106 lines
3.2 KiB
C++
106 lines
3.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "NavMesh/NavMeshBoundsVolume.h"
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#include "NavigationSystem.h"
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#include "Engine/CollisionProfile.h"
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#include "Components/BrushComponent.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(NavMeshBoundsVolume)
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#if WITH_EDITOR
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#include "ActorFactories/ActorFactory.h"
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#include "Editor.h"
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#endif // WITH_EDITOR
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ANavMeshBoundsVolume::ANavMeshBoundsVolume(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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GetBrushComponent()->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
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GetBrushComponent()->Mobility = EComponentMobility::Static;
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BrushColor = FColor(200, 200, 200, 255);
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SupportedAgents.MarkInitialized();
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bColored = true;
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#if WITH_EDITORONLY_DATA
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bIsSpatiallyLoaded = false;
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#endif
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}
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#if WITH_EDITOR
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void ANavMeshBoundsVolume::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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if (GIsEditor && NavSys)
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{
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const FName PropName = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : FName();
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const FName MemberName = (PropertyChangedEvent.MemberProperty != nullptr) ? PropertyChangedEvent.MemberProperty->GetFName() : FName();
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if (PropName == GET_MEMBER_NAME_CHECKED(ABrush, BrushBuilder)
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|| MemberName == GET_MEMBER_NAME_CHECKED(ANavMeshBoundsVolume, SupportedAgents)
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|| MemberName == USceneComponent::GetRelativeLocationPropertyName()
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|| MemberName == USceneComponent::GetRelativeRotationPropertyName()
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|| MemberName == USceneComponent::GetRelativeScale3DPropertyName())
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{
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NavSys->OnNavigationBoundsUpdated(this);
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}
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}
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}
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void ANavMeshBoundsVolume::PostEditUndo()
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{
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Super::PostEditUndo();
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UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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if (GIsEditor && NavSys)
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{
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NavSys->OnNavigationBoundsUpdated(this);
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}
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}
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void ANavMeshBoundsVolume::OnPostEngineInit()
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{
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if (GEditor)
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{
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const TArray<UActorFactory*>& ActorFactories = GEditor->ActorFactories;
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for (UActorFactory* Factory : ActorFactories)
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{
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// For ANavMeshBoundsVolume, do not use placement extent so that the volume embeds into the surface.
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// When flush with the surface, the collision might not be in the volume and the navmesh might not generate.
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const TSubclassOf<AActor> ActorClass = Factory->NewActorClass;
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if (ActorClass != nullptr && ActorClass->IsChildOf(ANavMeshBoundsVolume::StaticClass()))
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{
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Factory->bUsePlacementExtent = false;
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}
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}
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}
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}
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#endif // WITH_EDITOR
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void ANavMeshBoundsVolume::PostRegisterAllComponents()
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{
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Super::PostRegisterAllComponents();
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UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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if (NavSys && GetLocalRole() == ROLE_Authority)
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{
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NavSys->OnNavigationBoundsAdded(this);
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}
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}
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void ANavMeshBoundsVolume::PostUnregisterAllComponents()
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{
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Super::PostUnregisterAllComponents();
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UNavigationSystemV1* NavSys = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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if (NavSys && GetLocalRole() == ROLE_Authority)
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{
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NavSys->OnNavigationBoundsRemoved(this);
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}
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}
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