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 UGameplayDebuggingComponent::PrepareNavMeshData(struct FNavMeshSceneProxyData* CurrentData) const { #if WITH_RECAST if (CurrentData) { CurrentData->Reset(); CurrentData->bNeedsNewData = false; // uncompress data TArray<uint8> UncompressedBuffer; const int32 HeaderSize = sizeof(int32); if (NavmeshRepData.Num() > HeaderSize) { int32 UncompressedSize = 0; uint8* SrcBuffer = (uint8*)NavmeshRepData.GetData(); FMemory::Memcpy(&UncompressedSize, SrcBuffer, HeaderSize); SrcBuffer += HeaderSize; const int32 CompressedSize = NavmeshRepData.Num() - HeaderSize; UncompressedBuffer.AddZeroed(UncompressedSize); FCompression::UncompressMemory((ECompressionFlags)(COMPRESS_ZLIB), (void*)UncompressedBuffer.GetData(), UncompressedSize, SrcBuffer, CompressedSize); } // read serialized values CurrentData->bEnableDrawing = (UncompressedBuffer.Num() > 0); if (!CurrentData->bEnableDrawing) { return; } FMemoryReader ArReader(UncompressedBuffer); int32 NumTiles = 0; ArReader << NumTiles; for (int32 iTile = 0; iTile < NumTiles; iTile++) { NavMeshDebug::FTileData TileData; ArReader << TileData; FVector OffsetLocation = TileData.Location; TArray<FVector> Verts; Verts.Reserve(TileData.Verts.Num()); for (int32 VertIndex = 0; VertIndex < TileData.Verts.Num(); ++VertIndex) { const FVector Loc = TileData.Verts[VertIndex].ToVector() + OffsetLocation; Verts.Add(Loc); } CurrentData->Bounds += FBox(Verts); for (int32 iArea = 0; iArea < TileData.Areas.Num(); iArea++) { const NavMeshDebug::FAreaPolys& SrcArea = TileData.Areas[iArea]; FNavMeshSceneProxyData::FDebugMeshData DebugMeshData; DebugMeshData.ClusterColor = SrcArea.Color; for (int32 iVert = 0; iVert < Verts.Num(); iVert++) { AddVertexHelper(DebugMeshData, Verts[iVert] + CurrentData->NavMeshDrawOffset); } for (int32 iTri = 0; iTri < SrcArea.Indices.Num(); iTri += 3) { AddTriangleHelper(DebugMeshData, SrcArea.Indices[iTri], SrcArea.Indices[iTri + 1], SrcArea.Indices[iTri + 2]); FVector V0 = Verts[SrcArea.Indices[iTri+0]]; FVector V1 = Verts[SrcArea.Indices[iTri+1]]; FVector V2 = Verts[SrcArea.Indices[iTri+2]]; CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V0 + CurrentData->NavMeshDrawOffset, V1 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges)); CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V1 + CurrentData->NavMeshDrawOffset, V2 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges)); CurrentData->TileEdgeLines.Add(FDebugRenderSceneProxy::FDebugLine(V2 + CurrentData->NavMeshDrawOffset, V0 + CurrentData->NavMeshDrawOffset, NavMeshRenderColor_Recast_TileEdges)); } CurrentData->MeshBuilders.Add(DebugMeshData); } for (int32 i = 0; i < TileData.Links.Num(); i++) { const NavMeshDebug::FOffMeshLink& SrcLink = TileData.Links[i]; const FVector V0 = SrcLink.Left.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset; const FVector V1 = SrcLink.Right.ToVector() + OffsetLocation + CurrentData->NavMeshDrawOffset; const FColor LinkColor = SrcLink.Color; 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 (SrcLink.PackedFlags.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 (SrcLink.PackedFlags.Direction && (SrcLink.PackedFlags.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, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness); } if ((SrcLink.PackedFlags.ValidEnds & FRecastDebugGeometry::OMLE_Right) == 0) { DrawWireCylinder(CurrentData->NavLinkLines, V1, FVector(1, 0, 0), FVector(0, 1, 0), FVector(0, 0, 1), NavMeshRenderColor_OffMeshConnectionInvalid, SrcLink.PackedFlags.Radius, 30 /*NavMesh->AgentMaxStepHeight*/, 16, 0, DefaultEdges_LineThickness); } } } } } #endif }