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UnrealEngine/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectVisualizationContext.h
2025-05-18 13:04:45 +08:00

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3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EngineDefines.h"
#include "Math/Transform.h"
#include "Templates/SubclassOf.h"
#define UE_API SMARTOBJECTSMODULE_API
class FCanvas;
class FSceneView;
class FPrimitiveDrawInterface;
class USmartObjectDefinition;
class UFont;
class USmartObjectSubsystem;
class AActor;
class USmartObjectSlotValidationFilter;
#if WITH_EDITOR
/**
* Helper class used for Smart Object Annotation rendering.
*/
struct FSmartObjectVisualizationContext
{
UE_API explicit FSmartObjectVisualizationContext(const USmartObjectDefinition& InDefinition, const UWorld& InWorld);
/** @return true of the context is property set up for 2D drawing. */
UE_API bool IsValidForDraw() const;
/** @return true of the context is property set up for HUD (2D) drawing. */
UE_API bool IsValidForDrawHUD() const;
/** Draws string on canvas at specified canvas location. */
UE_API void DrawString(const float StartX, const float StartY, const TCHAR* Text, const FLinearColor& Color, const FLinearColor& ShadowColor = FLinearColor::Black) const;
/** Draws string on canvas centered at specified world location. */
UE_API void DrawString(const FVector& Location, const TCHAR* Text, const FLinearColor& Color, const FLinearColor& ShadowColor = FLinearColor::Black) const;
/**
* Draws arrow from Start to End.
* @param Start arrow start location
* @param End arrow end location
* @param Color color of the arrow
* @param ArrowHeadLength length of the arrow head
* @param EndLocationInset how much the ends of the line are inset
*/
UE_API void DrawArrow(const FVector& Start, const FVector& End, const FLinearColor& Color, const float ArrowHeadLength = 15.0f, const float EndLocationInset = 0.0f, const uint8 DepthPriorityGroup = 0, const float Thickness = 1.0f, const float DepthBias = 0.0f, bool bScreenSpace = false) const;
/** Projects world location into canvas screen space. */
UE_API FVector2D Project(const FVector& Location) const;
/** @return true of the location is in view frustum. */
UE_API bool IsLocationVisible(const FVector& Location) const;
/** @return distance from location in world space, to the camera. */
UE_API FVector::FReal GetDistanceToCamera(const FVector& Location) const;
/** Pointer to the visualized Smart Object definition. */
const USmartObjectDefinition& Definition;
/** World associated with the drawing. */
const UWorld& World;
/** Actor used for previewing the Smart Object. */
const AActor* PreviewActor = nullptr;
/** Validation filter class used for previewing. */
TSubclassOf<USmartObjectSlotValidationFilter> PreviewValidationFilterClass;
/** Index of the visualized slot, or invalid of the annotation is on the object. */
int32 SlotIndex = INDEX_NONE;
/** Index of the visualized annotation. */
int32 AnnotationIndex = INDEX_NONE;
/** Transform of the owner object. */
FTransform OwnerLocalToWorld;
/** True, if the slot is currently selected */
bool bIsSlotSelected = false;
/** True, if the annotation is currently selected */
bool bIsAnnotationSelected = false;
/** Current view to draw to. */
const FSceneView* View = nullptr;
/** Primitive draw interface to draw with during DrawVisualization(). */
FPrimitiveDrawInterface* PDI = nullptr;
/** Canvas to render to during DrawVisualizationHUD(). */
FCanvas* Canvas = nullptr;
/** Pointer to valid engine small font. */
const UFont* Font = nullptr;
/** Color for a selection, cached from UEditorStyleSettings. */
FLinearColor SelectedColor = FLinearColor::White;
};
#endif // WITH_EDITOR
#undef UE_API