Working on positionable crosshair

This commit is contained in:
2025-01-07 18:46:40 -05:00
parent e5e39fc02d
commit cd3e78a206
91 changed files with 326 additions and 169 deletions

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@@ -21,3 +21,6 @@ ConnectionType=USBOnly
bUseManualIPAddress=False
ManualIPAddress=
[/Script/Engine.UserInterfaceSettings]
UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.000000,Value=0.666000),(Time=1080.000000,Value=1.000000),(Time=8640.000000,Value=8.000000)),DefaultValue=340282346638528859811704183484516925440.000000,PreInfinityExtrap=RCCE_Constant,PostInfinityExtrap=RCCE_Constant),ExternalCurve=None)

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@@ -16,7 +16,7 @@
//
////////////////////////////////////////////////
USTRUCT(Blueprintable)
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxAnimationStep {
GENERATED_BODY()

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@@ -4,6 +4,9 @@
#include "UtilityLibrary.h"
#include "GameFramework/PlayerController.h"
#include "EnhancedInputSubsystems.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Kismet/GameplayStatics.h"
#define LOCTEXT_NAMESPACE "Luprex Utility"
@@ -73,3 +76,102 @@ UEnhancedInputLocalPlayerSubsystem *UlxUtilityLibrary::GetEnhancedInputLocalPlay
}
return nullptr;
}
// bool UlxUtilityLibrary::LineTraceMultipleLines(const AActor* ReferenceActor, const FVector &Offset,
// const TArray<FlxTraceStartTraceEnd> &TraceStartAndTraceEnd, ETraceTypeQuery TraceChannel,
// bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreReferenceActor,
// FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime)
// {
// OutHit.Init();
// OutHit.Distance = FLT_MAX;
// FTransform ReferenceTransform = ReferenceActor->GetActorTransform();
// for (const FlxTraceStartTraceEnd &Points : TraceStartAndTraceEnd) {
// FHitResult OneResult;
// FVector TraceStart = ReferenceTransform.TransformPosition(Points.TraceStart + Offset);
// FVector TraceEnd = ReferenceTransform.TransformPosition(Points.TraceEnd + Offset);
// bool Found = UKismetSystemLibrary::LineTraceSingle(ReferenceActor, TraceStart, TraceEnd, TraceChannel, bTraceComplex,
// ActorsToIgnore, DrawDebugType, OneResult, bIgnoreReferenceActor, TraceColor, TraceHitColor, DrawTime);
// if (Found && (OneResult.Distance < OutHit.Distance))
// {
// OutHit = OneResult;
// }
// }
// if (OutHit.Distance == FLT_MAX) {
// OutHit.Distance = 0.0;
// return false;
// } else {
// return true;
// }
// }
bool UlxUtilityLibrary::LineTraceThroughMousePointer(const APlayerController* PlayerController,
EMouseSpecificationType MouseSpecification, FVector2D ManualMouseXY, double MaxDistanceFromCamera,
ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
const TArray<AActor*>& ActorsToIgnore, AActor *& Actor, FHitResult& HitResult)
{
const FLinearColor TraceColor = FLinearColor::Red;
const FLinearColor TraceHitColor = FLinearColor::Green;
const double DrawTime = 1.0;
// Zero out the return values.
Actor = nullptr;
HitResult.Init();
// Sanity check the distance.
if (MaxDistanceFromCamera <= 0.0)
{
return false;
}
// Make sure there's a player pawn.
AActor *PlayerPawn = PlayerController->GetPawn();
if (!PlayerPawn) return false;
// Get the Mouse XY.
FVector2D MouseXY;
switch (MouseSpecification)
{
case EMouseSpecificationType::GetMouseAutomatically:
{
double X, Y;
if (!PlayerController->GetMousePosition(X, Y)) return false;
MouseXY = FVector2D(X, Y);
break;
}
case EMouseSpecificationType::SpecifyMouseInPixels:
{
MouseXY = ManualMouseXY;
break;
}
case EMouseSpecificationType::SpecifyMouseAsZeroToOne:
{
int32 VX, VY;
PlayerController->GetViewportSize(VX, VY);
if ((VX == 0) || (VY == 0)) return false;
MouseXY = ManualMouseXY * FVector2D(VX, VY);
break;
}
}
// Calculate the trace start and trace end positions in world space.
FVector WorldStart, WorldDirection, WorldEnd;
if (!UGameplayStatics::DeprojectScreenToWorld(PlayerController, MouseXY, WorldStart, WorldDirection))
{
return false;
}
WorldEnd = WorldStart + (WorldDirection * MaxDistanceFromCamera);
// Find the hit.
if (UKismetSystemLibrary::LineTraceSingle(PlayerPawn, WorldStart, WorldEnd, TraceChannel, bTraceComplex,
ActorsToIgnore, DrawDebugType, HitResult, bIgnorePlayerPawn, TraceColor, TraceHitColor, DrawTime))
{
Actor = HitResult.GetActor();
return true;
}
// Fail.
Actor = nullptr;
HitResult.Init();
return false;
}

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@@ -3,10 +3,37 @@
#pragma once
#include "CoreMinimal.h"
#include "Kismet/KismetSystemLibrary.h"
#include "UtilityLibrary.generated.h"
class UEnhancedInputLocalPlayerSubsystem;
USTRUCT(BlueprintType)
struct INTEGRATION_API FlxTraceStartTraceEnd
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
FVector TraceStart;
UPROPERTY(EditAnywhere)
FVector TraceEnd;
};
UENUM(BlueprintType)
enum class EMouseSpecificationType : uint8
{
// Automatically get the mouse position from the player controller. ManualMouseXY should be left blank.
GetMouseAutomatically,
// Specify the mouse position in pixels.
SpecifyMouseInPixels,
// Specify the mouse position as float from zero to one.
SpecifyMouseAsZeroToOne,
};
/**
*
* UlxUtilityLibrary is for functions that are aren't particularly luprex-specific,
@@ -47,4 +74,23 @@ public:
// enhanced input subsystem, return nullptr.
UFUNCTION(BlueprintCallable, BlueprintPure, Category="Player Controller|Local Player Subsystems")
static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller);
// // Do a Line Trace by Channel for each start-and-end pair, then return the closest hit result of all.
// UFUNCTION(BlueprintCallable, Category="Collision", meta=(bIgnoreReferenceActor="true", AutoCreateRefTerm="ActorsToIgnore,Offset", DisplayName="Line Trace Multiple Lines by Channel", AdvancedDisplay="TraceColor,TraceHitColor,DrawTime", Keywords="raycast"))
// static bool LineTraceMultipleLines(const AActor* ReferenceActor, const FVector &Offset,
// const TArray<FlxTraceStartTraceEnd> &TraceStartAndTraceEnd, ETraceTypeQuery TraceChannel,
// bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, EDrawDebugTrace::Type DrawDebugType, FHitResult& OutHit, bool bIgnoreReferenceActor,
// FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);
// Do a Line Trace to find the actor that the mouse is pointing at.
//
// If you have some crosshairs in the viewport, then you can find the
// object under the crosshairs by specifying the crosshairs XY as the
// ManualMouseXY.
//
UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast"))
static bool LineTraceThroughMousePointer(const APlayerController* PlayerController,
EMouseSpecificationType MouseSpecification, FVector2D ManualMouseXY, double MaxDistanceFromCamera,
ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
const TArray<AActor*>& ActorsToIgnore, AActor *& Actor, FHitResult& HitResult);
};