityBucket& CurrentBucket = Handler.PrecomputedVisibilityCellBuckets[PrecomputedVisibilityBucketIndex]; for (int32 CellIndex = 0; CellIndex < CurrentBucket.Cells.Num(); CellIndex++) { const FPrecomputedVisibilityCell& CurrentCell = CurrentBucket.Cells[CellIndex]; // Construct the cell's bounds const FBox CellBounds(CurrentCell.Min, CurrentCell.Min + FVector(Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeXY, Handler.PrecomputedVisibilityCellSizeZ)); // Check if ViewOrigin is inside the current cell if (CellBounds.IsInside(View.ViewMatrices.ViewOrigin)) { // Reuse a cached decompressed chunk if possible if (CachedVisibilityChunk && CachedVisibilityHandlerId == Scene->PrecomputedVisibilityHandler->GetId() && CachedVisibilityBucketIndex == PrecomputedVisibilityBucketIndex && CachedVisibilityChunkIndex == CurrentCell.ChunkIndex) { checkSlow(CachedVisibilityChunk->Num() >= CurrentCell.DataOffset + CurrentBucket.CellDataSize); PrecomputedVisibilityData = &(*CachedVisibilityChunk)[CurrentCell.DataOffset]; } else { const FCompressedVisibilityChunk& CompressedChunk = Handler.PrecomputedVisibilityCellBuckets[PrecomputedVisibilityBucketIndex].CellDataChunks[CurrentCell.ChunkIndex]; CachedVisibilityBucketIndex = PrecomputedVisibilityBucketIndex; CachedVisibilityChunkIndex = CurrentCell.ChunkIndex; CachedVisibilityHandlerId = Scene->PrecomputedVisibilityHandler->GetId(); if (CompressedChunk.bCompressed) { // Decompress the needed visibility data chunk DecompressedVisibilityChunk.Reset(); DecompressedVisibilityChunk.AddUninitialized(CompressedChunk.UncompressedSize); verify(FCompression::UncompressMemory( COMPRESS_ZLIB, DecompressedVisibilityChunk.GetData(), CompressedChunk.UncompressedSize, CompressedChunk.Data.GetData(), CompressedChunk.Data.Num())); CachedVisibilityChunk = &DecompressedVisibilityChunk; } else { CachedVisibilityChunk = &CompressedChunk.Data; } checkSlow(CachedVisibilityChunk->Num() >= CurrentCell.DataOffset + CurrentBucket.CellDataSize); // Return a pointer to the cell containing ViewOrigin's decompressed visibility data PrecomputedVisibilityData = &(*CachedVisibilityChunk)[CurrentCell.DataOffset]; } if (GShowRelevantPrecomputedVisibilityCells) { // Draw the currently used visibility cell with green wireframe for debugging DrawWireBox(&VisibilityCellsPDI, CellBounds, FColor(50, 255, 50), SDPG_Foreground); } else { break; } } else if (GShowRelevantPrecomputedVisibilityCells) { // Draw all cells in the current visibility bucket as blue wireframe DrawWireBox(&VisibilityCellsPDI, CellBounds, FColor(50, 50, 255), SDPG_World); } } } return PrecomputedVisibilityData; }
void ASpacePartioner::Initialize(const FBox& inNewBounds, const bool& inDrawDebugInfo) { bInitialized = true; bDrawDebugInfo = inDrawDebugInfo; OctreeData = new FSimpleOctree(inNewBounds.GetCenter(), inNewBounds.GetExtent().GetMax()); // const FVector & InOrigin, float InExtent }
