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https://github.com/ApfelTeeSaft/UnrealEvent.git
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113 lines
6.2 KiB
C++
113 lines
6.2 KiB
C++
#include "BuildingStructuralSupportSystem.h"
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bool UBuildingStructuralSupportSystem::WouldBuildingBeStructurallySupportedByNeighbors(const ABuildingSMActor* ActorToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored) const {
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return false;
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}
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void UBuildingStructuralSupportSystem::StopActorRemovalBatch() {
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}
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void UBuildingStructuralSupportSystem::StartActorRemovalBatch() {
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}
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bool UBuildingStructuralSupportSystem::K2_GetWorldLocFromGridIndices(const FBuildingSupportCellIndex& GridIndices, FVector& OutWorldLoc) const {
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return false;
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}
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void UBuildingStructuralSupportSystem::K2_GetNeighboringBuildingActors(EFortBuildingType BuildingType, const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const {
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}
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void UBuildingStructuralSupportSystem::K2_GetNeighboringActorsForWallActor(const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const {
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}
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void UBuildingStructuralSupportSystem::K2_GetNeighboringActorsForCenterCellActor(const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const {
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}
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void UBuildingStructuralSupportSystem::K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray<ABuildingSMActor*>& LogicalBuildingActors) {
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}
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bool UBuildingStructuralSupportSystem::K2_GetGridIndicesFromWorldLoc(const FVector& WorldLoc, FBuildingSupportCellIndex& OutGridIndices) {
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return false;
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}
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FBox UBuildingStructuralSupportSystem::K2_GetGridBoxFromWorldLoc(const FVector& WorldLocation) const {
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return FBox{};
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}
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bool UBuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCells(const TArray<FBuildingSupportCellIndex>& CellIndices, const FBuildingGridActorFilter& Filter, FBuildingNeighboringActorInfo& OutActorsInGridCell) {
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return false;
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}
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bool UBuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCell(const FVector& WorldLocation, const FBuildingGridActorFilter& Filter, FBuildingNeighboringActorInfo& OutActorsInGridCell) {
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return false;
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}
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EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddWallActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType WallType, EStructuralWallPosition& OutWallPosition, int32& OutWallIdx, TArray<ABuildingActor*>& OutExistingBuildings, bool& OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const {
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return EFortStructuralGridQueryResults::CanAdd;
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}
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EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddFloorActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType FloorType, EStructuralFloorPosition& OutFloorPosition, int32& OutFloorIdx, TArray<ABuildingActor*>& OutExistingBuildings, bool& OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const {
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return EFortStructuralGridQueryResults::CanAdd;
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}
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EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddCenterCellActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType CenterCellType, int32& OutHorizontalGridIdx, TArray<ABuildingActor*>& OutExistingBuildings, bool& OutbStructurallySupported, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const {
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return EFortStructuralGridQueryResults::CanAdd;
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}
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EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddBuildingActorToGrid(UObject* WorldContextObject, const ABuildingSMActor* ActorToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored, TArray<ABuildingActor*>& ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment& MarkerOptionalAdjustment, bool bAllowStaticOverlap) const {
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return EFortStructuralGridQueryResults::CanAdd;
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}
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bool UBuildingStructuralSupportSystem::IsWorldLocValid(const FVector& WorldLoc) const {
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return false;
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}
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bool UBuildingStructuralSupportSystem::IsBuildingActorValid(const ABuildingSMActor* ActorToTest) {
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return false;
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}
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bool UBuildingStructuralSupportSystem::IsBuildingActorStructurallySupported(const ABuildingSMActor* ActorToCheck) const {
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return false;
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}
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ABuildingSMActor* UBuildingStructuralSupportSystem::GetWallActor(const FBuildingSupportCellIndex& GridIndices, EStructuralWallPosition WallPosition) const {
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return NULL;
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}
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void UBuildingStructuralSupportSystem::GetLogicalBuildingGroundSupportedActors(int32 LogicalIndex, TArray<ABuildingSMActor*>& LogicalBuildingGroundSupportedActors) {
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}
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FBox UBuildingStructuralSupportSystem::GetGridBox(const FBuildingSupportCellIndex& CellIndex) const {
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return FBox{};
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}
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ABuildingSMActor* UBuildingStructuralSupportSystem::GetFloorActor(const FBuildingSupportCellIndex& GridIndices, EStructuralFloorPosition FloorPosition) const {
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return NULL;
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}
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ABuildingSMActor* UBuildingStructuralSupportSystem::GetCenterCellActor(const FBuildingSupportCellIndex& GridIndices) const {
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return NULL;
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}
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EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::CanAddBuildingActorClassToGrid(UObject* WorldContextObject, UClass* BuildingSMActorClassToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored, TArray<ABuildingActor*>& ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment& MarkerOptionalAdjustment, bool bAllowStaticOverlap) const {
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return EFortStructuralGridQueryResults::CanAdd;
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}
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bool UBuildingStructuralSupportSystem::AreNeighborsConnected(const ABuildingSMActor* NeighborOne, const FVector& NeighborOneLoc, const FRotator& NeighborOneRot, bool bNeighborOneMirrored, const ABuildingSMActor* NeighborTwo, const FVector& NeighborTwoLoc, const FRotator& NeighborTwoRot, bool bNeighborTwoMirrored) const {
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return false;
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}
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bool UBuildingStructuralSupportSystem::AreNeighboringBuildingActorsConnected(const ABuildingSMActor* NeighborOne, const ABuildingSMActor* NeighborTwo) const {
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return false;
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}
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bool UBuildingStructuralSupportSystem::AreGridIndicesValid(const FBuildingSupportCellIndex& GridIndices) const {
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return false;
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}
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UBuildingStructuralSupportSystem::UBuildingStructuralSupportSystem() {
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this->BatchedRemovalInstigator = NULL;
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this->NavGraph = NULL;
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}
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