bool FWorldTileModel::ShouldBeVisible(FBox EditableArea) const
{
	// Always loaded levels always visible
	if (IsAlwaysLoaded() || IsRootTile())
	{
		return true;
	}

	FBox LevelBBox = GetLevelBounds();

	// Visible if level has no valid bounds
	if (!LevelBBox.IsValid)
	{
		return true;
	}

	// Visible if level bounds inside editable area
	if (EditableArea.IsInsideXY(LevelBBox))
	{
		return true;
	}
	
	// Visible if level bounds bigger than editable area and intersects that area
	if ((LevelBBox.GetExtent().X >= EditableArea.GetExtent().X || 
		 LevelBBox.GetExtent().Y >= EditableArea.GetExtent().Y) &&
		LevelBBox.IntersectXY(EditableArea))
	{
		return true;
	}

	return false;
}
/** Prepares for multithreaded generation of VolumeDistanceField. */
void FStaticLightingSystem::BeginCalculateVolumeDistanceField()
{
	DistanceFieldVolumeBounds = Scene.ImportanceBoundingBox;
	if (DistanceFieldVolumeBounds.GetVolume() < KINDA_SMALL_NUMBER)
	{
		DistanceFieldVolumeBounds = AggregateMesh.GetBounds();
	}

	FBox UnclampedDistanceFieldVolumeBounds = DistanceFieldVolumeBounds;
	FVector4 DoubleExtent = UnclampedDistanceFieldVolumeBounds.GetExtent() * 2;
	DoubleExtent.X = DoubleExtent.X - FMath::Fmod(DoubleExtent.X, VolumeDistanceFieldSettings.VoxelSize) + VolumeDistanceFieldSettings.VoxelSize;
	DoubleExtent.Y = DoubleExtent.Y - FMath::Fmod(DoubleExtent.Y, VolumeDistanceFieldSettings.VoxelSize) + VolumeDistanceFieldSettings.VoxelSize;
	DoubleExtent.Z = DoubleExtent.Z - FMath::Fmod(DoubleExtent.Z, VolumeDistanceFieldSettings.VoxelSize) + VolumeDistanceFieldSettings.VoxelSize;
	// Round the max up to the next step boundary
	UnclampedDistanceFieldVolumeBounds.Max = UnclampedDistanceFieldVolumeBounds.Min + DoubleExtent;

	const FVector4 VolumeSizes = UnclampedDistanceFieldVolumeBounds.GetExtent() * 2.0f / VolumeDistanceFieldSettings.VoxelSize;
	VolumeSizeX = FMath::Trunc(VolumeSizes.X + DELTA);
	VolumeSizeY = FMath::Trunc(VolumeSizes.Y + DELTA);
	VolumeSizeZ = FMath::Trunc(VolumeSizes.Z + DELTA);

	// Use a float to avoid 32 bit integer overflow with large volumes
	const float NumVoxels = VolumeSizeX * VolumeSizeY * VolumeSizeZ;

	if (NumVoxels > VolumeDistanceFieldSettings.MaxVoxels)
	{
		const int32 OldSizeX = VolumeSizeX;
		const int32 OldSizeY = VolumeSizeY;
		const int32 OldSizeZ = VolumeSizeZ;
		const float SingleDimensionScale = FMath::Pow(NumVoxels / VolumeDistanceFieldSettings.MaxVoxels, 1.0f / 3.0f);
		DistanceFieldVoxelSize = VolumeDistanceFieldSettings.VoxelSize * SingleDimensionScale;

		DoubleExtent = DistanceFieldVolumeBounds.GetExtent() * 2;
		DoubleExtent.X = DoubleExtent.X - FMath::Fmod(DoubleExtent.X, DistanceFieldVoxelSize) + DistanceFieldVoxelSize;
		DoubleExtent.Y = DoubleExtent.Y - FMath::Fmod(DoubleExtent.Y, DistanceFieldVoxelSize) + DistanceFieldVoxelSize;
		DoubleExtent.Z = DoubleExtent.Z - FMath::Fmod(DoubleExtent.Z, DistanceFieldVoxelSize) + DistanceFieldVoxelSize;
		// Round the max up to the next step boundary with the clamped voxel size
		DistanceFieldVolumeBounds.Max = DistanceFieldVolumeBounds.Min + DoubleExtent;

		const FVector4 ClampedVolumeSizes = DistanceFieldVolumeBounds.GetExtent() * 2.0f / DistanceFieldVoxelSize;
		VolumeSizeX = FMath::Trunc(ClampedVolumeSizes.X + DELTA);
		VolumeSizeY = FMath::Trunc(ClampedVolumeSizes.Y + DELTA);
		VolumeSizeZ = FMath::Trunc(ClampedVolumeSizes.Z + DELTA);
		
		LogSolverMessage(FString::Printf(TEXT("CalculateVolumeDistanceField %ux%ux%u, clamped to %ux%ux%u"), OldSizeX, OldSizeY, OldSizeZ, VolumeSizeX, VolumeSizeY, VolumeSizeZ));
	}
	else 
	{
		DistanceFieldVolumeBounds = UnclampedDistanceFieldVolumeBounds;
		DistanceFieldVoxelSize = VolumeDistanceFieldSettings.VoxelSize;
		LogSolverMessage(FString::Printf(TEXT("CalculateVolumeDistanceField %ux%ux%u"), VolumeSizeX, VolumeSizeY, VolumeSizeZ));
	}