void AGameplayDebuggerReplicator::DrawDebugData(class UCanvas* Canvas, class APlayerController* PC, bool bHideMenu) { #if ENABLED_GAMEPLAY_DEBUGGER if (!LocalPlayerOwner && IsActorTickEnabled()) { return; } const bool bAllowToDraw = Canvas && Canvas->SceneView && (Canvas->SceneView->ViewActor == LocalPlayerOwner->AcknowledgedPawn || Canvas->SceneView->ViewActor == LocalPlayerOwner->GetPawnOrSpectator()); if (!bAllowToDraw) { // check for spectator debug camera during debug camera if (DebugCameraController.IsValid() == false || Canvas->SceneView->ViewActor->GetInstigatorController() != DebugCameraController.Get()) { return; } } const float DebugInfoStartX = UGameplayDebuggerModuleSettings::StaticClass()->GetDefaultObject<UGameplayDebuggerModuleSettings>()->DebugInfoStart.X; const float DebugInfoStartY = UGameplayDebuggerModuleSettings::StaticClass()->GetDefaultObject<UGameplayDebuggerModuleSettings>()->DebugInfoStart.Y; const FVector SelectedActorLoc = LastSelectedActorToDebug ? LastSelectedActorToDebug->GetActorLocation() + FVector(0, 0, LastSelectedActorToDebug->GetSimpleCollisionHalfHeight()) : DebugTools::InvalidLocation; UGameplayDebuggerHelper::FPrintContext DefaultContext(GEngine->GetSmallFont(), Canvas, DebugInfoStartX, DebugInfoStartY); DefaultContext.FontRenderInfo.bEnableShadow = true; const bool bDrawFullData = SelectedActorLoc != DebugTools::InvalidLocation; const FVector ScreenLoc = SelectedActorLoc != DebugTools::InvalidLocation ? UGameplayDebuggerHelper::ProjectLocation(DefaultContext, SelectedActorLoc) : FVector::ZeroVector; UGameplayDebuggerHelper::FPrintContext OverHeadContext(GEngine->GetSmallFont(), Canvas, ScreenLoc.X, ScreenLoc.Y); UGameplayDebuggerHelper::SetOverHeadContext(OverHeadContext); UGameplayDebuggerHelper::SetDefaultContext(DefaultContext); if (DefaultContext.Canvas != nullptr) { float XL, YL; const FString ToolName = FString::Printf(TEXT("Gameplay Debugger [Timestamp: %05.03f]"), GetWorld()->TimeSeconds); UGameplayDebuggerHelper::CalulateStringSize(DefaultContext, nullptr, ToolName, XL, YL); UGameplayDebuggerHelper::PrintString(DefaultContext, FColorList::White, ToolName, DefaultContext.Canvas->ClipX / 2.0f - XL / 2.0f, 0); } if (!bHideMenu) { DrawMenu(DefaultContext, OverHeadContext); } TMap<FString, TArray<UGameplayDebuggerBaseObject*> > CategoryToClasses; for (UGameplayDebuggerBaseObject* Obj : ReplicatedObjects) { if (Obj) { FString Category = Obj->GetCategoryName(); CategoryToClasses.FindOrAdd(Category).Add(Obj); } } CategoryToClasses.KeySort(TLess<FString>()); for (auto It(CategoryToClasses.CreateIterator()); It; ++It) { const FGameplayDebuggerCategorySettings* Element = Categories.FindByPredicate([&](const FGameplayDebuggerCategorySettings& C){ return It.Key() == C.CategoryName; }); if (Element == nullptr || Element->bPIE == false) { continue; } UGameplayDebuggerHelper::PrintString(UGameplayDebuggerHelper::GetDefaultContext(), FString::Printf(TEXT("\n{R=0,G=255,B=0,A=255}%s\n"), *It.Key())); TArray<UGameplayDebuggerBaseObject*>& CurrentObjects = It.Value(); for (UGameplayDebuggerBaseObject* Obj : CurrentObjects) { Obj->DrawCollectedData(LocalPlayerOwner, LastSelectedActorToDebug); } } const IConsoleVariable* cvarHighlightSelectedActor = IConsoleManager::Get().FindConsoleVariable(TEXT("ai.gd.HighlightSelectedActor")); const bool bHighlightSelectedActor = !cvarHighlightSelectedActor || cvarHighlightSelectedActor->GetInt(); if (LastSelectedActorToDebug && bHighlightSelectedActor) { FBox ComponentsBoundingBox = LastSelectedActorToDebug->GetComponentsBoundingBox(false); DrawDebugBox(GetWorld(), ComponentsBoundingBox.GetCenter(), ComponentsBoundingBox.GetExtent(), FColor::Red, false); DrawDebugSolidBox(GetWorld(), ComponentsBoundingBox.GetCenter(), ComponentsBoundingBox.GetExtent(), FColor::Red.WithAlpha(25)); } #endif }
void UNavMeshRenderingComponent::GatherData(struct FNavMeshSceneProxyData* CurrentData) const { #if WITH_RECAST const ARecastNavMesh* NavMesh = Cast<ARecastNavMesh>(GetOwner()); CurrentData->Reset(); CurrentData->bEnableDrawing = NavMesh->bEnableDrawing; CurrentData->bNeedsNewData = false; if (CurrentData && NavMesh && NavMesh->bEnableDrawing) { FHitProxyId HitProxyId = FHitProxyId(); CurrentData->bDrawPathCollidingGeometry = NavMesh->bDrawPathCollidingGeometry; CurrentData->NavMeshDrawOffset.Z = NavMesh->DrawOffset; CurrentData->NavMeshGeometry.bGatherPolyEdges = NavMesh->bDrawPolyEdges; CurrentData->NavMeshGeometry.bGatherNavMeshEdges = NavMesh->bDrawNavMeshEdges; const FNavDataConfig& NavConfig = NavMesh->GetConfig(); CurrentData->NavMeshColors[RECAST_DEFAULT_AREA] = NavConfig.Color.DWColor() > 0 ? NavConfig.Color : NavMeshRenderColor_RecastMesh; for (uint8 i = 0; i < RECAST_DEFAULT_AREA; ++i) { CurrentData->NavMeshColors[i] = NavMesh->GetAreaIDColor(i); } // just a little trick to make sure navmeshes with different sized are not drawn with same offset CurrentData->NavMeshDrawOffset.Z += NavMesh->GetConfig().AgentRadius / 10.f; NavMesh->BeginBatchQuery(); if (NavMesh->bDrawOctree) { const UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld()); const FNavigationOctree* NavOctree = NavSys ? NavSys->GetNavOctree() : NULL; if (NavOctree) { for (FNavigationOctree::TConstIterator<> NodeIt(*NavOctree); NodeIt.HasPendingNodes(); NodeIt.Advance()) { const FNavigationOctree::FNode& CurrentNode = NodeIt.GetCurrentNode(); const FOctreeNodeContext& CorrentContext = NodeIt.GetCurrentContext(); CurrentData->OctreeBounds.Add(CorrentContext.Bounds); FOREACH_OCTREE_CHILD_NODE(ChildRef) { if (CurrentNode.HasChild(ChildRef)) { NodeIt.PushChild(ChildRef); } } } } } NavMesh->GetDebugGeometry(CurrentData->NavMeshGeometry); const TArray<FVector>& MeshVerts = CurrentData->NavMeshGeometry.MeshVerts; // @fixme, this is going to double up on lots of interior lines if (NavMesh->bDrawTriangleEdges) { for (int32 AreaIdx = 0; AreaIdx < RECAST_MAX_AREAS; ++AreaIdx) { const TArray<int32>& MeshIndices = CurrentData->NavMeshGeometry.AreaIndices[AreaIdx]; for (int32 