Implemented LookAtDetectorBase
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@@ -6,6 +6,7 @@
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#include "DebugPrint.h"
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#include "Tangible.h"
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#include "TangibleManager.h"
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#include "LookAtDetector.h"
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#include "CommonTypes.h"
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#include "AnimQueue.h"
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#include <string>
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@@ -83,9 +84,8 @@ void AIntegrationGameModeBase::ResetToInitialState()
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// Clear the PlayerID
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PlayerId = 0;
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// Clear the camera ray state.
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CameraRayTarget = nullptr;
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CameraRayChanged = false;
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// Clear the actor selector;
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LookAtDetector = nullptr;
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// Reset the clocks.
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EngineSeconds = 0.0;
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@@ -152,54 +152,6 @@ void AIntegrationGameModeBase::UpdatePossessedTangible() {
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}
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}
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void AIntegrationGameModeBase::CastCameraRay() {
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// The range we're using is currently hardwired.
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double range = 1000.0;
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// If there's no possessed tangible, then we don't even try casting the ray.
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UlxTangible *possessed = TangibleManager->GetPossessedTangible();
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if (possessed == nullptr) {
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CameraRayChanged = (CameraRayTarget != nullptr);
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CameraRayTarget = nullptr;
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return;
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}
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// Get the ray in question.
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// APlayerCameraManager *camManager = GetWorld()->GetFirstPlayerController()->PlayerCameraManager;
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// FVector TraceStart = camManager->GetCameraLocation();
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// FVector TraceEnd = camManager->GetCameraRotation().Vector() * range;
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FVector TraceStart, TraceVector;
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APlayerController *ctrl = GetWorld()->GetFirstPlayerController();
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ctrl->DeprojectScreenPositionToWorld(0.5, 0.5, TraceStart, TraceVector);
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FVector TraceEnd = TraceStart + (TraceVector * range);
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// FHitResult will hold all data returned by our line collision query
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FHitResult Hit;
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// You can use FCollisionQueryParams to further configure the query
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// Here we add ourselves to the ignored list so we won't block the trace
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(possessed->GetActor());
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// To run the query, you need a pointer to the current level, which you can get from an Actor with GetWorld()
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// UWorld()->LineTraceSingleByChannel runs a line trace and returns the first actor hit over the provided collision channel.
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GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Visibility, QueryParams);
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// You can use DrawDebug helpers and the log to help visualize and debug your trace queries.
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// DrawDebugLine(GetWorld(), TraceStart, TraceEnd, Hit.bBlockingHit ? FColor::Blue : FColor::Red, false, 5.0f, 0, 10.0f);
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// UE_LOG(LogTemp, Log, TEXT("Tracing line: %s to %s"), *TraceStart.ToCompactString(), *TraceEnd.ToCompactString());
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// If the trace hit something, bBlockingHit will be true,
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// and its fields will be filled with detailed info about what was hit
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if (Hit.bBlockingHit && IsValid(Hit.GetActor())) {
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CameraRayChanged = (CameraRayTarget != Hit.GetActor());
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CameraRayTarget = Hit.GetActor();
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} else {
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CameraRayChanged = (CameraRayTarget != nullptr);
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CameraRayTarget = nullptr;
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}
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}
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void AIntegrationGameModeBase::LuaCallEnd(InvocationKind kind, int64 place_id) {
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std::string_view datapk = LuaCallBuffer.view();
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FlxLockedWrapper w(LockableWrapper);
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@@ -273,7 +225,7 @@ void AIntegrationGameModeBase::OnWorldPreActorTick(UWorld* InWorld, ELevelTick I
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UpdateConsoleOutput();
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UpdateTangibles();
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UpdatePossessedTangible();
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//CastCameraRay();
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if (LookAtDetector != nullptr) LookAtDetector->Update();
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}
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}
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@@ -378,6 +330,11 @@ AIntegrationGameModeBase *AIntegrationGameModeBase::GetFromContext(UObject *cont
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return GetFromWorld(context->GetWorld());
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}
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void AIntegrationGameModeBase::SetLookAtDetector(UlxLookAtActorBase *selector) {
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LookAtDetector = selector;
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}
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// /** Gets the game mode that owns this component, this will always return null on the client */
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// template <class T>
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// T* GetGameMode() const
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@@ -13,6 +13,8 @@
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#include "IntegrationGameModeBase.generated.h"
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class LookAtDetector;
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/**
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*
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*/
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@@ -43,6 +45,9 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void SetLookAtDetector(UlxLookAtActorBase *det);
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// Assemble a lua call. To call into lua:
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//
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// * Use LuaCallBegin
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@@ -76,10 +81,6 @@ public:
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// Maybe call 'BecomePossessed' on the player tangible.
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void UpdatePossessedTangible();
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// Cast a ray forward from the camera. Update the instance
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// variables 'CameraRayTarget' and 'CameraRayChanged'.
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void CastCameraRay();
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// Pre-tick and post-tick functions.
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void OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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void OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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@@ -96,6 +97,9 @@ public:
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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UPROPERTY()
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UlxLookAtActorBase *LookAtDetector;
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// This stores the entire text currently visible in the console.
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FlxConsoleOutput ConsoleOutput;
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@@ -119,10 +123,6 @@ public:
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// Current Player ID
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int64 PlayerId;
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// Object in front of camera.
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AActor *CameraRayTarget;
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bool CameraRayChanged;
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// Amount of elapsed time since BeginPlay.
