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2025-05-18 13:04:45 +08:00

141 lines
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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseGizmos/GizmoElementHitTargets.h"
#include "BaseGizmos/GizmoElementBase.h"
#include "BaseGizmos/GizmoViewContext.h"
#include "BaseGizmos/TransformProxy.h"
#include "Engine/EngineTypes.h" // FHitResult
#include UE_INLINE_GENERATED_CPP_BY_NAME(GizmoElementHitTargets)
FInputRayHit UGizmoElementHitTarget::IsHit(const FInputDeviceRay& ClickPos) const
{
if (GizmoElement && GizmoViewContext && GizmoTransformProxy && (!Condition || Condition(ClickPos)))
{
UGizmoElementBase::FLineTraceTraversalState LineTraceState;
LineTraceState.Initialize(GizmoViewContext, GizmoTransformProxy->GetTransform());
return GizmoElement->LineTrace(GizmoViewContext, LineTraceState, ClickPos.WorldRay.Origin, ClickPos.WorldRay.Direction);
}
return FInputRayHit();
}
void UGizmoElementHitTarget::UpdateHoverState(bool bHovering)
{
if (!GizmoElement)
{
return;
}
if (bHovering)
{
GizmoElement->SetElementInteractionState(EGizmoElementInteractionState::Hovering);
}
// If this element is interacting, do not update the hover state. This is necessary because when transitioning
// from hovering to interacting, the gizmo framework updates interacting to true before updating hovering to false.
else if (GizmoElement->GetElementInteractionState() != EGizmoElementInteractionState::Interacting)
{
GizmoElement->SetElementInteractionState(EGizmoElementInteractionState::None);
}
}
void UGizmoElementHitTarget::UpdateInteractingState(bool bInteracting)
{
if (!GizmoElement)
{
return;
}
if (bInteracting)
{
GizmoElement->SetElementInteractionState(EGizmoElementInteractionState::Interacting);
}
else
{
GizmoElement->SetElementInteractionState(EGizmoElementInteractionState::None);
}
}
UGizmoElementHitTarget* UGizmoElementHitTarget::Construct(UGizmoElementBase* InGizmoElement, UGizmoViewContext* InGizmoViewContext, UObject* Outer)
{
UGizmoElementHitTarget* NewHitTarget = NewObject<UGizmoElementHitTarget>(Outer);
NewHitTarget->GizmoElement = InGizmoElement;
NewHitTarget->GizmoViewContext = InGizmoViewContext;
return NewHitTarget;
}
FInputRayHit UGizmoElementHitMultiTarget::IsHit(const FInputDeviceRay& ClickPos) const
{
if (GizmoElement && GizmoViewContext && GizmoTransformProxy && (!Condition || Condition(ClickPos)))
{
UGizmoElementBase::FLineTraceTraversalState LineTraceState;
LineTraceState.Initialize(GizmoViewContext, GizmoTransformProxy->GetTransform());
return GizmoElement->LineTrace(GizmoViewContext, LineTraceState, ClickPos.WorldRay.Origin, ClickPos.WorldRay.Direction);
}
return FInputRayHit();
}
void UGizmoElementHitMultiTarget::UpdateHoverState(bool bInHovering, uint32 PartIdentifier)
{
if (!GizmoElement)
{
return;
}
if (bInHovering)
{
GizmoElement->UpdatePartInteractionState(EGizmoElementInteractionState::Hovering, PartIdentifier);
}
else
{
// If this element is interacting, do not update the hover state. This is necessary because when transitioning
// from hovering to interacting, the gizmo framework updates interacting to true before updating hovering to false.
TOptional<EGizmoElementInteractionState> InteractionStateResult = GizmoElement->GetPartInteractionState(PartIdentifier);
if (InteractionStateResult.IsSet() && InteractionStateResult.GetValue() == EGizmoElementInteractionState::Interacting)
{
return;
}
GizmoElement->UpdatePartInteractionState(EGizmoElementInteractionState::None, PartIdentifier);
}
}
void UGizmoElementHitMultiTarget::UpdateInteractingState(bool bInInteracting, uint32 PartIdentifier)
{
if (!GizmoElement)
{
return;
}
if (bInInteracting)
{
GizmoElement->UpdatePartInteractionState(EGizmoElementInteractionState::Interacting, PartIdentifier);
}
else
{
GizmoElement->UpdatePartInteractionState(EGizmoElementInteractionState::None, PartIdentifier);
}
}
void UGizmoElementHitMultiTarget::UpdateHittableState(bool bHittable, uint32 PartIdentifier)
{
if (!GizmoElement)
{
return;
}
GizmoElement->UpdatePartHittableState(bHittable, PartIdentifier);
}
UGizmoElementHitMultiTarget* UGizmoElementHitMultiTarget::Construct(UGizmoElementBase* InGizmoElement, UGizmoViewContext* InGizmoViewContext, UObject* Outer)
{
UGizmoElementHitMultiTarget* NewHitTarget = NewObject<UGizmoElementHitMultiTarget>(Outer);
NewHitTarget->GizmoElement = InGizmoElement;
NewHitTarget->GizmoViewContext = InGizmoViewContext;
return NewHitTarget;
}