Idx=0; Idx<MeshIndices.Num(); Idx += 3) { CurrentData->ThickLineItems.Add(FNavMeshSceneProxyData::FDebugThickLine(MeshVerts[MeshIndices[Idx + 0]] + CurrentData->NavMeshDrawOffset, MeshVerts[MeshIndices[Idx + 1]] + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TriangleEdges, DefaultEdges_LineThickness)); CurrentData->ThickLineItems.Add(FNavMeshSceneProxyData::FDebugThickLine(MeshVerts[MeshIndices[Idx + 1]] + CurrentData->NavMeshDrawOffset, MeshVerts[MeshIndices[Idx + 2]] + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TriangleEdges, DefaultEdges_LineThickness)); CurrentData->ThickLineItems.Add(FNavMeshSceneProxyData::FDebugThickLine(MeshVerts[MeshIndices[Idx + 2]] + CurrentData->NavMeshDrawOffset, MeshVerts[MeshIndices[Idx + 0]] + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TriangleEdges, DefaultEdges_LineThickness)); } } } // make lines for tile edges if (NavMesh->bDrawPolyEdges) { const TArray<FVector>& TileEdgeVerts = CurrentData->NavMeshGeometry.PolyEdges; for (int32 Idx=0; Idx < TileEdgeVerts.Num(); Idx += 2) { CurrentData->TileEdgeLines.Add( FDebugRenderSceneProxy::FDebugLine(TileEdgeVerts[Idx] + CurrentData->NavMeshDrawOffset, TileEdgeVerts[Idx+1] + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges)); } } // make lines for navmesh edges if (NavMesh->bDrawNavMeshEdges) { const FColor EdgesColor = DarkenColor(CurrentData->NavMeshColors[RECAST_DEFAULT_AREA]); const TArray<FVector>& NavMeshEdgeVerts = CurrentData->NavMeshGeometry.NavMeshEdges; for (int32 Idx=0; Idx < NavMeshEdgeVerts.Num(); Idx += 2) { CurrentData->NavMeshEdgeLines.Add( FDebugRenderSceneProxy::FDebugLine(NavMeshEdgeVerts[Idx] + CurrentData->NavMeshDrawOffset, NavMeshEdgeVerts[Idx+1] + CurrentData->NavMeshDrawOffset, EdgesColor)); } } // offset all navigation-link positions if (!NavMesh->bDrawClusters) { for (int32 OffMeshLineIndex = 0; OffMeshLineIndex < CurrentData->NavMeshGeometry.OffMeshLinks.Num(); ++OffMeshLineIndex) { FRecastDebugGeometry::FOffMeshLink& Link = CurrentData->NavMeshGeometry.OffMeshLinks[OffMeshLineIndex]; const bool bLinkValid = (Link.ValidEnds & FRecastDebugGeometry::OMLE_Left) && (Link.ValidEnds & FRecastDebugGeometry::OMLE_Right); if (NavMesh->bDrawFailedNavLinks || (NavMesh->bDrawNavLinks && bLinkValid)) { const FVector V0 = Link.Left + CurrentData->NavMeshDrawOffset; const FVector V1 = Link.Right + CurrentData->NavMeshDrawOffset; const FColor LinkColor = ((Link.Direction && Link.ValidEnds) || (Link.ValidEnds & FRecastDebugGeometry::OMLE_Left)) ? DarkenColor(CurrentData->NavMeshColors[Link.AreaID]) : NavMeshRenderColor_OffMeshConnectionInvalid; 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 (Link.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 (Link.Direction && (Link.