Merge branch 'editor-vis'

This commit is contained in:
Steve Streeting 2021-09-14 15:00:02 +01:00
commit 881b2fc777
4 changed files with 486 additions and 0 deletions

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// Copyright 2020 Old Doorways Ltd
#include "StevesDebugRenderSceneProxy.h"
void FStevesDebugRenderSceneProxy::GetDynamicMeshElements(const TArray<const FSceneView*>& Views,
const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
{
FDebugRenderSceneProxy::GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if (VisibilityMap & (1 << ViewIndex))
{
const FSceneView* View = Views[ViewIndex];
FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex);
// Draw Circles
for (const auto& C : Circles)
{
DrawCircle(PDI, C.Centre, C.X, C.Y, C.Color, C.Radius, C.NumSegments, SDPG_World, C.Thickness, 0, C.Thickness > 0);
}
// Draw Arcs
for (const auto& C : Arcs)
{
::DrawArc(PDI,
C.Centre,
C.X, C.Y,
C.MinAngle, C.MaxAngle,
C.Radius, C.NumSegments,
C.Color, SDPG_Foreground);
}
}
}
}
FPrimitiveViewRelevance FStevesDebugRenderSceneProxy::GetViewRelevance(const FSceneView* View) const
{
// More useful defaults than FDebugRenderSceneProxy
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsShown(View);
Result.bDynamicRelevance = true;
Result.bShadowRelevance = false;
Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
return Result;
}

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// Copyright 2020 Old Doorways Ltd
#include "StevesEditorVisComponent.h"
#include "StevesDebugRenderSceneProxy.h"
UStevesEditorVisComponent::UStevesEditorVisComponent(const FObjectInitializer& ObjectInitializer)
: UPrimitiveComponent(ObjectInitializer)
{
// set up some constants
PrimaryComponentTick.bCanEverTick = false;
SetCastShadow(false);
#if WITH_EDITORONLY_DATA
// Note: this makes this component invisible on level instances, not sure why
SetIsVisualizationComponent(true);
#endif
SetHiddenInGame(true);
bVisibleInReflectionCaptures = false;
bVisibleInRayTracing = false;
bVisibleInRealTimeSkyCaptures = false;
AlwaysLoadOnClient = false;
bIsEditorOnly = true;
}
FPrimitiveSceneProxy* UStevesEditorVisComponent::CreateSceneProxy()
{
auto Ret = new FStevesDebugRenderSceneProxy(this);
const FTransform& XForm = GetComponentTransform();
for (auto& L : Lines)
{
Ret->Lines.Add(FDebugRenderSceneProxy::FDebugLine(XForm.TransformPosition(L.Start),
XForm.TransformPosition(L.End), L.Colour));
}
for (auto& A : Arrows)
{
Ret->ArrowLines.Add(FDebugRenderSceneProxy::FArrowLine(XForm.TransformPosition(A.Start),
XForm.TransformPosition(A.End), A.Colour));
}
for (auto& C : Circles)
{
FQuat WorldRot = XForm.TransformRotation(C.Rotation.Quaternion());
Ret->Circles.Add(FStevesDebugRenderSceneProxy::FDebugCircle(
XForm.TransformPosition(C.Location),
WorldRot.GetForwardVector(), WorldRot.GetRightVector(),
XForm.GetMaximumAxisScale() * C.Radius,
C.NumSegments, C.Colour
));
}
for (auto& Arc : Arcs)
{
FQuat WorldRot = XForm.TransformRotation(Arc.Rotation.Quaternion());
Ret->Arcs.Add(FStevesDebugRenderSceneProxy::FDebugArc(
XForm.TransformPosition(Arc.Location),
WorldRot.GetForwardVector(), WorldRot.GetRightVector(),
Arc.MinAngle, Arc.MaxAngle,
XForm.GetMaximumAxisScale() * Arc.Radius,
Arc.NumSegments, Arc.Colour
));
}
for (auto& S : Spheres)
{
Ret->Spheres.Add(FStevesDebugRenderSceneProxy::FSphere(
XForm.GetMaximumAxisScale() * S.Radius,
XForm.TransformPosition(S.Location),
S.Colour
));
}
for (auto& Box : Boxes)
{
FVector HalfSize = Box.Size * 0.5f;
FBox DBox(-HalfSize, HalfSize);
// Apply local rotation first then parent transform
FTransform CombinedXForm = FTransform(Box.Rotation, Box.Location) * XForm;
Ret->Boxes.Add(FStevesDebugRenderSceneProxy::FDebugBox(
DBox, Box.Colour, CombinedXForm));
}
return Ret;
}
FBoxSphereBounds UStevesEditorVisComponent::CalcBounds(const FTransform& LocalToWorld) const
{
FBoxSphereBounds B = Super::CalcBounds(LocalToWorld);
// Now we need to merge in all components
for (auto& L : Lines)
{
// Re-centre the origin of the line to make box extents
FVector Extents = L.Start.GetAbs().ComponentMax(L.End.GetAbs());
B = B + FBoxSphereBounds(FVector::ZeroVector, Extents, Extents.GetMax());
}
for (auto& A : Arrows)
{
// Re-centre the origin of the line to make box extents
FVector Extents = A.Start.GetAbs().ComponentMax(A.End.GetAbs());
B = B + FBoxSphereBounds(FVector::ZeroVector, Extents, Extents.GetMax());
}
for (auto& C : Circles)
{
B = B + FBoxSphereBounds(C.Location, FVector(C.Radius), C.Radius);
}
for (auto& Arc : Arcs)
{
// Just use the entire circle for simplicity
B = B + FBoxSphereBounds(Arc.Location, FVector(Arc.Radius), Arc.Radius);
}
for (auto& S : Spheres)
{
B = B + FBoxSphereBounds(S.Location, FVector(S.Radius), S.Radius);
}
for (auto& Box : Boxes)
{
FVector HalfSize = Box.Size * 0.5f;
FBox DBox(-HalfSize, HalfSize);
// Apply local rotation only, world is done later
FTransform BoxXForm = FTransform(Box.Rotation, Box.Location);
DBox = DBox.TransformBy(BoxXForm);
B = B + FBoxSphereBounds(DBox);
}
return B.TransformBy(LocalToWorld);
}

