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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| namespace LyraCameraMode_ThirdPerson_Statics | |
| { | |
| static const FName NAME_IgnoreCameraCollision = TEXT("IgnoreCameraCollision"); | |
| } | |
| ULyraCameraMode_ThirdPerson::ULyraCameraMode_ThirdPerson() | |
| { | |
| TargetOffsetCurve = nullptr; | |
| PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, +00.0f, 0.0f), 1.00f, 1.00f, 14.f, 0)); | |
| PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, +16.0f, 0.0f), 0.75f, 0.75f, 00.f, 3)); | |
| PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, -16.0f, 0.0f), 0.75f, 0.75f, 00.f, 3)); | |
| PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, +32.0f, 0.0f), 0.50f, 0.50f, 00.f, 5)); | |
| PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+00.0f, -32.0f, 0.0f), 0.50f, 0.50f, 00.f, 5)); | |
| PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(+20.0f, +00.0f, 0.0f), 1.00f, 1.00f, 00.f, 4)); | |
| PenetrationAvoidanceFeelers.Add(FLyraPenetrationAvoidanceFeeler(FRotator(-20.0f, +00.0f, 0.0f), 0.50f, 0.50f, 00.f, 4)); | |
| } | |
| void ULyraCameraMode_ThirdPerson::UpdateView(float DeltaTime) | |
| { | |
| UpdateForTarget(DeltaTime); | |
| UpdateCrouchOffset(DeltaTime); | |
| FVector PivotLocation = GetPivotLocation() + CurrentCrouchOffset; | |
| FRotator PivotRotation = GetPivotRotation(); | |
| PivotRotation.Pitch = FMath::ClampAngle(PivotRotation.Pitch, ViewPitchMin, ViewPitchMax); | |
| View.Location = PivotLocation; | |
| View.Rotation = PivotRotation; | |
| View.ControlRotation = View.Rotation; | |
| View.FieldOfView = FieldOfView; | |
| // Apply third person offset using pitch. | |
| if (!bUseRuntimeFloatCurves) | |
| { | |
| if (TargetOffsetCurve) | |
| { | |
| const FVector TargetOffset = TargetOffsetCurve->GetVectorValue(PivotRotation.Pitch); | |
| View.Location = PivotLocation + PivotRotation.RotateVector(TargetOffset); | |
| } | |
| } | |
| else | |
| { | |
| FVector TargetOffset(0.0f); | |
| TargetOffset.X = TargetOffsetX.GetRichCurveConst()->Eval(PivotRotation.Pitch); | |
| TargetOffset.Y = TargetOffsetY.GetRichCurveConst()->Eval(PivotRotation.Pitch); | |
| TargetOffset.Z = TargetOffsetZ.GetRichCurveConst()->Eval(PivotRotation.Pitch); | |
| View.Location = PivotLocation + PivotRotation.RotateVector(TargetOffset); | |
| } | |
| // Adjust final desired camera location to prevent any penetration | |
| UpdatePreventPenetration(DeltaTime); | |
| } | |
| void ULyraCameraMode_ThirdPerson::UpdateForTarget(float DeltaTime) | |
| { | |
| if (const ACharacter* TargetCharacter = Cast<ACharacter>(GetTargetActor())) | |
| { | |
| if (TargetCharacter->IsCrouched()) | |
| { | |
| const ACharacter* TargetCharacterCDO = TargetCharacter->GetClass()->GetDefaultObject<ACharacter>(); | |
| const float CrouchedHeightAdjustment = TargetCharacterCDO->CrouchedEyeHeight - TargetCharacterCDO->BaseEyeHeight; | |
| SetTargetCrouchOffset(FVector(0.f, 0.f, CrouchedHeightAdjustment)); | |
| return; | |
| } | |
| } | |
| SetTargetCrouchOffset(FVector::ZeroVector); | |
| } | |
| void ULyraCameraMode_ThirdPerson::DrawDebug(UCanvas* Canvas) const | |
| { | |
| Super::DrawDebug(Canvas); | |
| FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager; | |
| for (int i = 0; i < DebugActorsHitDuringCameraPenetration.Num(); i++) | |
| { | |
| DisplayDebugManager.DrawString( | |
| FString::Printf(TEXT("HitActorDuringPenetration[%d]: %s") | |
| , i | |
| , *DebugActorsHitDuringCameraPenetration[i]->GetName())); | |
| } | |
| LastDrawDebugTime = GetWorld()->GetTimeSeconds(); | |
| } | |
| void ULyraCameraMode_ThirdPerson::UpdatePreventPenetration(float DeltaTime) | |
| { | |
| if (!bPreventPenetration) | |
| { | |
| return; | |
| } | |
| AActor* TargetActor = GetTargetActor(); | |
| APawn* TargetPawn = Cast<APawn>(TargetActor); | |
| AController* TargetController = TargetPawn ? TargetPawn->GetController() : nullptr; | |
