Files
UnrealEngine/Engine/Source/Editor/FoliageEdit/Private/ProceduralFoliageComponentVisualizer.cpp
2025-05-18 13:04:45 +08:00

61 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ProceduralFoliageComponentVisualizer.h"
#include "Components/ActorComponent.h"
#include "Engine/EngineTypes.h"
#include "Math/Box.h"
#include "Math/Color.h"
#include "Math/UnrealMathSSE.h"
#include "Math/Vector.h"
#include "ProceduralFoliageComponent.h"
#include "ProceduralFoliageSpawner.h"
#include "PrimitiveDrawingUtils.h"
#include "Templates/Casts.h"
#include "UObject/ObjectPtr.h"
static const FColor& ProcTileColor = FColor::Yellow;
static const FColor& ProcTileOverlapColor = FColor::Green;
void FProceduralFoliageComponentVisualizer::DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI)
{
if (const UProceduralFoliageComponent* ProcComponent = Cast<const UProceduralFoliageComponent>(Component))
{
if (ProcComponent->bShowDebugTiles && ProcComponent->FoliageSpawner)
{
const FVector TilesOrigin = ProcComponent->GetWorldPosition();
const float TileSize = ProcComponent->FoliageSpawner->TileSize;
const FVector TileSizeV(TileSize, TileSize, 0.f);
const float TileOverlap = ProcComponent->TileOverlap;
const FVector TileOverlapV(TileOverlap, TileOverlap, 0.f);
FTileLayout TileLayout;
ProcComponent->GetTileLayout(TileLayout);
// Draw each tile
for (int32 X = 0; X < TileLayout.NumTilesX; ++X)
{
for (int32 Y = 0; Y < TileLayout.NumTilesY; ++Y)
{
const FVector StartOffset(X*TileSize, Y*TileSize, 0.f);
// Draw the tile without overlap
const FBox BoxInner(TilesOrigin + StartOffset, TilesOrigin + StartOffset + TileSizeV);
DrawWireBox(PDI, BoxInner, ProcTileColor, SDPG_World);
if (TileOverlap != 0.f)
{
// Draw the tile expanded by the overlap amount
const FBox BoxOuter = BoxInner + (BoxInner.Min - TileOverlapV) + (BoxInner.Max + TileOverlapV);
DrawWireBox(PDI, BoxOuter, ProcTileOverlapColor, SDPG_World);
}
}
}
}
}
}