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KF2-Dev-Scripts/UnrealEd/Classes/HeatmapVisualizer.uc

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* Visualizes the movement of players through the map as a series of lines
*/
class HeatmapVisualizer extends GameStatsVisualizer
native(GameStats)
config(Editor);
/** Atomic position/rotation entry at a given time */
struct native HeatMapPosEntry
{
/** Time entry was recorded */
var float Time;
/** Location of entry */
var vector Position;
/** Strength to give position */
var float Strength;
};
cpptext
{
/** Given a chance to initialize */
virtual void Init();
/** Reset the visualizer to initial state */
virtual void Reset();
/**
* Returns a dialog box with options related to the visualizer
* @return NULL if no options for this visualizer, else pointer to dialog
*/
virtual class WxVisualizerOptionsDialog* GetOptionsDialog();
/**
* Draws all players with unique color within the given time period
* taking into account time/space jumps
* @param View - the view being drawn in
* @param PDI - draw interface for primitives
* @param ViewportType - type of viewport being draw (perspective, ortho)
*/
virtual void Visualize(const FSceneView* View, class FPrimitiveDrawInterface* PDI, ELevelViewportType ViewportType);
/**
* Draw your stuff as a canvas overlay
* @param View - the view being drawn in
* @param Canvas - overlay canvas
* @param ViewportType - type of viewport being draw (perspective, ortho)
*/
virtual void VisualizeCanvas(FEditorLevelViewportClient* ViewportClient, const FSceneView* View, FCanvas* Canvas, ELevelViewportType ViewportType);
/*
* Actual DrawTile call to the canvas, using min/max screen values to properly position the texture
* @param Canvas - canvas to draw to
* @param MinScreen - WorldMin position of the heatmap, converted to screen space
* @param MaxScreen - WorldMax position of the heatmap, converted to screen space
*/
void VisualizeCanvas(FCanvas* Canvas, const FVector2D& MinScreen, const FVector2D& MaxScreen);
/** Called before any database entries are given to the visualizer */
virtual void BeginVisiting();
/** Called at the end of database entry traversal, returns success or failure */
virtual UBOOL EndVisiting();
/** Returns the number of data points the visualizer is actively working with */
virtual INT GetVisualizationSetCount() const;
/**
* Retrieve some metadata about an event
* @param EventIndex - some visualizer relative index about the data to get metadata about
* @param MetadataString - return string containing information about the event requested
*/
virtual void GetMetadata(INT EventIndex, FString& MetadataString);
/** Called when a hitproxy belonging to this visualizer is triggered */
virtual void HandleHitProxy(struct HGameStatsHitProxy* HitProxy);
/** Game locations during the game are stored as GamePositionEntries */
virtual void Visit(class GamePositionEntry* Entry);
/** Player locations during the game are stored as PlayerIntEntries */
virtual void Visit(class PlayerIntEntry* Entry);
/** Player kills during the game are stored as PlayerKillDeathEnties */
virtual void Visit(class PlayerKillDeathEntry* Entry);
/** Player spawns during the game are stored as PlayerSpawnEntries */
virtual void Visit(class PlayerSpawnEntry* Entry);
/** Projectile ints the game are stored as ProjectileIntEntries */
virtual void Visit(class ProjectileIntEntry* Entry);
/** the goats are in the base, and they like to use generic param lists to specify heatmap targets as well */
virtual void Visit(class GenericParamListEntry* Entry);
/** adds a new point to the heatmap, and adjusts bounds for incoming position */
virtual void AddNewPoint(const FVector& Pt, FLOAT Time, FLOAT Strength);
/**
* Runs through the data and creates a heatmap texture, normalizing values
*/
virtual void CreateHeatmapTexture();
/**
* Runs through the data and splats an attenuating set of values for each data point
*/
virtual void CreateHeatmapGrid();
/*
* Scan the array of grid points and find the min/max grid values, or specify custom min/max values
* @param NewMinDensity - all values at or below this value get the lowest coloring
* @param NewMaxDensity - all values at or above this value get the highest coloring
*/
virtual void UpdateDensityMapping(INT NewMinDensity, INT NewMaxDensity);
/**
* Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an
* asynchronous cleanup process.
*/
void BeginDestroy();
}
/** World bounds */
var vector WorldMinPos;
var vector WorldMaxPos;
/** The dimensions of the heatmap texture */
var int TextureXSize;
var int TextureYSize;
/** User defined value used to normalize rendered data */
var int CurrentMinDensity;
/** Uset defined value used to normalize rendered data */
var int CurrentMaxDensity;
/** Min count (non-zero) of the stat found in all heatmap buckets */
var int MinDensity;
/** Max count of the stat found in all heatmap buckets */
var int MaxDensity;
/** Radius of "bleed" added at each point on the heatmap */
var int HeatRadius;
/** Number of Unreal units per pixel when generating the heatmap */
var float NumUnrealUnitsPerPixel;
/** Reference to the material that renders the heatmap */
var MaterialInstanceConstant HeatmapMaterial;
/** Reference to the texture generated from the heatmap data */
var Texture2D OverlayTexture;
/** All data to be drawn by this visualizer */
var array<HeatMapPosEntry> HeatmapPositions;
/** Non-normalized heat data as draw from the heatmap positions */
var array<float> PositionGrid;
defaultproperties
{
FriendlyName="Heatmap Visualizer"
OptionsDialogName="ID_HEATMAPOPTIONS"
CurrentMinDensity=-1
CurrentMaxDensity=-1
HeatRadius=5
NumUnrealUnitsPerPixel=15
TextureXSize=256
TextureYSize=256
}