Implemented LookAtDetectorBase

This commit is contained in:
2024-09-17 17:22:47 -04:00
parent 6556efed10
commit d43629a7c6
5 changed files with 167 additions and 62 deletions

View File

@@ -6,6 +6,7 @@
#include "DebugPrint.h"
#include "Tangible.h"
#include "TangibleManager.h"
#include "LookAtDetector.h"
#include "CommonTypes.h"
#include "AnimQueue.h"
#include <string>
@@ -83,9 +84,8 @@ void AIntegrationGameModeBase::ResetToInitialState()
// Clear the PlayerID
PlayerId = 0;
// Clear the camera ray state.
CameraRayTarget = nullptr;
CameraRayChanged = false;
// Clear the actor selector;
LookAtDetector = nullptr;
// Reset the clocks.
EngineSeconds = 0.0;
@@ -152,54 +152,6 @@ void AIntegrationGameModeBase::UpdatePossessedTangible() {
}
}
void AIntegrationGameModeBase::CastCameraRay() {
// The range we're using is currently hardwired.
double range = 1000.0;
// If there's no possessed tangible, then we don't even try casting the ray.
UlxTangible *possessed = TangibleManager->GetPossessedTangible();
if (possessed == nullptr) {
CameraRayChanged = (CameraRayTarget != nullptr);
CameraRayTarget = nullptr;
return;
}
// Get the ray in question.
// APlayerCameraManager *camManager = GetWorld()->GetFirstPlayerController()->PlayerCameraManager;
// FVector TraceStart = camManager->GetCameraLocation();
// FVector TraceEnd = camManager->GetCameraRotation().Vector() * range;
FVector TraceStart, TraceVector;
APlayerController *ctrl = GetWorld()->GetFirstPlayerController();
ctrl->DeprojectScreenPositionToWorld(0.5, 0.5, TraceStart, TraceVector);
FVector TraceEnd = TraceStart + (TraceVector * range);
// FHitResult will hold all data returned by our line collision query
FHitResult Hit;
// You can use FCollisionQueryParams to further configure the query
// Here we add ourselves to the ignored list so we won't block the trace
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(possessed->GetActor());
// To run the query, you need a pointer to the current level, which you can get from an Actor with GetWorld()
// UWorld()->LineTraceSingleByChannel runs a line trace and returns the first actor hit over the provided collision channel.
GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Visibility, QueryParams);
// You can use DrawDebug helpers and the log to help visualize and debug your trace queries.
// DrawDebugLine(GetWorld(), TraceStart, TraceEnd, Hit.bBlockingHit ? FColor::Blue : FColor::Red, false, 5.0f, 0, 10.0f);
// UE_LOG(LogTemp, Log, TEXT("Tracing line: %s to %s"), *TraceStart.ToCompactString(), *TraceEnd.ToCompactString());
// If the trace hit something, bBlockingHit will be true,
// and its fields will be filled with detailed info about what was hit
if (Hit.bBlockingHit && IsValid(Hit.GetActor())) {
CameraRayChanged = (CameraRayTarget != Hit.GetActor());
CameraRayTarget = Hit.GetActor();
} else {
CameraRayChanged = (CameraRayTarget != nullptr);
CameraRayTarget = nullptr;
}
}
void AIntegrationGameModeBase::LuaCallEnd(InvocationKind kind, int64 place_id) {
std::string_view datapk = LuaCallBuffer.view();
FlxLockedWrapper w(LockableWrapper);
@@ -273,7 +225,7 @@ void AIntegrationGameModeBase::OnWorldPreActorTick(UWorld* InWorld, ELevelTick I
UpdateConsoleOutput();
UpdateTangibles();
UpdatePossessedTangible();
//CastCameraRay();
if (LookAtDetector != nullptr) LookAtDetector->Update();
}
}
@@ -378,6 +330,11 @@ AIntegrationGameModeBase *AIntegrationGameModeBase::GetFromContext(UObject *cont
return GetFromWorld(context->GetWorld());
}
void AIntegrationGameModeBase::SetLookAtDetector(UlxLookAtActorBase *selector) {
LookAtDetector = selector;
}
// /** Gets the game mode that owns this component, this will always return null on the client */
// template <class T>
// T* GetGameMode() const