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, Link.Radius, NavMesh->AgentMaxStepHeight, 16, 0, DefaultEdges_LineThickness); } if ((Link.ValidEnds & FRecastDebugGeometry::OMLE_Right) == 0) { DrawWireCylinder(CurrentData->NavLinkLines, V1, FVector(1,0,0), FVector(0,1,0), FVector(0,0,1), NavMeshRenderColor_OffMeshConnectionInvalid, Link.Radius, NavMesh->AgentMaxStepHeight, 16, 0, DefaultEdges_LineThickness); } } } } } if (NavMesh->bDrawTileLabels || NavMesh->bDrawPolygonLabels || NavMesh->bDrawDefaultPolygonCost || NavMesh->bDrawTileBounds) { // calculate appropriate points for displaying debug labels const int32 TilesCount = NavMesh->GetNavMeshTilesCount(); CurrentData->DebugLabels.Reserve(TilesCount); for (int32 TileIndex = 0; TileIndex < TilesCount; ++TileIndex) { int32 X, Y, Layer; if (NavMesh->GetNavMeshTileXY(TileIndex, X, Y, Layer)) { const FBox TileBoundingBox = NavMesh->GetNavMeshTileBounds(TileIndex); FVector TileLabelLocation = TileBoundingBox.GetCenter(); TileLabelLocation.Z = TileBoundingBox.Max.Z; FNavLocation NavLocation(TileLabelLocation); if (!NavMesh->ProjectPoint(TileLabelLocation, NavLocation, FVector(NavMesh->TileSizeUU/100, NavMesh->TileSizeUU/100, TileBoundingBox.Max.Z-TileBoundingBox.Min.Z))) { NavMesh->ProjectPoint(TileLabelLocation, NavLocation, FVector(NavMesh->TileSizeUU/2, NavMesh->TileSizeUU/2, TileBoundingBox.Max.Z-TileBoundingBox.Min.Z)); } if (NavMesh->bDrawTileLabels) { CurrentData->DebugLabels.Add(FNavMeshSceneProxyData::FDebugText( /*Location*/NavLocation.Location + CurrentData->NavMeshDrawOffset , /*Text*/FString::Printf(TEXT("(%d,%d:%d)"), X, Y, Layer) )); } if (NavMesh->bDrawPolygonLabels || NavMesh->bDrawDefaultPolygonCost) { TArray<FNavPoly> Polys; NavMesh->GetPolysInTile(TileIndex, Polys); if (NavMesh->bDrawDefaultPolygonCost) { float DefaultCosts[RECAST_MAX_AREAS]; float FixedCosts[RECAST_MAX_AREAS]; NavMesh->GetDefaultQueryFilter()->GetAllAreaCosts(DefaultCosts, FixedCosts, RECAST_MAX_AREAS); for(int k = 0; k < Polys.Num(); ++k) { uint32 AreaID = NavMesh->GetPolyAreaID(Polys[k].Ref); CurrentData->DebugLabels.Add(FNavMeshSceneProxyData::FDebugText( /*Location*/Polys[k].Center + CurrentData->NavMeshDrawOffset , /*Text*/FString::Printf(TEXT("\\%.3f; %.3f\\"), DefaultCosts[AreaID], FixedCosts[AreaID]) )); } } else { for(int k = 0; k < Polys.Num(); ++k) { uint32 NavPolyIndex = 0; uint32 NavTileIndex = 0; NavMesh->GetPolyTileIndex(Polys[k].Ref, NavPolyIndex, NavTileIndex); CurrentData->DebugLabels.Add(FNavMeshSceneProxyData::FDebugText( /*Location*/Polys[k].Center + CurrentData->NavMeshDrawOffset , /*Text*/FString::Printf(TEXT("[%X:%X]"), NavTileIndex, NavPolyIndex) )); } } } if (NavMesh->bDrawTileBounds) { FBox TileBox = NavMesh->GetNavMeshTileBounds(TileIndex); float DrawZ = (TileBox.Min.Z + TileBox.Max.Z) * 0.5f; // @hack average FVector LL(TileBox.Min.X, TileBox.Min.Y, DrawZ); FVector UR(TileBox.Max.X, TileBox.Max.Y, DrawZ); FVector UL(LL.X, UR.Y, DrawZ); FVector