mirror of
https://github.com/sinbad/StevesUEHelpers.git
synced 2025-02-23 17:45:23 +00:00
Merge branch 'editor-vis'
This commit is contained in:
commit
881b2fc777
@ -0,0 +1,49 @@
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// Copyright 2020 Old Doorways Ltd
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#include "StevesDebugRenderSceneProxy.h"
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void FStevesDebugRenderSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views,
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const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
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{
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FDebugRenderSceneProxy::GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
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for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
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{
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if (VisibilityMap & (1 << ViewIndex))
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{
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const FSceneView* View = Views[ViewIndex];
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FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex);
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// Draw Circles
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for (const auto& C : Circles)
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{
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DrawCircle(PDI, C.Centre, C.X, C.Y, C.Color, C.Radius, C.NumSegments, SDPG_World, C.Thickness, 0, C.Thickness > 0);
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}
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// Draw Arcs
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for (const auto& C : Arcs)
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{
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::DrawArc(PDI,
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C.Centre,
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C.X, C.Y,
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C.MinAngle, C.MaxAngle,
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C.Radius, C.NumSegments,
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C.Color, SDPG_Foreground);
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}
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}
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}
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}
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FPrimitiveViewRelevance FStevesDebugRenderSceneProxy::GetViewRelevance(const FSceneView* View) const
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{
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// More useful defaults than FDebugRenderSceneProxy
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FPrimitiveViewRelevance Result;
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Result.bDrawRelevance = IsShown(View);
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Result.bDynamicRelevance = true;
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Result.bShadowRelevance = false;
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Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
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return Result;
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}
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125
Source/StevesUEHelpers/Private/StevesEditorVisComponent.cpp
Normal file
125
Source/StevesUEHelpers/Private/StevesEditorVisComponent.cpp
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// Copyright 2020 Old Doorways Ltd
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#include "StevesEditorVisComponent.h"
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#include "StevesDebugRenderSceneProxy.h"
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UStevesEditorVisComponent::UStevesEditorVisComponent(const FObjectInitializer& ObjectInitializer)
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: UPrimitiveComponent(ObjectInitializer)
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{
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// set up some constants
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PrimaryComponentTick.bCanEverTick = false;
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SetCastShadow(false);
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#if WITH_EDITORONLY_DATA
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// Note: this makes this component invisible on level instances, not sure why
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SetIsVisualizationComponent(true);
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#endif
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SetHiddenInGame(true);
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bVisibleInReflectionCaptures = false;
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bVisibleInRayTracing = false;
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bVisibleInRealTimeSkyCaptures = false;
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AlwaysLoadOnClient = false;
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bIsEditorOnly = true;
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}
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FPrimitiveSceneProxy* UStevesEditorVisComponent::CreateSceneProxy()
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{
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auto Ret = new FStevesDebugRenderSceneProxy(this);
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const FTransform& XForm = GetComponentTransform();
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for (auto& L : Lines)
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{
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Ret->Lines.Add(FDebugRenderSceneProxy::FDebugLine(XForm.TransformPosition(L.Start),
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XForm.TransformPosition(L.End), L.Colour));
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}
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for (auto& A : Arrows)
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{
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Ret->ArrowLines.Add(FDebugRenderSceneProxy::FArrowLine(XForm.TransformPosition(A.Start),
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XForm.TransformPosition(A.End), A.Colour));
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}
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for (auto& C : Circles)
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{
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FQuat WorldRot = XForm.TransformRotation(C.Rotation.Quaternion());
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Ret->Circles.Add(FStevesDebugRenderSceneProxy::FDebugCircle(
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XForm.TransformPosition(C.Location),
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WorldRot.GetForwardVector(), WorldRot.GetRightVector(),
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XForm.GetMaximumAxisScale() * C.Radius,
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C.NumSegments, C.Colour
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));
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}
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for (auto& Arc : Arcs)
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{
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FQuat WorldRot = XForm.TransformRotation(Arc.Rotation.Quaternion());
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Ret->Arcs.Add(FStevesDebugRenderSceneProxy::FDebugArc(
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XForm.TransformPosition(Arc.Location),
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WorldRot.GetForwardVector(), WorldRot.GetRightVector(),
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Arc.MinAngle, Arc.MaxAngle,
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XForm.GetMaximumAxisScale() * Arc.Radius,