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float EngineSeconds;
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81
Source/Integration/LookAtDetector.cpp
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81
Source/Integration/LookAtDetector.cpp
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@@ -0,0 +1,81 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "LookAtDetector.h"
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#include "IntegrationGameModeBase.h"
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UlxLookAtActorBase::UlxLookAtActorBase() {
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GameMode = nullptr;
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Player = nullptr;
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PlayerController = nullptr;
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CameraManager = nullptr;
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PreviousSelectedActor = nullptr;
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CurrentSelectedActor = nullptr;
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}
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void UlxLookAtActorBase::Update() {
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GameMode = nullptr;
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Player = nullptr;
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PlayerController = nullptr;
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CameraManager = nullptr;
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PreviousSelectedActor = CurrentSelectedActor;
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CurrentSelectedActor = nullptr;
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// Make sure the world is fully configured before we attempt to cast rays.
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AIntegrationGameModeBase *gm = AIntegrationGameModeBase::GetFromWorld(GetWorld());
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if (gm == nullptr) return;
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UlxTangible *possessed = gm->TangibleManager->GetPossessedTangible();
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if (possessed == nullptr) return;
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APlayerController *pc = GetWorld()->GetFirstPlayerController();
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if (pc == nullptr) return;
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APawn *pawn = pc->GetPawn();
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if (pawn == nullptr) return;
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APlayerCameraManager *cam = pc->PlayerCameraManager;
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if (cam == nullptr) return;
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GameMode = gm;
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Player = pawn;
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PlayerController = pc;
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CameraManager = cam;
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Recalculate();
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}
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// void AIntegrationGameModeBase::CastCameraRay() {
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// // The range we're using is currently hardwired.
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// double range = 1000.0;
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// // Get the ray in question.
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// APlayerCameraManager *camManager = GetWorld()->GetFirstPlayerController()->PlayerCameraManager;
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// FVector TraceStart = camManager->GetCameraLocation();
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// FVector TraceVector = camManager->GetCameraRotation().Vector();
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// FVector TraceEnd = TraceStart + (TraceVector * range);
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// // FHitResult will hold all data returned by our line collision query
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// FHitResult Hit;
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// // You can use FCollisionQueryParams to further configure the query
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// // Here we add ourselves to the ignored list so we won't block the trace
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// FCollisionQueryParams QueryParams;
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// QueryParams.AddIgnoredActor(possessed->GetActor());
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// // To run the query, you need a pointer to the current level, which you can get from an Actor with GetWorld()
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// // UWorld()->LineTraceSingleByChannel runs a line trace and returns the first actor hit over the provided collision channel.
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// GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_Visibility, QueryParams);
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// // You can use DrawDebug helpers and the log to help visualize and debug your trace queries.
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// // DrawDebugLine(GetWorld(), TraceStart, TraceEnd, Hit.bBlockingHit ? FColor::Blue : FColor::Red, false, 2.0f, 0, 5.0f);
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// // UE_LOG(LogTemp, Log, TEXT("Tracing line: %s to %s"), *TraceStart.ToCompactString(), *TraceVector.ToCompactString());
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// // If the trace hit something, bBlockingHit will be true,
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// // and its fields will be filled with detailed info about what was hit
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// if (Hit.bBlockingHit && IsValid(Hit.GetActor())) {
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// CameraRayChanged = (CameraRayTarget != Hit.GetActor());
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// CameraRayTarget = Hit.GetActor();
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// } else {
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// CameraRayChanged = (CameraRayTarget != nullptr);
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// CameraRayTarget = nullptr;
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// }
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// }
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67
Source/Integration/LookAtDetector.h
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67
Source/Integration/LookAtDetector.h
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@@ -0,0 +1,67 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Runtime/Engine/Classes/GameFramework/PlayerController.h"
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#include "LookAtDetector.generated.h"
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class AIntegrationGameModeBase;
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/**
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*
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*/
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UCLASS()
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class INTEGRATION_API UlxLookAtActorBase : public UObject
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{
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GENERATED_BODY()
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public:
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UlxLookAtActorBase();
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~UlxLookAtActorBase() {};
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// Used by the IntegrationGameModeBase to trigger recalculation.
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void Update();
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// Used in blueprints to set the result object.
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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void SetSelectedActor(AActor *actor) { CurrentSelectedActor = actor; }
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// Used to find out if the selection recently changed.
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UFUNCTION(BlueprintCallable, Category = "Luprex")
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bool SelectionChanged() { return (PreviousSelectedActor != CurrentSelectedActor); }
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// Defined in blueprints to do the actual recalculation.
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex")
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void Recalculate();
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public:
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public:
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// A pointer to an IntegrationGameModeBase.
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UPROPERTY(BlueprintReadOnly)
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AIntegrationGameModeBase *GameMode;
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// A pointer to an actor, the current character.
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UPROPERTY(BlueprintReadOnly)
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AActor *Player;
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// A pointer to the player controller.
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UPROPERTY(BlueprintReadOnly)
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APlayerController *PlayerController;
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// A pointer to the camera manager.
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UPROPERTY(BlueprintReadOnly)
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APlayerCameraManager *CameraManager;
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// The selected actor on the previous frame.
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UPROPERTY(BlueprintReadOnly)
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AActor *PreviousSelectedActor;
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// The selected actor on the current frame.
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UPROPERTY(BlueprintReadOnly)
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AActor *CurrentSelectedActor;
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};
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