LR(UR.X, LL.Y, DrawZ); CurrentData->ThickLineItems.Add(FNavMeshSceneProxyData::FDebugThickLine(LL, UL, NavMeshRenderColor_TileBounds, DefaultEdges_LineThickness)); CurrentData->ThickLineItems.Add(FNavMeshSceneProxyData::FDebugThickLine(UL, UR, NavMeshRenderColor_TileBounds, DefaultEdges_LineThickness)); CurrentData->ThickLineItems.Add(FNavMeshSceneProxyData::FDebugThickLine(UR, LR, NavMeshRenderColor_TileBounds, DefaultEdges_LineThickness)); CurrentData->ThickLineItems.Add(FNavMeshSceneProxyData::FDebugThickLine(LR, LL, NavMeshRenderColor_TileBounds, DefaultEdges_LineThickness)); } } } } CurrentData->bSkipDistanceCheck = GIsEditor && (GEngine->GetDebugLocalPlayer() == NULL); CurrentData->bDrawClusters = NavMesh->bDrawClusters; NavMesh->FinishBatchQuery(); // Draw Mesh if (NavMesh->bDrawClusters) { for (int32 Idx = 0; Idx < CurrentData->NavMeshGeometry.Clusters.Num(); ++Idx) { const TArray<int32>& MeshIndices = CurrentData->NavMeshGeometry.Clusters[Idx].MeshIndices; if (MeshIndices.Num() == 0) { continue; } FNavMeshSceneProxyData::FDebugMeshData DebugMeshData; DebugMeshData.ClusterColor = GetClusterColor(Idx); for (int32 VertIdx=0; VertIdx < MeshVerts.Num(); ++VertIdx) { AddVertexHelper(DebugMeshData, MeshVerts[VertIdx] + CurrentData->NavMeshDrawOffset, DebugMeshData.ClusterColor); } for (int32 TriIdx=0; TriIdx < MeshIndices.Num(); TriIdx+=3) { AddTriangleHelper(DebugMeshData, MeshIndices[TriIdx], MeshIndices[TriIdx+1], MeshIndices[TriIdx+2]); } CurrentData->MeshBuilders.Add(DebugMeshData); } } else if (NavMesh->bDrawNavMesh) { for (int32 AreaType = 0; AreaType < RECAST_MAX_AREAS; ++AreaType) { const TArray<int32>& MeshIndices = CurrentData->NavMeshGeometry.AreaIndices[AreaType]; if (MeshIndices.Num() == 0) { continue; } FNavMeshSceneProxyData::FDebugMeshData DebugMeshData; for (int32 VertIdx=0; VertIdx < MeshVerts.Num(); ++VertIdx) { AddVertexHelper(DebugMeshData, MeshVerts[VertIdx] + CurrentData->NavMeshDrawOffset, CurrentData->NavMeshColors[AreaType]); } for (int32 TriIdx=0; TriIdx < MeshIndices.Num(); TriIdx+=3) { AddTriangleHelper(DebugMeshData, MeshIndices[TriIdx], MeshIndices[TriIdx+1], MeshIndices[TriIdx+2]); } DebugMeshData.ClusterColor = CurrentData->NavMeshColors[AreaType]; CurrentData->MeshBuilders.Add(DebugMeshData); } } if (NavMesh->bDrawPathCollidingGeometry) { // draw all geometry gathered in navoctree const FNavigationOctree* NavOctree = NavMesh->GetWorld()->GetNavigationSystem()->GetNavOctree(); TArray<FVector> PathCollidingGeomVerts; TArray <int32> PathCollidingGeomIndices; for (FNavigationOctree::TConstIterator<> It(*NavOctree); It.HasPendingNodes(); It.Advance()) { const FNavigationOctree::FNode& Node = It.GetCurrentNode(); for (FNavigationOctree::ElementConstIt ElementIt(Node.GetElementIt()); ElementIt; ElementIt++) { const FNavigationOctreeElement& Element = *ElementIt; if (Element.ShouldUseGeometry(&NavMesh->NavDataConfig) && Element.Data.CollisionData.Num()) { const FRecastGeometryCache CachedGeometry(Element.Data.CollisionData.GetData()); AppendGeometry(PathCollidingGeomVerts, PathCollidingGeomIndices, CachedGeometry.Verts, CachedGeometry.Header.NumVerts, CachedGeometry.Indices, CachedGeometry.Header.NumFaces); } } FOREACH_OCTREE_CHILD_NODE(ChildRef) { if (Node.HasChild(ChildRef)) { It.PushChild(ChildRef); } } } CurrentData->PathCollidingGeomIndices = PathCollidingGeomIndices; for (const auto& Vertex : PathCollidingGeomVerts) { CurrentData->PathCollidingGeomVerts.Add(FDynamicMeshVertex(Vertex)); } } if (CurrentData->NavMeshGeometry.BuiltMeshIndices.Num() > 0) { FNavMeshSceneProxyData::FDebugMeshData DebugMeshData; for (int32 VertIdx=0; VertIdx < MeshVerts.Num(); ++VertIdx) { AddVertexHelper(DebugMeshData, MeshVerts[VertIdx] + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_RecastTileBeingRebuilt); } DebugMeshData.Indices.Append(CurrentData->NavMeshGeometry.BuiltMeshIndices); DebugMeshData.ClusterColor = NavMeshRenderColor_RecastTileBeingRebuilt; CurrentData->MeshBuilders.Add(DebugMeshData); // updates should be requested by FRecastNavMeshGenerator::TickAsyncBuild after tiles were refreshed } if (NavMesh->bDrawClusters) { for (int i = 0; i < CurrentData->NavMeshGeometry.ClusterLinks.Num(); i++) { const FRecastDebugGeometry::FClusterLink& CLink = CurrentData->NavMeshGeometry.ClusterLinks[i]; const FVector V0 = CLink.FromCluster + CurrentData->NavMeshDrawOffset; const FVector V1 = CLink.ToCluster + CurrentData->NavMeshDrawOffset + FVector(0,0,20.0f); CacheArc(CurrentData->ClusterLinkLines, V0, V1, 0.4f, 4, FColor::Black, ClusterLinkLines_LineThickness); const FVector VOffset(0, 0, FVector::Dist(V0, V1) * 1.333f); CacheArrowHead(CurrentData->ClusterLinkLines, V1, V0+VOffset, 30.f, FColor::Black, ClusterLinkLines_LineThickness); } } // cache segment links if (NavMesh->bDrawNavLinks) { for (int32 iArea = 0; iArea < RECAST_MAX_AREAS; iArea++) { const TArray<int32>& Indices = CurrentData->NavMeshGeometry.OffMeshSegmentAreas[iArea]; FNavMeshSceneProxyData::FDebugMeshData DebugMeshData; int32 VertBase = 0; for (int32 i = 0; i < Indices.Num(); i++) { FRecastDebugGeometry::FOffMeshSegment& SegInfo = CurrentData->NavMeshGeometry.OffMeshSegments[Indices[i]]; const FVector A0 = SegInfo.LeftStart + CurrentData->NavMeshDrawOffset; const FVector A1 = SegInfo.LeftEnd + CurrentData->NavMeshDrawOffset; const FVector B0 = SegInfo.RightStart + CurrentData->NavMeshDrawOffset; const FVector B1 = SegInfo.RightEnd + CurrentData->NavMeshDrawOffset; const FVector Edge0 = B0 - A0; const FVector Edge1 = B1 - A1; const float Len0 = Edge0.Size(); const float Len1 = Edge1.Size(); const FColor SegColor = DarkenColor(CurrentData->NavMeshColors[SegInfo.AreaID]); const FColor ColA = (SegInfo.ValidEnds & FRecastDebugGeometry::OMLE_Left) ? FColor::White : FColor::Black; const FColor ColB = (SegInfo.ValidEnds & FRecastDebugGeometry::OMLE_Right) ? FColor::White : FColor::Black; const int32 NumArcPoints = 8; const float ArcPtsScale = 1.0f / NumArcPoints; FVector Prev0 = EvalArc(A0, Edge0, Len0*0.25f, 0); FVector Prev1 = EvalArc(A1, Edge1, Len1*0.25f, 0); AddVertexHelper(DebugMeshData, Prev0, ColA); AddVertexHelper(DebugMeshData, Prev1, ColA); for (int32 j = 1; j <= NumArcPoints; j++) { const