165 lines
5.1 KiB
C++
165 lines
5.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/MeshComponent.h"
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#include "Containers/SparseArray.h"
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#include "PointSetComponent.generated.h"
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#define UE_API MODELINGCOMPONENTS_API
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class FPrimitiveSceneProxy;
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struct FRenderablePoint
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{
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FRenderablePoint()
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: Position(ForceInitToZero)
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, Color(ForceInitToZero)
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, Size(0.f)
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, DepthBias(0.f)
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{}
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FRenderablePoint(const FVector& InPosition, const FColor& InColor, const float InSize, const float InDepthBias = 0.0f)
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: Position(InPosition)
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, Color(InColor)
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, Size(InSize)
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, DepthBias(InDepthBias)
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{}
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FVector Position;
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FColor Color;
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float Size;
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float DepthBias;
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};
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/**
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* UPointSetComponent is a Component that draws a set of points, as small squares.
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* Per-point Color and (view-space) Size is supported. Normals are not supported.
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*
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* Points are inserted with an externally-defined ID, internally this is done via
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* a TSparseArray. This class allocates a contiguous TArray large enugh to hold the
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* largest ID. Using ReservePoints() may be beneficial for huge arrays.
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*
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* The points are drawn as two triangles (ie a square) orthogonal to the view direction.
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* The actual point size is calculated in the shader, and so a custom material must be used.
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*/
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UCLASS(MinimalAPI, meta = (BlueprintSpawnableComponent))
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class UPointSetComponent : public UMeshComponent
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{
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GENERATED_BODY()
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public:
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UE_API UPointSetComponent();
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/** Specify material which handles points */
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UFUNCTION(BlueprintCallable, Category = "Point Set")
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UE_API void SetPointMaterial(UMaterialInterface* InPointMaterial);
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/** Clear all primitives */
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UFUNCTION(BlueprintCallable, Category = "Point Set")
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UE_API void Clear();
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/** Reserve enough memory for up to the given ID */
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UE_API void ReservePoints(const int32 MaxID);
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/** Add a point to be rendered using the component. */
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UE_API int32 AddPoint(const FRenderablePoint& OverlayPoint);
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/** Create and add a point to be rendered using the component. */
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int32 AddPoint(const FVector& InPosition, const FColor& InColor, const float InSize, const float InDepthBias = 0.0f)
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{
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// This is just a convenience function to avoid client code having to know about FRenderablePoint.
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return AddPoint(FRenderablePoint(InPosition, InColor, InSize, InDepthBias));
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}
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/**
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* Add points to be rendered using the component.
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* @return Number of added points
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*/
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UFUNCTION(BlueprintCallable, Category = "Point Set", meta = (AutoCreateRefTerm = "InColor"))
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UE_API int32 AddPoints(
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const TArray<FVector>& Positions,
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const FColor& InColor = FColor::Black,
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const float InSize = 2.0f,
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const float InDepthBias = 0.0f
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);
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/** Insert a point with the given ID into the set. */
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UE_API void InsertPoint(const int32 ID, const FRenderablePoint& OverlayPoint);
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/** Retrieve a point with the given id. */
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UE_API const FRenderablePoint& GetPoint(const int32 ID);
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/** Sets the position of a point (assumes its existence). */
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UE_API void SetPointPosition(const int32 ID, const FVector& NewPosition);
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/** Sets the color of a point */
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UE_API void SetPointColor(const int32 ID, const FColor& NewColor);
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/** Sets the size of a point */
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UE_API void SetPointSize(const int32 ID, const float NewSize);
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/** Sets the color of all points currently in the set. */
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UE_API void SetAllPointsColor(const FColor& NewColor);
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/** Sets the size of all points currently in the set. */
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UE_API void SetAllPointsSize(float NewSize);
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/** Sets the depth bias of all points currently in the set. */
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UE_API void SetAllPointsDepthBias(float NewDepthBias);
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/** Remove a point from the set. */
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UE_API void RemovePoint(const int32 ID);
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/** Queries whether a point with the given ID exists */
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UE_API bool IsPointValid(const int32 ID) const;
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// utility construction functions
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/**
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* Add a set of points for each index in a sequence
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* @param NumIndices iterate from 0...NumIndices and call PointGenFunc() for each value
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* @param PointGenFunc called to fetch the points for an index, callee filles PointsOut array (reset before each call)
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* @param PointsPerIndexHint if > 0, will reserve space for NumIndices*PointsPerIndexHint new points
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*/
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UE_API void AddPoints(
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int32 NumIndices,
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TFunctionRef<void(int32 Index, TArray<FRenderablePoint>& PointsOut)> PointGenFunc,
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int32 PointsPerIndexHint = -1,
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bool bDeferRenderStateDirty = false);
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private:
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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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//~ Begin UMeshComponent Interface.
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UE_API virtual int32 GetNumMaterials() const override;
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//~ End UMeshComponent Interface.
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//~ Begin USceneComponent Interface.
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UE_API virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
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//~ Begin USceneComponent Interface.
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UPROPERTY()
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TObjectPtr<const UMaterialInterface> PointMaterial;
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UPROPERTY()
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mutable FBoxSphereBounds Bounds;
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UPROPERTY()
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mutable bool bBoundsDirty;
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TSparseArray<FRenderablePoint> Points;
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UE_API int32 AddPointInternal(const FRenderablePoint& Point);
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friend class FPointSetSceneProxy;
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};
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#undef UE_API
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