/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2023 SenseGlove * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * @section DESCRIPTION * * */ #include "SGDebug/SGDebugGizmo.h" #include "DrawDebugHelpers.h" #include "Engine/World.h" #include "Kismet/GameplayStatics.h" #include "Math/Color.h" #include "UObject/Object.h" void FSGDebugGizmo::Draw(const UWorld* World, const FVector& Location, const FRotator& Rotation, const FSGDebugGizmoSettings& Settings) { const float LifeTime = UGameplayStatics::GetWorldDeltaSeconds(World) * Settings.LifeTimeModifier; const FVector XAxisLineEnd(Location + Rotation.RotateVector(FVector(Settings.Length, 0.0f, 0.0f))); DrawDebugLine(World, Location, XAxisLineEnd, Settings.XAxisColor, Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.Thickness); const FVector YAxisLineEnd(Location + Rotation.RotateVector(FVector{0.0f, Settings.Length, 0.0f})); DrawDebugLine(World, Location, YAxisLineEnd, Settings.YAxisColor, Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.Thickness); const FVector ZAxisLineEnd{Location + Rotation.RotateVector(FVector{0.0f, 0.0f, Settings.Length})}; DrawDebugLine(World, Location, ZAxisLineEnd, Settings.ZAxisColor, Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.Thickness); }