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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

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C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BaseGizmos/GizmoElementHitTargets.h"
#include "BaseGizmos/GizmoElementBase.h"
#include "BaseGizmos/GizmoViewContext.h"
#include "BaseGizmos/TransformProxy.h"
#include "Engine/EngineTypes.h" // FHitResult
#include UE_INLINE_GENERATED_CPP_BY_NAME(GizmoElementHitTargets)
namespace UE::InteractiveToolsFramework::Private
{
namespace GizmoElementHitTargetLocals
{
constexpr bool bAllowMultiElementParts = false;
// Toggles between the provided state and "None" state for the given gizmo element.
void ToggleElementInteractionState(UGizmoElementBase* InGizmoElement, const EGizmoElementInteractionState InState, const bool bInStateEnable)
{
if (!InGizmoElement)
{
return;
}
InGizmoElement->SetElementInteractionState(bInStateEnable ? InState : EGizmoElementInteractionState::None);
}
// Toggles between the provided state and "None" state for the given gizmo element.
void ToggleElementPartInteractionState(UGizmoElementBase* InGizmoElement, const uint32 InPartId, const EGizmoElementInteractionState InState, const bool bInStateEnable, const bool bInAllowMultipleElements = false)
{
if (!InGizmoElement)
{
return;
}
InGizmoElement->UpdatePartInteractionState(bInStateEnable ? InState : EGizmoElementInteractionState::None, InPartId, bInAllowMultipleElements);
}
}
}
FInputRayHit UGizmoElementHitTarget::IsHit(const FInputDeviceRay& ClickPos) const
{
if (GizmoElement && GizmoViewContext && GizmoTransformProxy && (!Condition || Condition(ClickPos)))
{
UGizmoElementBase::FLineTraceTraversalState LineTraceState;
LineTraceState.Initialize(GizmoViewContext, GizmoTransformProxy->GetTransform());
UGizmoElementBase::FLineTraceOutput LineTraceOutput;
return GizmoElement->LineTrace(GizmoViewContext, LineTraceState, ClickPos.WorldRay.Origin, ClickPos.WorldRay.Direction, LineTraceOutput);
}
return FInputRayHit();
}
void UGizmoElementHitTarget::UpdateHoverState(bool bHovering)
{
if (!GizmoElement)
{
return;
}
if (bHovering)
{
GizmoElement->SetElementInteractionState(EGizmoElementInteractionState::Hovering);
}
// If this element is interacting, do not update the hover state. This is necessary because when transitioning
// from hovering to interacting, the gizmo framework updates interacting to true before updating hovering to false.
else if (GizmoElement->GetElementInteractionState() != EGizmoElementInteractionState::Interacting)
{
GizmoElement->SetElementInteractionState(EGizmoElementInteractionState::None);
}
}
void UGizmoElementHitTarget::UpdateInteractingState(bool bInteracting)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
ToggleElementInteractionState(GizmoElement, EGizmoElementInteractionState::Interacting, bInteracting);
}
void UGizmoElementHitTarget::UpdateSelectedState(bool bInSelected)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
ToggleElementInteractionState(GizmoElement, EGizmoElementInteractionState::Selected, bInSelected);
}
void UGizmoElementHitTarget::UpdateSubdueState(bool bSubdued)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
ToggleElementInteractionState(GizmoElement, EGizmoElementInteractionState::Subdued, bSubdued);
}
UGizmoElementHitTarget* UGizmoElementHitTarget::Construct(UGizmoElementBase* InGizmoElement, UGizmoViewContext* InGizmoViewContext, UObject* Outer)
{
UGizmoElementHitTarget* NewHitTarget = NewObject<UGizmoElementHitTarget>(Outer);
NewHitTarget->GizmoElement = InGizmoElement;
NewHitTarget->GizmoViewContext = InGizmoViewContext;
return NewHitTarget;
}
FInputRayHit UGizmoElementHitMultiTarget::IsHit(const FInputDeviceRay& ClickPos) const
{
if (GizmoElement && GizmoViewContext && GizmoTransformProxy && (!Condition || Condition(ClickPos)))
{
UGizmoElementBase::FLineTraceTraversalState LineTraceState;
LineTraceState.Initialize(GizmoViewContext, GizmoTransformProxy->GetTransform());
UGizmoElementBase::FLineTraceOutput LineTraceOutput;
return GizmoElement->LineTrace(GizmoViewContext, LineTraceState, ClickPos.WorldRay.Origin, ClickPos.WorldRay.Direction, LineTraceOutput);
}
return FInputRayHit();
}
void UGizmoElementHitMultiTarget::UpdateHoverState(bool bInHovering, uint32 PartIdentifier)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
return UpdateHoverState(bInHovering, PartIdentifier, bAllowMultiElementParts);
}
void UGizmoElementHitMultiTarget::UpdateHoverState(bool bInHovering, uint32 PartIdentifier, bool bInAllowMultipleElements)
{
if (!GizmoElement)
{
return;
}
if (bInHovering)
{
GizmoElement->UpdatePartInteractionState(EGizmoElementInteractionState::Hovering, PartIdentifier, bInAllowMultipleElements);
}
else
{
// If this element is interacting, do not update the hover state. This is necessary because when transitioning
// from hovering to interacting, the gizmo framework updates interacting to true before updating hovering to false.
