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| #pragma once
#include "CoreMinimal.h"
#include "MySegmentClass.h"
#include "MyNodeClass.h"
#include "InfrastructureGraphManager.generated.h"
UCLASS()
class CITYBUILDER_API AInfrastructureGraphManager : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AInfrastructureGraphManager();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
UFUNCTION(BlueprintCallable, Category = "Graph")
AMyNodeClass * CreateNode(FVector Location);
UFUNCTION(BlueprintCallable, Category = "Graph")
AMySegmentClass* ConnectNodes(AMyNodeClass * Nod1, AMyNodeClass * Nod2, FVector Barycenter, SegmentType SegType);
UFUNCTION(BlueprintCallable, Category = "Graph")
AMySegmentClass* GetSegment(AMyNodeClass * Nod1, AMyNodeClass * Nod2);
UFUNCTION(BlueprintCallable, Category = "Graph")
AMyNodeClass* GetNode(AMyNodeClass * Nod, AMySegmentClass * Segment);
UFUNCTION(BlueprintCallable, Category = "Graph")
void DeleteNode(AMyNodeClass * Nod);
AMySegmentClass * CreateSegment(void);
void DeleteSegment(AMySegmentClass * Segm);
UFUNCTION(BlueprintCallable, Category = "Graph")
void SortSegmentsArrayFromClosestToFarthest(FVector Point); // trie les tableau de segments dont chaque baricentre est du plus proche au plus éloigné du Point, utilse pour optimiser l'algo de test de chevauchement de splines
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = data)
TArray< AMyNodeClass *> Nodes;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = data)
TArray<AMySegmentClass *> Segments;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = data)
float CurvatureTurnRadius; //utile pour les petits virages de routes droites
}; |
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