コード例 #1
0
ファイル: RTSUnit.cpp プロジェクト: OpenMachines/machines
/* After release of left mouse button, check if this unit is within selection box. */ 
void ARTSUnit::CheckForSelection()
{

	/* Find screen coordinates of the unit. */
	FVector2D MyResult = FVector2D(0, 0);

	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(PC->Player);

	if (LocalPlayer != NULL && LocalPlayer->ViewportClient != NULL && LocalPlayer->ViewportClient->Viewport != NULL)
	{
		FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
			LocalPlayer->ViewportClient->Viewport,
			GetWorld()->Scene,
			LocalPlayer->ViewportClient->EngineShowFlags)
			.SetRealtimeUpdate(true));

		FVector ViewLocation;
		FRotator ViewRotation;
		FSceneView* SceneView = LocalPlayer->CalcSceneView(&ViewFamily, /*out*/ ViewLocation, /*out*/ ViewRotation, LocalPlayer->ViewportClient->Viewport);

		if (SceneView)
		{
			auto MyWorldPosition = GetActorLocation();
			MyResult;
			SceneView->WorldToPixel(MyWorldPosition, MyResult);
		}
	}

	/* If the selection box contains the screen postion: */
	if (ARTSHUD::SelectionContainsPoint(MyResult)){

		// Select this unit, and leave possibility to select others.
		Select();
	}
}
コード例 #2
0
FVector2D FSpriteEditorViewportClient::SourceTextureSpaceToScreenSpace(const FSceneView& View, const FVector2D& SourcePoint) const
{
	const FVector WorldSpacePoint = SourceTextureSpaceToWorldSpace(SourcePoint);

	FVector2D PixelLocation;
	View.WorldToPixel(WorldSpacePoint, /*out*/ PixelLocation);
	return PixelLocation;
}
コード例 #3
0
FVector2D FSpriteGeometryEditingHelper::TextureSpaceToScreenSpace(const FSceneView& View, const FVector2D& SourcePoint) const
{
	const FVector WorldSpacePoint = EditorContext->TextureSpaceToWorldSpace(SourcePoint);

	FVector2D PixelLocation;
	View.WorldToPixel(WorldSpacePoint, /*out*/ PixelLocation);
	return PixelLocation;
}
コード例 #4
0
void AEyeXSimpleInteractorPawn::UpdateRegion()
{
	FVector Origin;
	FVector Extents;
	GetActorBounds(false, Origin, Extents);

	auto playerController = Cast<APlayerController>(Controller);
	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(playerController->Player);

	auto ViewFamilyArguments = FSceneViewFamily::ConstructionValues(LocalPlayer->ViewportClient->Viewport, GetWorld()->Scene, LocalPlayer->ViewportClient->EngineShowFlags);
	ViewFamilyArguments.SetRealtimeUpdate(true);
	FSceneViewFamilyContext ViewFamily(ViewFamilyArguments);

	// Calculate a view where the player is to update the streaming from the players start location
	FVector ViewLocation;
	FRotator ViewRotation;
	FSceneView* SceneView = LocalPlayer->CalcSceneView(&ViewFamily, /*out*/ ViewLocation, /*out*/ ViewRotation, LocalPlayer->ViewportClient->Viewport);

	FVector2D ExtentPoints[8];
	SceneView->WorldToPixel(Origin + FVector(Extents.X, Extents.Y, Extents.Z), ExtentPoints[0]); //Right Top Front
	SceneView->WorldToPixel(Origin + FVector(Extents.X, Extents.Y, -Extents.Z), ExtentPoints[1]); //Right Top Back
	SceneView->WorldToPixel(Origin + FVector(Extents.X, -Extents.Y, Extents.Z), ExtentPoints[2]); //Right Bottom Front
	SceneView->WorldToPixel(Origin + FVector(Extents.X, -Extents.Y, -Extents.Z), ExtentPoints[3]); //Right Bottom Back
	SceneView->WorldToPixel(Origin + FVector(-Extents.X, Extents.Y, Extents.Z), ExtentPoints[4]); //Left Top Front
	SceneView->WorldToPixel(Origin + FVector(-Extents.X, Extents.Y, -Extents.Z), ExtentPoints[5]); //Left Top Back
	SceneView->WorldToPixel(Origin + FVector(-Extents.X, -Extents.Y, Extents.Z), ExtentPoints[6]); //Left Bottom Front
	SceneView->WorldToPixel(Origin + FVector(-Extents.X, -Extents.Y, -Extents.Z), ExtentPoints[7]); //Left Bottom Back

	FVector2D TopLeft = FVector2D(std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
	FVector2D BottomRight = FVector2D(std::numeric_limits<float>::min(), std::numeric_limits<float>::min());

	for (auto Point : ExtentPoints)
	{
		if (Point.X < TopLeft.X)
			TopLeft.X = Point.X;
		else if (Point.X > BottomRight.X)
			BottomRight.X = Point.X;

		if (Point.Y < TopLeft.Y)
			TopLeft.Y = Point.Y;
		else if (Point.Y > BottomRight.Y)
			BottomRight.Y = Point.Y;
	}

	MyRegion->bounds.left = TopLeft.X;
	MyRegion->bounds.top = TopLeft.Y;
	MyRegion->bounds.right = BottomRight.X;
	MyRegion->bounds.bottom = BottomRight.Y;
}