Files
UnrealEngine/Engine/Source/Editor/GraphEditor/Public/GraphSplineOverlapResult.h
2025-05-18 13:04:45 +08:00

94 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SGraphPin.h"
/////////////////////////////////////////////////////
// FGraphSplineOverlapResult
struct GRAPHEDITOR_API FGraphSplineOverlapResult
{
public:
FGraphSplineOverlapResult(bool InCloseToSpline = false)
: Pin1Handle(nullptr)
, Pin2Handle(nullptr)
, BestPinHandle(nullptr)
, Pin1(nullptr)
, Pin2(nullptr)
, DistanceSquared(FLT_MAX)
, DistanceSquaredToPin1(FLT_MAX)
, DistanceSquaredToPin2(FLT_MAX)
, bCloseToSpline(InCloseToSpline)
{
}
FGraphSplineOverlapResult(UEdGraphPin* InPin1, UEdGraphPin* InPin2, float InDistanceSquared, float InDistanceSquaredToPin1, float InDistanceSquaredToPin2, bool InCloseToSpline)
: Pin1Handle(InPin1)
, Pin2Handle(InPin2)
, BestPinHandle(nullptr)
, Pin1(InPin1)
, Pin2(InPin2)
, DistanceSquared(InDistanceSquared)
, DistanceSquaredToPin1(InDistanceSquaredToPin1)
, DistanceSquaredToPin2(InDistanceSquaredToPin2)
, bCloseToSpline(InCloseToSpline)
{
}
bool IsValid() const
{
return DistanceSquared < FLT_MAX;
}
void ComputeBestPin();
float GetDistanceSquared() const
{
return DistanceSquared;
}
bool GetCloseToSpline() const
{
return bCloseToSpline;
}
void SetCloseToSpline(bool InCloseToSpline)
{
bCloseToSpline = InCloseToSpline;
}
TSharedPtr<class SGraphPin> GetBestPinWidget(const class SGraphPanel& InGraphPanel) const
{
TSharedPtr<class SGraphPin> Result;
if (IsValid())
{
Result = BestPinHandle.FindInGraphPanel(InGraphPanel);
}
return Result;
}
FGraphPinHandle GetBestPinHandle() const
{
return BestPinHandle;
}
FGraphPinHandle GetPin1Handle() const { return Pin1Handle; }
FGraphPinHandle GetPin2Handle() const { return Pin2Handle; }
bool GetPins(const class SGraphPanel& InGraphPanel, UEdGraphPin*& OutPin1, UEdGraphPin*& OutPin2) const;
void GetPinWidgets(const class SGraphPanel& InGraphPanel, TSharedPtr<class SGraphPin>& OutPin1, TSharedPtr<class SGraphPin>& OutPin2) const;
protected:
FGraphPinHandle Pin1Handle;
FGraphPinHandle Pin2Handle;
FGraphPinHandle BestPinHandle;
UEdGraphPin* Pin1;
UEdGraphPin* Pin2;
float DistanceSquared;
float DistanceSquaredToPin1;
float DistanceSquaredToPin2;
bool bCloseToSpline;
};