	VolumeDistanceField.Empty(VolumeSizeX * VolumeSizeY * VolumeSizeZ);
	VolumeDistanceField.AddZeroed(VolumeSizeX * VolumeSizeY * VolumeSizeZ);

	FPlatformAtomics::InterlockedExchange(&NumOutstandingVolumeDataLayers, VolumeSizeZ);
}
示例#3
0
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
}
示例#5
0
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 );	
}
FBox FWorldTileModel::GetLevelBounds() const
{
	// Level local bounding box
	FBox Bounds = TileDetails->Bounds;

	if (Bounds.IsValid)
	{
		// Current level position in the world
		FVector LevelPosition(GetLevelCurrentPosition(), 0.f);
		FVector LevelExtent = Bounds.GetExtent();
		// Calculate bounding box in world space
		Bounds.Min = LevelPosition - LevelExtent;
		Bounds.Max = LevelPosition + LevelExtent;
	}
	
	return Bounds;
}
FPhATEdPreviewViewportClient::FPhATEdPreviewViewportClient(TWeakPtr<FPhAT> InPhAT, TSharedPtr<FPhATSharedData> Data, const TSharedRef<SPhATPreviewViewport>& InPhATPreviewViewport)
	: FEditorViewportClient(nullptr, &Data->PreviewScene, StaticCastSharedRef<SEditorViewport>(InPhATPreviewViewport))
	, PhATPtr(InPhAT)
	, SharedData(Data)
	, MinPrimSize(0.5f)
	, PhAT_TranslateSpeed(0.25f)
	, PhAT_RotateSpeed(1.0 * (PI / 180.0))
	, PhAT_LightRotSpeed(0.22f)
	, SimGrabCheckDistance(5000.0f)
	, SimHoldDistanceChangeDelta(20.0f)
	, SimMinHoldDistance(10.0f)
	, SimGrabMoveSpeed(1.0f)
{
	check(PhATPtr.IsValid());

	ModeTools->SetWidgetMode(FWidget::EWidgetMode::WM_Translate);
	ModeTools->SetCoordSystem(COORD_Local);

	bAllowedToMoveCamera = true;

	// Setup defaults for the common draw helper.
	DrawHelper.bDrawPivot = false;
	DrawHelper.bDrawWorldBox = false;
	DrawHelper.bDrawKillZ = false;
	DrawHelper.GridColorAxis = FColor(80,80,80);
	DrawHelper.GridColorMajor = FColor(72,72,72);
	DrawHelper.GridColorMinor = FColor(64,64,64);
	DrawHelper.PerspectiveGridSize = 32767;

	PhATFont = GEngine->GetSmallFont();
	check(PhATFont);

	EngineShowFlags.DisableAdvancedFeatures();
	EngineShowFlags.SetSeparateTranslucency(true);
	EngineShowFlags.SetCompositeEditorPrimitives(true);

	// Get actors asset collision bounding box, and move actor so its not intersection the floor plane at Z = 0.
	FBox CollBox = SharedData->PhysicsAsset->CalcAABB(SharedData->EditorSkelComp, SharedData->EditorSkelComp->ComponentToWorld);	
	FVector SkelCompLocation = FVector(0, 0, -CollBox.Min.Z + SharedData->EditorSimOptions->FloorGap);

	SharedData->EditorSkelComp->SetAbsolute(true, true, true);
	SharedData->EditorSkelComp->SetRelativeLocation(SkelCompLocation);
	SharedData->ResetTM = SharedData->EditorSkelComp->GetComponentToWorld();

	// Get new bounding box and set view based on that.
	CollBox = SharedData->PhysicsAsset->CalcAABB(SharedData->EditorSkelComp, SharedData->EditorSkelComp->ComponentToWorld);	
	FVector CollBoxExtent = CollBox.GetExtent();

	// Take into account internal mesh translation/rotation/scaling etc.
	FTransform LocalToWorld = SharedData->EditorSkelComp->ComponentToWorld;
	FSphere WorldSphere = SharedData->EditorSkelMesh->GetImportedBounds().GetSphere().TransformBy(LocalToWorld);

	CollBoxExtent = CollBox.GetExtent();
	if (CollBoxExtent.X > CollBoxExtent.Y)
	{
		SetViewLocation( FVector(WorldSphere.Center.X, WorldSphere.Center.Y - 1.5*WorldSphere.W, WorldSphere.Center.Z) );
		SetViewRotation( EditorViewportDefs::DefaultPerspectiveViewRotation );	
	}
	else
	{
		SetViewLocation( FVector(WorldSphere.Center.X - 1.5*WorldSphere.W, WorldSphere.Center.Y, WorldSphere.Center.Z) );
		SetViewRotation( FRotator::ZeroRotator );	
	}
	
	SetViewLocationForOrbiting(FVector::ZeroVector);

	SetViewModes(VMI_Lit, VMI_Lit);

	SetCameraSpeedSetting(3);

	bUsingOrbitCamera = true;

	if (!FPhAT::IsPIERunning())
	{
		SetRealtime(true);
	}
}
示例#8
0
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 ) );
			}
		}
	}
}
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
}
/** 
 * 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
}
示例#14
0
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));
			}
		}
	}
}