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Arc.NumSegments, Arc.Colour
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));
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}
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for (auto& S : Spheres)
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{
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Ret->Spheres.Add(FStevesDebugRenderSceneProxy::FSphere(
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XForm.GetMaximumAxisScale() * S.Radius,
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XForm.TransformPosition(S.Location),
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S.Colour
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));
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}
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for (auto& Box : Boxes)
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{
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FVector HalfSize = Box.Size * 0.5f;
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FBox DBox(-HalfSize, HalfSize);
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// Apply local rotation first then parent transform
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FTransform CombinedXForm = FTransform(Box.Rotation, Box.Location) * XForm;
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Ret->Boxes.Add(FStevesDebugRenderSceneProxy::FDebugBox(
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DBox, Box.Colour, CombinedXForm));
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}
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return Ret;
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}
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FBoxSphereBounds UStevesEditorVisComponent::CalcBounds(const FTransform& LocalToWorld) const
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{
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FBoxSphereBounds B = Super::CalcBounds(LocalToWorld);
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// Now we need to merge in all components
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for (auto& L : Lines)
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{
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// Re-centre the origin of the line to make box extents
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FVector Extents = L.Start.GetAbs().ComponentMax(L.End.GetAbs());
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B = B + FBoxSphereBounds(FVector::ZeroVector, Extents, Extents.GetMax());
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}
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for (auto& A : Arrows)
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{
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// Re-centre the origin of the line to make box extents
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FVector Extents = A.Start.GetAbs().ComponentMax(A.End.GetAbs());
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B = B + FBoxSphereBounds(FVector::ZeroVector, Extents, Extents.GetMax());
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}
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for (auto& C : Circles)
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{
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B = B + FBoxSphereBounds(C.Location, FVector(C.Radius), C.Radius);
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}
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for (auto& Arc : Arcs)
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{
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// Just use the entire circle for simplicity
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B = B + FBoxSphereBounds(Arc.Location, FVector(Arc.Radius), Arc.Radius);
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}
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for (auto& S : Spheres)
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{
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B = B + FBoxSphereBounds(S.Location, FVector(S.Radius), S.Radius);
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}
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for (auto& Box : Boxes)
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{
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FVector HalfSize = Box.Size * 0.5f;
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FBox DBox(-HalfSize, HalfSize);
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// Apply local rotation only, world is done later
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FTransform BoxXForm = FTransform(Box.Rotation, Box.Location);
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DBox = DBox.TransformBy(BoxXForm);
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B = B + FBoxSphereBounds(DBox);
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}
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return B.TransformBy(LocalToWorld);
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}
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75
Source/StevesUEHelpers/Public/StevesDebugRenderSceneProxy.h
Normal file
75
Source/StevesUEHelpers/Public/StevesDebugRenderSceneProxy.h
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// Copyright 2020 Old Doorways Ltd
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#pragma once
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#include "CoreMinimal.h"
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#include "DebugRenderSceneProxy.h"
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/**
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* An extension to FDebugRenderSceneProxy to support other shapes, e.g. circles and arcs
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*/
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class FStevesDebugRenderSceneProxy : public FDebugRenderSceneProxy
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{
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public:
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FStevesDebugRenderSceneProxy(const UPrimitiveComponent* InComponent)
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: FDebugRenderSceneProxy(InComponent)
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{
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}
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STEVESUEHELPERS_API virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily,
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uint32 VisibilityMap, FMeshElementCollector& Collector) const override;
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STEVESUEHELPERS_API virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
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struct FDebugCircle
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{
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FDebugCircle(const FVector& InCentre, const FVector& InX, const FVector& InY, float InRadius, int InNumSegments,
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const FColor& InColor, float InThickness = 0) :
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Centre(InCentre),
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X(InX),
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Y(InY),
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Radius(InRadius),
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NumSegments(InNumSegments),
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Color(InColor),
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Thickness(InThickness)
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{
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}
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FVector Centre;
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FVector X;
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FVector Y;
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float Radius;
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int NumSegments;
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FColor Color;
