VRTowerDef/Plugins/MetaXR/Source/OculusXRScene/Private/OculusXRSceneGlobalMeshComp...

68 lines
2.7 KiB
C++

// Copyright (c) Meta Platforms, Inc. and affiliates.
#include "OculusXRSceneGlobalMeshComponent.h"
#include "OculusXRSceneModule.h"
#include "OculusXRRoomLayoutManagerComponent.h"
#include "ProceduralMeshComponent.h"
#include "Engine/World.h"
#include "GameFramework/WorldSettings.h"
#include "Materials/MaterialInterface.h"
const FString UOculusXRSceneGlobalMeshComponent::GlobalMeshSemanticLabel = TEXT("GLOBAL_MESH");
UOculusXRSceneGlobalMeshComponent::UOculusXRSceneGlobalMeshComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UOculusXRSceneGlobalMeshComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
}
bool UOculusXRSceneGlobalMeshComponent::HasCollision() const
{
return Collision;
}
bool UOculusXRSceneGlobalMeshComponent::IsVisible() const
{
return Visible;
}
UClass* UOculusXRSceneGlobalMeshComponent::GetAnchorComponentClass() const
{
UClass* sceneAnchorComponentInstanceClass = SceneAnchorComponent ? SceneAnchorComponent.LoadSynchronous() : nullptr;
return sceneAnchorComponentInstanceClass;
}
void UOculusXRSceneGlobalMeshComponent::CreateMeshComponent(const FOculusXRUInt64& Space, AActor* GlobalMeshAnchor, const UOculusXRRoomLayoutManagerComponent* RoomLayoutManagerComponent) const
{
bool hasCollision = HasCollision();
UProceduralMeshComponent* proceduralMeshComponent = NewObject<UProceduralMeshComponent>(GlobalMeshAnchor);
proceduralMeshComponent->RegisterComponent();
bool bLoaded = RoomLayoutManagerComponent->LoadTriangleMesh(Space.Value, proceduralMeshComponent, hasCollision);
ensure(bLoaded);
UMaterialInterface* refMaterial = Material;
if (refMaterial != nullptr)
{
UE_LOG(LogOculusXRScene, Verbose, TEXT("GLOBAL MESH Set Material %s"), *refMaterial->GetName());
proceduralMeshComponent->SetMaterial(0, refMaterial);
}
if (hasCollision)
{
FName refCollisionProfile = CollisionProfileName.Name;
proceduralMeshComponent->SetCollisionProfileName(refCollisionProfile);
UE_LOG(LogOculusXRScene, Verbose, TEXT("GLOBAL MESH Set Collision Profile %s"), *refCollisionProfile.ToString());
}
GlobalMeshAnchor->AddOwnedComponent(proceduralMeshComponent);
proceduralMeshComponent->AttachToComponent(GlobalMeshAnchor->GetRootComponent(), FAttachmentTransformRules::KeepWorldTransform);
proceduralMeshComponent->SetRelativeLocation(FVector::ZeroVector, false, nullptr, ETeleportType::ResetPhysics);
proceduralMeshComponent->SetVisibility(IsVisible());
const float worldToMeters = GetWorld()->GetWorldSettings()->WorldToMeters;
proceduralMeshComponent->SetRelativeScale3D(FVector(worldToMeters, worldToMeters, worldToMeters));
}