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// Copyright 2020 Old Doorways Ltd
#pragma once
#include "CoreMinimal.h"
#include "DebugRenderSceneProxy.h"
/**
* An extension to FDebugRenderSceneProxy to support other shapes, e.g. circles and arcs
*/
class FStevesDebugRenderSceneProxy : public FDebugRenderSceneProxy
{
public:
FStevesDebugRenderSceneProxy(const UPrimitiveComponent* InComponent)
: FDebugRenderSceneProxy(InComponent)
{
}
STEVESUEHELPERS_API virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily,
uint32 VisibilityMap, FMeshElementCollector& Collector) const override;
STEVESUEHELPERS_API virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override;
struct FDebugCircle
{
FDebugCircle(const FVector& InCentre, const FVector& InX, const FVector& InY, float InRadius, int InNumSegments,
const FColor& InColor, float InThickness = 0) :
Centre(InCentre),
X(InX),
Y(InY),
Radius(InRadius),
NumSegments(InNumSegments),
Color(InColor),
Thickness(InThickness)
{
}
FVector Centre;
FVector X;
FVector Y;
float Radius;
int NumSegments;
FColor Color;
float Thickness;
};
/// An arc which is a section of a circle
struct FDebugArc
{
FDebugArc(const FVector& InCentre, const FVector& InX, const FVector& InY, float InMinAngle, float InMaxAngle,
float InRadius, int InNumSegments, const FColor& InColor) :
Centre(InCentre),
X(InX),
Y(InY),
MinAngle(InMinAngle),
MaxAngle(InMaxAngle),
Radius(InRadius),
NumSegments(InNumSegments),
Color(InColor)
{
}
FVector Centre;
FVector X;
FVector Y;
float MinAngle;
float MaxAngle;
float Radius;
int NumSegments;
FColor Color;
};
TArray<FDebugCircle> Circles;
TArray<FDebugArc> Arcs;
};

