Files
UnrealEngine/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponents/Private/Selection/SelectClickedAction.cpp
2025-05-18 13:04:45 +08:00

21 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Selection/SelectClickedAction.h"
#include "Engine/HitResult.h"
FInputRayHit FSelectClickedAction::DoRayCast(const FInputDeviceRay& ClickPos, bool callbackOnHit)
{
FHitResult Result;
const TArray<const UPrimitiveComponent*>* IgnoreComponents = VisibleComponentsToIgnore.Num() == 0 ? nullptr : &VisibleComponentsToIgnore;
const TArray<const UPrimitiveComponent*>* InvisibleComponentsToInclude = InvisibleComponentsToHitTest.Num() == 0 ? nullptr : &InvisibleComponentsToHitTest;
bool bHitWorld = (SnapManager != nullptr) ?
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(SnapManager, Result, ClickPos.WorldRay, IgnoreComponents, InvisibleComponentsToInclude) :
ToolSceneQueriesUtil::FindNearestVisibleObjectHit(World, Result, ClickPos.WorldRay, IgnoreComponents, InvisibleComponentsToInclude);
if (callbackOnHit && bHitWorld && OnClickedPositionFunc != nullptr)
{
OnClickedPositionFunc(Result);
}
return (bHitWorld) ? FInputRayHit(Result.Distance) : FInputRayHit();
}