float u = j * ArcPtsScale; FVector Pt0 = EvalArc(A0, Edge0, Len0*0.25f, u); FVector Pt1 = EvalArc(A1, Edge1, Len1*0.25f, u); AddVertexHelper(DebugMeshData, Pt0, (j == NumArcPoints) ? ColB : FColor::White); AddVertexHelper(DebugMeshData, Pt1, (j == NumArcPoints) ? ColB : FColor::White); AddTriangleHelper(DebugMeshData, VertBase+0, VertBase+2, VertBase+1); AddTriangleHelper(DebugMeshData, VertBase+2, VertBase+3, VertBase+1); AddTriangleHelper(DebugMeshData, VertBase+0, VertBase+1, VertBase+2); AddTriangleHelper(DebugMeshData, VertBase+2, VertBase+1, VertBase+3); VertBase += 2; Prev0 = Pt0; Prev1 = Pt1; } VertBase += 2; DebugMeshData.ClusterColor = SegColor; } if (DebugMeshData.Indices.Num()) { CurrentData->MeshBuilders.Add(DebugMeshData); } } } CurrentData->NavMeshGeometry.PolyEdges.Empty(); CurrentData->NavMeshGeometry.NavMeshEdges.Empty(); }
void AHUD::GetActorsInSelectionRectangle(TSubclassOf<class AActor> ClassFilter, const FVector2D& FirstPoint, const FVector2D& SecondPoint, TArray<AActor*>& OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed) { // Because this is a HUD function it is likely to get called each tick, // so make sure any previous contents of the out actor array have been cleared! OutActors.Reset(); //Create Selection Rectangle from Points FBox2D SelectionRectangle(0); //This method ensures that an appropriate rectangle is generated, // no matter what the coordinates of first and second point actually are. SelectionRectangle += FirstPoint; SelectionRectangle += SecondPoint; //The Actor Bounds Point Mapping const FVector BoundsPointMapping[8] = { FVector(1, 1, 1), FVector(1, 1, -1), FVector(1, -1, 1), FVector(1, -1, -1), FVector(-1, 1, 1), FVector(-1, 1, -1), FVector(-1, -1, 1), FVector(-1, -1, -1) }; //~~~ //For Each Actor of the Class Filter Type for (TActorIterator<AActor> Itr(GetWorld(), ClassFilter); Itr; ++Itr) { AActor* EachActor = *Itr; //Get Actor Bounds //casting to base class, checked by template in the .h const FBox EachActorBounds = Cast<AActor>(EachActor)->GetComponentsBoundingBox(bIncludeNonCollidingComponents); /* All Components? */ //Center const FVector BoxCenter = EachActorBounds.GetCenter(); //Extents const FVector BoxExtents = EachActorBounds.GetExtent(); // Build 2D bounding box of actor in screen space FBox2D ActorBox2D(0); for (uint8 BoundsPointItr = 0; BoundsPointItr < 8; BoundsPointItr++) { // Project vert into screen space. const FVector ProjectedWorldLocation = Project(BoxCenter + (BoundsPointMapping[BoundsPointItr] * BoxExtents)); // Add to 2D bounding box ActorBox2D += FVector2D(ProjectedWorldLocation.X, ProjectedWorldLocation.Y); } //Selection Box must fully enclose the Projected Actor Bounds if (bActorMustBeFullyEnclosed) { if(SelectionRectangle.IsInside(ActorBox2D)) { OutActors.Add(Cast<AActor>(EachActor)); } } //Partial Intersection with Projected Actor Bounds else { if (SelectionRectangle.Intersect(ActorBox2D)) { OutActors.Add(Cast<AActor>(EachActor)); } } } }