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// Copyright 2020 Old Doorways Ltd
#pragma once
#include "CoreMinimal.h"
#include "Components/PrimitiveComponent.h"
#include "StevesEditorVisComponent.generated.h"
USTRUCT(BlueprintType)
struct FStevesEditorVisLine
{
GENERATED_BODY()
/// Start location relative to component
UPROPERTY(EditAnywhere)
FVector Start;
/// End location relative to component
UPROPERTY(EditAnywhere)
FVector End;
/// The colour of the line render
UPROPERTY(EditAnywhere)
FColor Colour;
FStevesEditorVisLine(const FVector& InStart, const FVector& InEnd,
const FColor& InColour)
: Start(InStart),
End(InEnd),
Colour(Colour)
{
}
FStevesEditorVisLine():
Start(FVector::ZeroVector),
End(FVector(100, 0, 0)),
Colour(FColor::White)
{
}
};
USTRUCT(BlueprintType)
struct FStevesEditorVisCircle
{
GENERATED_BODY()
/// Location relative to component
UPROPERTY(EditAnywhere)
FVector Location;
/// Rotation relative to component; circles will be rendered in the X/Y plane
UPROPERTY(EditAnywhere)
FRotator Rotation;
/// Circle radius
UPROPERTY(EditAnywhere)
float Radius;
/// The number of line segments to render the circle with
UPROPERTY(EditAnywhere)
int NumSegments;
/// The colour of the line render
UPROPERTY(EditAnywhere)
FColor Colour;
FStevesEditorVisCircle(const FVector& InLocation, const FRotator& InRotation, float InRadius, int InNumSegments,
const FColor& InColour)
: Location(InLocation),
Rotation(InRotation),
Radius(InRadius),
NumSegments(InNumSegments),
Colour(InColour)
{
}
FStevesEditorVisCircle():
Location(FVector::ZeroVector),
Rotation(FRotator::ZeroRotator),
Radius(50), NumSegments(12),
Colour(FColor::White)
{
}
};
USTRUCT(BlueprintType)
struct FStevesEditorVisArc
{
GENERATED_BODY()
/// Location relative to component
UPROPERTY(EditAnywhere)
FVector Location;
/// Rotation relative to component; arcs will be rendered in the X/Y plane
UPROPERTY(EditAnywhere)
FRotator Rotation;
/// Minimum angle to render arc from
UPROPERTY(EditAnywhere)
float MinAngle;
/// Maximum angle to render arc to
UPROPERTY(EditAnywhere)
float MaxAngle;
/// Circle radius
UPROPERTY(EditAnywhere)
float Radius;
/// The number of line segments to render the circle with
UPROPERTY(EditAnywhere)
int NumSegments;
/// The colour of the line render
UPROPERTY(EditAnywhere)
FColor Colour;
FStevesEditorVisArc(const FVector& InLocation, const FRotator& InRotation, float InMinAngle, float InMaxAngle,
float InRadius, int InNumSegments,
const FColor& InColour, float InThickness)
: Location(InLocation),
Rotation(InRotation),
MinAngle(InMinAngle),
MaxAngle(InMaxAngle),
Radius(InRadius),
NumSegments(InNumSegments),
Colour(InColour)
{
}
FStevesEditorVisArc():
Location(FVector::ZeroVector),
Rotation(FRotator::ZeroRotator),
MinAngle(0),
MaxAngle(180),
Radius(50), NumSegments(12),
Colour(FColor::White)
{
}
};
USTRUCT(BlueprintType)
struct FStevesEditorVisSphere
{
GENERATED_BODY()
/// Location relative to component
UPROPERTY(EditAnywhere)
FVector Location;
/// Sphere radius
UPROPERTY(EditAnywhere)
float Radius;
/// The colour of the line render
UPROPERTY(EditAnywhere)
FColor Colour;
FStevesEditorVisSphere(const FVector& InLocation, float InRadius, const FColor& InColour) :
Location(InLocation),
Radius(InRadius),
Colour(InColour)
{
}
FStevesEditorVisSphere():
Location(FVector::ZeroVector),
Radius(50),
Colour(FColor::White)
{
}
};
USTRUCT(BlueprintType)
struct FStevesEditorVisBox
{
GENERATED_BODY()
/// Location relative to component
UPROPERTY(EditAnywhere)
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),
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; }
};