94 lines
3.5 KiB
C++
94 lines
3.5 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 "LevelEditorViewport.h"
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#include "EditorDragTools.h"
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class FCanvas;
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class UModel;
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/**
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* Draws a box in the current viewport and when the mouse button is released,
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* it selects/unselects everything inside of it.
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*/
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class FDragTool_ActorFrustumSelect : public FDragTool
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{
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public:
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UNREALED_API explicit FDragTool_ActorFrustumSelect(FLevelEditorViewportClient* InLevelViewportClient)
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: FDragTool(InLevelViewportClient->GetModeTools())
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, LevelViewportClient( InLevelViewportClient )
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, EditorViewportClient( InLevelViewportClient)
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{}
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UNREALED_API explicit FDragTool_ActorFrustumSelect(FEditorViewportClient* InEditorViewportClient)
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: FDragTool(InEditorViewportClient->GetModeTools())
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, LevelViewportClient( nullptr )
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, EditorViewportClient( InEditorViewportClient)
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{}
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/* Updates the drag tool's end location with the specified delta. The end location is
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* snapped to the editor constraints if bUseSnapping is true.
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*
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* @param InDelta A delta of mouse movement.
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*/
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UNREALED_API virtual void AddDelta( const FVector& InDelta ) override;
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/**
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* Starts a mouse drag behavior. The start location is snapped to the editor constraints if bUseSnapping is true.
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*
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* @param InViewportClient The viewport client in which the drag event occurred.
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* @param InStart Where the mouse was when the drag started.
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*/
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UNREALED_API virtual void StartDrag(FEditorViewportClient* InViewportClient, const FVector& InStart, const FVector2D& InStartScreen) override;
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/**
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* Ends a mouse drag behavior (the user has let go of the mouse button).
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*/
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UNREALED_API virtual void EndDrag() override;
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UNREALED_API virtual void Render(const FSceneView* View,FCanvas* Canvas) override;
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private:
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/**
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* Calculates a frustum to check actors against
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*
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* @param InView Information about scene projection
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* @param OutFrustum The created frustum
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* @param bUseBoxFrustum If true a frustum out of the current dragged box will be created. false will use the view frustum.
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*/
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UNREALED_API void CalculateFrustum( const FSceneView* InView, FConvexVolume& OutFrustum, bool bUseBoxFrustum ) const;
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/**
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* Returns true if the provided BSP node intersects with the provided frustum
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*
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* @param InModel The model containing BSP nodes to check
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* @param NodeIndex The index to a BSP node in the model. This node is used for the bounds check.
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* @param InFrustum The frustum to check against.
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* @param bUseStrictSelection true if the node must be entirely within the frustum
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*/
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UNREALED_API bool IntersectsFrustum( const UModel& InModel, int32 NodeIndex, const FConvexVolume& InFrustum, bool bUseStrictSelection ) const;
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/** Adds a hover effect to the passed in actor */
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UNREALED_API void AddHoverEffect( AActor& InActor );
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/** Adds a hover effect to the passed in bsp surface */
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UNREALED_API void AddHoverEffect( UModel& InModel, int32 SurfIndex );
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/** Removes a hover effect from the passed in actor */
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UNREALED_API void RemoveHoverEffect( AActor& InActor );
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/** Removes a hover effect from the passed in bsp surface */
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UNREALED_API void RemoveHoverEffect( UModel& InModel, int32 SurfIndex );
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/** List of actors to repeatedly check when determining hover cues */
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TArray<AActor*> ActorsToCheck;
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/** List of BSP models to check for selection */
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TArray<UModel*> ModelsToCheck;
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FLevelEditorViewportClient* LevelViewportClient;
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FEditorViewportClient* EditorViewportClient;
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};
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