61 lines
1.7 KiB
C++
61 lines
1.7 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 "BaseBehaviors/BehaviorTargetInterfaces.h"
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#include "ToolSceneQueriesUtil.h"
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#if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
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#include "Engine/HitResult.h"
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#endif // UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4
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struct FHitResult;
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/**
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* BehaviorTarget to do world raycast selection from a click
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* Currently used to click-select reference planes in the world
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*/
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class FSelectClickedAction : public IClickBehaviorTarget
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{
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MODELINGCOMPONENTS_API FInputRayHit DoRayCast(const FInputDeviceRay& ClickPos, bool callbackOnHit);
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public:
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USceneSnappingManager* SnapManager = nullptr;
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UWorld* World = nullptr;
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TFunction<void(const FHitResult&)> OnClickedPositionFunc = nullptr;
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TUniqueFunction<bool()> ExternalCanClickPredicate = nullptr;
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// These lists can be used to modify which components are hit tested when doing a ray cast.
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// By default, all visible components are hit tested.
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TArray<const UPrimitiveComponent*> VisibleComponentsToIgnore;
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TArray<const UPrimitiveComponent*> InvisibleComponentsToHitTest;
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// can alternately track shift modifier, however client must register this modifier w/ behavior
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static const int ShiftModifier = 1;
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bool bShiftModifierToggle = false;
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virtual FInputRayHit IsHitByClick(const FInputDeviceRay& ClickPos) override
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{
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if (ExternalCanClickPredicate && ExternalCanClickPredicate() == false)
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{
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return FInputRayHit();
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}
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return DoRayCast(ClickPos, false);
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}
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virtual void OnClicked(const FInputDeviceRay& ClickPos) override
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{
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DoRayCast(ClickPos, true);
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}
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virtual void OnUpdateModifierState(int ModifierID, bool bIsOn)
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{
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if (ModifierID == ShiftModifier)
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{
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bShiftModifierToggle = bIsOn;
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}
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}
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};
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