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float Thickness;
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};
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/// An arc which is a section of a circle
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struct FDebugArc
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{
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FDebugArc(const FVector& InCentre, const FVector& InX, const FVector& InY, float InMinAngle, float InMaxAngle,
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float InRadius, int InNumSegments, const FColor& InColor) :
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Centre(InCentre),
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X(InX),
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Y(InY),
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MinAngle(InMinAngle),
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MaxAngle(InMaxAngle),
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Radius(InRadius),
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NumSegments(InNumSegments),
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Color(InColor)
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{
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}
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FVector Centre;
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FVector X;
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FVector Y;
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float MinAngle;
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float MaxAngle;
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float Radius;
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int NumSegments;
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FColor Color;
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};
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TArray<FDebugCircle> Circles;
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TArray<FDebugArc> Arcs;
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};
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237
Source/StevesUEHelpers/Public/StevesEditorVisComponent.h
Normal file
237
Source/StevesUEHelpers/Public/StevesEditorVisComponent.h
Normal file
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// Copyright 2020 Old Doorways Ltd
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/PrimitiveComponent.h"
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#include "StevesEditorVisComponent.generated.h"
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USTRUCT(BlueprintType)
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struct FStevesEditorVisLine
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{
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GENERATED_BODY()
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/// Start location relative to component
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UPROPERTY(EditAnywhere)
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FVector Start;
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/// End location relative to component
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UPROPERTY(EditAnywhere)
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FVector End;
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/// The colour of the line render
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UPROPERTY(EditAnywhere)
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FColor Colour;
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FStevesEditorVisLine(const FVector& InStart, const FVector& InEnd,
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const FColor& InColour)
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: Start(InStart),
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End(InEnd),
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Colour(Colour)
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{
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}
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FStevesEditorVisLine():
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Start(FVector::ZeroVector),
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End(FVector(100, 0, 0)),
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Colour(FColor::White)
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{
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}
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};
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USTRUCT(BlueprintType)
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struct FStevesEditorVisCircle
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{
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GENERATED_BODY()
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/// Location relative to component
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UPROPERTY(EditAnywhere)
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FVector Location;
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/// Rotation relative to component; circles will be rendered in the X/Y plane
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UPROPERTY(EditAnywhere)
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FRotator Rotation;
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/// Circle radius
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UPROPERTY(EditAnywhere)
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float Radius;
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/// The number of line segments to render the circle with
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UPROPERTY(EditAnywhere)
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int NumSegments;
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/// The colour of the line render
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UPROPERTY(EditAnywhere)
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FColor Colour;
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FStevesEditorVisCircle(const FVector& InLocation, const FRotator& InRotation, float InRadius, int InNumSegments,
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const FColor& InColour)
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: Location(InLocation),
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Rotation(InRotation),
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Radius(InRadius),
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NumSegments(InNumSegments),
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Colour(InColour)
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{
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}
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FStevesEditorVisCircle():
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Location(FVector::ZeroVector),
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Rotation(FRotator::ZeroRotator),
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Radius(50), NumSegments(12),
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Colour(FColor::White)
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{
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}
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};
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USTRUCT(BlueprintType)
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struct FStevesEditorVisArc
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{
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GENERATED_BODY()
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/// Location relative to component
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UPROPERTY(EditAnywhere)
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FVector Location;
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/// Rotation relative to component; arcs will be rendered in the X/Y plane
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UPROPERTY(EditAnywhere)
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FRotator Rotation;