TOptional<EGizmoElementInteractionState> InteractionStateResult = GizmoElement->GetPartInteractionState(PartIdentifier);
if (InteractionStateResult.IsSet() && InteractionStateResult.GetValue() == EGizmoElementInteractionState::Interacting)
{
return;
}
GizmoElement->UpdatePartInteractionState(EGizmoElementInteractionState::None, PartIdentifier, bInAllowMultipleElements);
}
}
void UGizmoElementHitMultiTarget::UpdateInteractingState(bool bInInteracting, uint32 PartIdentifier)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
UpdateInteractingState(bInInteracting, PartIdentifier, bAllowMultiElementParts);
}
void UGizmoElementHitMultiTarget::UpdateInteractingState(bool bInInteracting, uint32 PartIdentifier, bool bInAllowMultipleElements)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
ToggleElementPartInteractionState(GizmoElement, PartIdentifier, EGizmoElementInteractionState::Interacting, bInInteracting, bInAllowMultipleElements);
}
void UGizmoElementHitMultiTarget::UpdateSelectedState(bool bInSelected, uint32 PartIdentifier)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
UpdateSelectedState(bInSelected, PartIdentifier, bAllowMultiElementParts);
}
void UGizmoElementHitMultiTarget::UpdateSelectedState(bool bInSelected, uint32 PartIdentifier, bool bInAllowMultipleElements)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
ToggleElementPartInteractionState(GizmoElement, PartIdentifier, EGizmoElementInteractionState::Selected, bInSelected, bInAllowMultipleElements);
}
void UGizmoElementHitMultiTarget::UpdateSubdueState(bool bInSubdued, uint32 PartIdentifier)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
UpdateSubdueState(bInSubdued, PartIdentifier, bAllowMultiElementParts);
}
void UGizmoElementHitMultiTarget::UpdateSubdueState(bool bInSubdued, uint32 PartIdentifier, bool bInAllowMultipleElements)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
ToggleElementPartInteractionState(GizmoElement, PartIdentifier, EGizmoElementInteractionState::Subdued, bInSubdued, bInAllowMultipleElements);
}
void UGizmoElementHitMultiTarget::UpdateHittableState(bool bHittable, uint32 PartIdentifier)
{
using namespace UE::InteractiveToolsFramework::Private::GizmoElementHitTargetLocals;
UpdateHittableState(bHittable, PartIdentifier, bAllowMultiElementParts);
}
void UGizmoElementHitMultiTarget::UpdateHittableState(bool bHittable, uint32 PartIdentifier, bool bInAllowMultipleElements)
{
if (!GizmoElement)
{
return;
}
GizmoElement->UpdatePartHittableState(bHittable, PartIdentifier, bInAllowMultipleElements);
}
UGizmoElementHitMultiTarget* UGizmoElementHitMultiTarget::Construct(UGizmoElementBase* InGizmoElement, UGizmoViewContext* InGizmoViewContext, UObject* Outer)
{
UGizmoElementHitMultiTarget* NewHitTarget = NewObject<UGizmoElementHitMultiTarget>(Outer);
NewHitTarget->GizmoElement = InGizmoElement;
NewHitTarget->GizmoViewContext = InGizmoViewContext;
return NewHitTarget;
}