170 lines
5.3 KiB
C++
170 lines
5.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameFramework/Actor.h"
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#include "UObject/ObjectMacros.h"
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#include "Components/PrimitiveComponent.h"
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#include "ZoneGraphTypes.h"
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#include "Templates/Function.h"
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#include "ZoneGraphTestingActor.generated.h"
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#define UE_API ZONEGRAPHDEBUG_API
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class AZoneGraphData;
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class UZoneGraphTestingComponent;
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class UZoneGraphSubsystem;
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class AZoneGraphTestingActor;
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/** Base class to inherit from to be able to perform custom actions on lane detected by the testing actor. */
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UCLASS(MinimalAPI, Abstract, EditInlineNew)
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class UZoneLaneTest : public UObject
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{
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GENERATED_BODY()
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public:
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UE_API virtual void OnLaneLocationUpdated(const FZoneGraphLaneLocation& PrevLaneLocation, const FZoneGraphLaneLocation& NextLaneLocation) PURE_VIRTUAL(UZoneLaneTest::OnLaneLocationUpdated, );
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virtual void Draw(FPrimitiveDrawInterface* PDI) const {};
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void SetOwner(UZoneGraphTestingComponent* Owner) { OwnerComponent = Owner; OnOwnerSet(); }
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const UZoneGraphTestingComponent* GetOwner() const { return OwnerComponent; }
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protected:
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virtual void OnOwnerSet() {}
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UPROPERTY()
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TObjectPtr<UZoneGraphTestingComponent> OwnerComponent;
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};
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/** Actor for testing ZoneGraph functionality. */
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UCLASS(MinimalAPI, ClassGroup = Custom, hidecategories = (Physics, Collision, Rendering, Cooking, Lighting, Navigation, Tags, HLOD, Mobile, AssetUserData, Activation))
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class UZoneGraphTestingComponent : public UPrimitiveComponent
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{
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GENERATED_BODY()
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public:
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UE_API UZoneGraphTestingComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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#if WITH_EDITOR
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UE_API virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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UE_API virtual void OnRegister() override;
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UE_API virtual void OnUnregister() override;
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UE_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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UE_API void UpdateTests();
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#if !UE_BUILD_SHIPPING
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//~ Begin UPrimitiveComponent Interface.
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UE_API virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
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//~ End UPrimitiveComponent Interface.
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#endif
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/** Returns the graph storage corresponding to the provided lane handle, if any. */
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UE_API const FZoneGraphStorage* GetZoneGraphStorage(const FZoneGraphLaneHandle& LaneHandle) const;
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/** Allow custom tests to be notified when lane location is updated. */
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UFUNCTION(BlueprintCallable, CallInEditor, Category = Test)
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UE_API void EnableCustomTests();
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/** Prevent custom tests to be notified when lane location is updated. Currently active tests will get notified with an invalid location. */
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UFUNCTION(BlueprintCallable, CallInEditor, Category = Test)
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UE_API void DisableCustomTests();
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protected:
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#if WITH_EDITOR
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UE_API void OnZoneGraphDataBuildDone(const struct FZoneGraphBuildData& BuildData);
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#endif
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UE_API void OnZoneGraphDataChanged(const AZoneGraphData* ZoneGraphData);
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#if WITH_EDITOR
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FDelegateHandle OnDataChangedHandle;
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#endif
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FDelegateHandle OnDataAddedHandle;
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FDelegateHandle OnDataRemovedHandle;
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UPROPERTY(Transient)
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TObjectPtr<UZoneGraphSubsystem> ZoneGraph;
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UPROPERTY(Transient)
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FZoneGraphLaneLocation LaneLocation;
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UPROPERTY(Transient)
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FZoneGraphLaneLocation NextLaneLocation;
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UPROPERTY(Transient)
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FZoneGraphLaneLocation NearestLaneLocation;
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UPROPERTY(EditAnywhere, Category = Test);
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FVector SearchExtent;
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UPROPERTY(EditAnywhere, Category = Test);
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float AdvanceDistance;
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UPROPERTY(EditAnywhere, Category = Test);
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FVector NearestTestOffset;
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UPROPERTY(EditAnywhere, Category = Test);
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FZoneGraphTagFilter QueryFilter;
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UPROPERTY(EditAnywhere, Category = Test);
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bool bDrawLinkedLanes = false;
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UPROPERTY(EditAnywhere, Category = Test);
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bool bDrawLaneTangentVectors = false;
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UPROPERTY(EditAnywhere, Category = Test);
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bool bDrawLaneSmoothing = false;
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UPROPERTY(EditAnywhere, Category = Test);
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bool bDrawBVTreeQuery = false;
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/* Experimental */
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UPROPERTY(EditAnywhere, Category = Test);
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bool bDrawLanePath = false;
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UPROPERTY(EditAnywhere, Category = Test)
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TObjectPtr<AZoneGraphTestingActor> OtherActor;
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TArray<FZoneGraphLinkedLane> LinkedLanes;
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FZoneGraphLanePath LanePath;
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UPROPERTY(EditAnywhere, Category = Test, Instanced)
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TArray<TObjectPtr<UZoneLaneTest>> CustomTests;
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private:
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void ExecuteOnEachCustomTest(TFunctionRef<void(UZoneLaneTest&)> ExecFunc);
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void ExecuteOnEachCustomTest(TFunctionRef<void(const UZoneLaneTest&)> ExecFunc) const;
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bool bCustomTestsDisabled = false;
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};
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/** Debug actor to visually test zone graph. */
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UCLASS(hidecategories = (Actor, Input, Collision, Rendering, Replication, Partition, HLOD, Cooking))
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class AZoneGraphTestingActor : public AActor
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{
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GENERATED_BODY()
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public:
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AZoneGraphTestingActor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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#if WITH_EDITOR
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virtual void PostEditMove(bool bFinished) override;
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#endif // WITH_EDITOR
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/** Allow custom tests to be notified when lane location is updated. */
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UFUNCTION(BlueprintCallable, CallInEditor, Category = Test)
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void EnableCustomTests();
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/** Prevent custom tests to be notified when lane location is updated. Currently active tests will get notified with an invalid location. */
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UFUNCTION(BlueprintCallable, CallInEditor, Category = Test)
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void DisableCustomTests();
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protected:
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UPROPERTY(Category = Default, VisibleAnywhere, meta = (AllowPrivateAccess = "true"))
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TObjectPtr<UZoneGraphTestingComponent> DebugComp;
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};
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#undef UE_API
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