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/// Minimum angle to render arc from
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UPROPERTY(EditAnywhere)
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float MinAngle;
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/// Maximum angle to render arc to
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UPROPERTY(EditAnywhere)
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float MaxAngle;
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/// Circle radius
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UPROPERTY(EditAnywhere)
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float Radius;
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/// The number of line segments to render the circle with
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UPROPERTY(EditAnywhere)
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int NumSegments;
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/// The colour of the line render
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UPROPERTY(EditAnywhere)
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FColor Colour;
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FStevesEditorVisArc(const FVector& InLocation, const FRotator& InRotation, float InMinAngle, float InMaxAngle,
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float InRadius, int InNumSegments,
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const FColor& InColour, float InThickness)
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: Location(InLocation),
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Rotation(InRotation),
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MinAngle(InMinAngle),
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MaxAngle(InMaxAngle),
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Radius(InRadius),
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NumSegments(InNumSegments),
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Colour(InColour)
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{
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}
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FStevesEditorVisArc():
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Location(FVector::ZeroVector),
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Rotation(FRotator::ZeroRotator),
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MinAngle(0),
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MaxAngle(180),
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Radius(50), NumSegments(12),
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Colour(FColor::White)
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||||
{
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||||
}
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};
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USTRUCT(BlueprintType)
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struct FStevesEditorVisSphere
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{
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GENERATED_BODY()
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/// Location relative to component
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UPROPERTY(EditAnywhere)
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FVector Location;
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/// Sphere radius
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UPROPERTY(EditAnywhere)
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float Radius;
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/// The colour of the line render
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||||
UPROPERTY(EditAnywhere)
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FColor Colour;
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FStevesEditorVisSphere(const FVector& InLocation, float InRadius, const FColor& InColour) :
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Location(InLocation),
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Radius(InRadius),
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||||
Colour(InColour)
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||||
{
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||||
}
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||||
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||||
FStevesEditorVisSphere():
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Location(FVector::ZeroVector),
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||||
Radius(50),
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||||
Colour(FColor::White)
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||||
{
|
||||
}
|
||||
};
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||||
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||||
USTRUCT(BlueprintType)
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||||
struct FStevesEditorVisBox
|
||||
{
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||||
GENERATED_BODY()
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||||
|
||||
/// Location relative to component
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||||
UPROPERTY(EditAnywhere)
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||||
FVector Location;
|
||||
/// Size of box in each axis
|
||||
UPROPERTY(EditAnywhere)
|
||||
FVector Size;
|
||||
/// Rotation relative to component
|
||||
UPROPERTY(EditAnywhere)
|
||||
FRotator Rotation;
|
||||
/// The colour of the line render
|
||||
UPROPERTY(EditAnywhere)
|
||||
FColor Colour;
|
||||
|
||||
FStevesEditorVisBox(const FVector& InLocation, const FVector& InSize, const FRotator& InRot,
|
||||
const FColor& InColour) :
|
||||
Location(InLocation),
|
||||
Size(InSize),
|
||||
Rotation(InRot),
|
||||
Colour(InColour)
|
||||
{
|
||||
}
|
||||
|
||||
FStevesEditorVisBox():
|
||||
Location(FVector::ZeroVector),
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||||
Size(FVector(50, 50, 50)),
|
||||
Rotation(FRotator::ZeroRotator),
|
||||
Colour(FColor::White)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
* A component that solely exists to provide arbitrary editor visualisation when not selected.
|
||||
* FComponentVisualizer can only display visualisation when selected.
|
||||
* To display vis on an unselected object, you need a UPrimitiveComponent, and sometimes you don't want/need one of those
|
||||
* in your actor. Instead, add UStevesEditorVisComponent at construction of your actor, or registration of another component,
|
||||
* but only in a WITH_EDITOR block. Then, get nice visualisation of your actor/component without making more invasive changes
|
||||
* to your code.
|
||||
*
|
||||
* If you want to, you can add this to your Blueprints too. This component automatically marks itself as "visualisation
|
||||
* only" so shouldn't have a runtime impact.
|
||||
*/
|
||||
UCLASS(Blueprintable, ClassGroup="Utility", hidecategories=(Collision,Physics,Object,LOD,Lighting,TextureStreaming),
|
||||
meta=(DisplayName="Steves Editor Visualisation", BlueprintSpawnableComponent))
|
||||
class STEVESUEHELPERS_API UStevesEditorVisComponent : public UPrimitiveComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
public:
|
||||
/// Circles to render
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FStevesEditorVisLine> Lines;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FStevesEditorVisLine> Arrows;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FStevesEditorVisCircle> Circles;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FStevesEditorVisArc> Arcs;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FStevesEditorVisSphere> Spheres;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite)
|
||||
TArray<FStevesEditorVisBox> Boxes;
|
||||
|
||||
UStevesEditorVisComponent(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
|
||||
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
|
||||
/// Needs to update on transform since proxy is detached
|
||||
virtual bool ShouldRecreateProxyOnUpdateTransform() const override { return true; }
|
||||
};
|
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Reference in New Issue
Block a user