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UnrealEngine/Engine/Source/Editor/ComponentVisualizers/Private/SpringComponentVisualizer.cpp
2025-05-18 13:04:45 +08:00

39 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SpringComponentVisualizer.h"
#include "Components/ActorComponent.h"
#include "Engine/EngineTypes.h"
#include "Math/Axis.h"
#include "Math/Color.h"
#include "Math/Transform.h"
#include "Math/UnrealMathSSE.h"
#include "Math/Vector.h"
#include "PhysicsEngine/PhysicsSpringComponent.h"
#include "PrimitiveDrawingUtils.h"
#include "Templates/Casts.h"
static const FColor DisabledColor(128, 128, 128);
static const FColor CompressedColor(255, 0, 0);
static const FColor RestColor(0, 255, 0);
void FSpringComponentVisualizer::DrawVisualization( const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI )
{
if (const UPhysicsSpringComponent* SpringComp = Cast<const UPhysicsSpringComponent>(Component))
{
//interpolate color by compression
const float CompressionNormalized = SpringComp->GetNormalizedCompressionScalar();
uint8 R = FMath::Lerp(RestColor.R, CompressedColor.R, CompressionNormalized);
uint8 G = FMath::Lerp(RestColor.G, CompressedColor.G, CompressionNormalized);
uint8 B = FMath::Lerp(RestColor.B, CompressedColor.B, CompressionNormalized);
const FColor CurrentColor = SpringComp->IsActive() ? FColor(R, G, B) : DisabledColor;
//draw capsule for spring sweep
const FTransform& WorldTM = SpringComp->GetComponentToWorld();
const FVector SpringStart = WorldTM.GetLocation();
const FVector SpringEnd = SpringComp->GetSpringCurrentEndPoint();
const double HalfHeight = (SpringEnd - SpringStart).Size() * 0.5f + SpringComp->SpringRadius;
DrawWireCapsule(PDI, FMath::Lerp(SpringStart, SpringEnd, 0.5f), WorldTM.GetUnitAxis(EAxis::Z), WorldTM.GetUnitAxis(EAxis::Y), WorldTM.GetUnitAxis(EAxis::X), CurrentColor, SpringComp->SpringRadius, HalfHeight, 25, SDPG_World);
}
}