| ILyraCameraAssistInterface* TargetControllerAssist = Cast<ILyraCameraAssistInterface>(TargetController); | |
| ILyraCameraAssistInterface* TargetActorAssist = Cast<ILyraCameraAssistInterface>(TargetActor); | |
| TOptional<AActor*> OptionalPPTarget = TargetActorAssist ? TargetActorAssist->GetCameraPreventPenetrationTarget() : TOptional<AActor*>(); | |
| AActor* PPActor = OptionalPPTarget.IsSet() ? OptionalPPTarget.GetValue() : TargetActor; | |
| ILyraCameraAssistInterface* PPActorAssist = OptionalPPTarget.IsSet() ? Cast<ILyraCameraAssistInterface>(PPActor) : nullptr; | |
| const UPrimitiveComponent* PPActorRootComponent = Cast<UPrimitiveComponent>(PPActor->GetRootComponent()); | |
| if (PPActorRootComponent) | |
| { | |
| // Attempt at picking SafeLocation automatically, so we reduce camera translation when aiming. | |
| // Our camera is our reticle, so we want to preserve our aim and keep that as steady and smooth as possible. | |
| // Pick closest point on capsule to our aim line. | |
| FVector ClosestPointOnLineToCapsuleCenter; | |
| FVector SafeLocation = PPActor->GetActorLocation(); | |
| FMath::PointDistToLine(SafeLocation, View.Rotation.Vector(), View.Location, ClosestPointOnLineToCapsuleCenter); | |
| // Adjust Safe distance height to be same as aim line, but within capsule. | |
| float const PushInDistance = PenetrationAvoidanceFeelers[0].Extent + CollisionPushOutDistance; | |
| float const MaxHalfHeight = PPActor->GetSimpleCollisionHalfHeight() - PushInDistance; | |
| SafeLocation.Z = FMath::Clamp(ClosestPointOnLineToCapsuleCenter.Z, SafeLocation.Z - MaxHalfHeight, SafeLocation.Z + MaxHalfHeight); | |
| float DistanceSqr; | |
| PPActorRootComponent->GetSquaredDistanceToCollision(ClosestPointOnLineToCapsuleCenter, DistanceSqr, SafeLocation); | |
| // Push back inside capsule to avoid initial penetration when doing line checks. | |
| if (PenetrationAvoidanceFeelers.Num() > 0) | |
| { | |
| SafeLocation += (SafeLocation - ClosestPointOnLineToCapsuleCenter).GetSafeNormal() * PushInDistance; | |
| } | |
| // Then aim line to desired camera position | |
| bool const bSingleRayPenetrationCheck = !bDoPredictiveAvoidance; | |
| PreventCameraPenetration(*PPActor, SafeLocation, View.Location, DeltaTime, AimLineToDesiredPosBlockedPct, bSingleRayPenetrationCheck); | |
| ILyraCameraAssistInterface* AssistArray[] = { TargetControllerAssist, TargetActorAssist, PPActorAssist }; | |
| if (AimLineToDesiredPosBlockedPct < ReportPenetrationPercent) | |
| { | |
| for (ILyraCameraAssistInterface* Assist : AssistArray) | |
| { | |
| if (Assist) | |
| { | |
| // camera is too close, tell the assists | |
| Assist->OnCameraPenetratingTarget(); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void ULyraCameraMode_ThirdPerson::PreventCameraPenetration(class AActor const& ViewTarget, FVector const& SafeLoc, FVector& CameraLoc, float const& DeltaTime, float& DistBlockedPct, bool bSingleRayOnly) | |
| { | |
| DebugActorsHitDuringCameraPenetration.Reset(); | |
| float HardBlockedPct = DistBlockedPct; | |
| float SoftBlockedPct = DistBlockedPct; | |
| FVector BaseRay = CameraLoc - SafeLoc; | |
| FRotationMatrix BaseRayMatrix(BaseRay.Rotation()); | |
| FVector BaseRayLocalUp, BaseRayLocalFwd, BaseRayLocalRight; | |
| BaseRayMatrix.GetScaledAxes(BaseRayLocalFwd, BaseRayLocalRight, BaseRayLocalUp); | |
| float DistBlockedPctThisFrame = 1.f; | |
| int32 const NumRaysToShoot = bSingleRayOnly ? FMath::Min(1, PenetrationAvoidanceFeelers.Num()) : PenetrationAvoidanceFeelers.Num(); | |
| FCollisionQueryParams SphereParams(SCENE_QUERY_STAT(CameraPen), false, nullptr/*PlayerCamera*/); | |
| SphereParams.AddIgnoredActor(&ViewTarget); | |
| //TODO ILyraCameraTarget.GetIgnoredActorsForCameraPentration(); | |
| //if (IgnoreActorForCameraPenetration) | |
| //{ | |
| // SphereParams.AddIgnoredActor(IgnoreActorForCameraPenetration); | |
| //} | |
| FCollisionShape SphereShape = FCollisionShape::MakeSphere(0.f); | |
| UWorld* World = GetWorld(); | |
| for (int32 RayIdx = 0; RayIdx < NumRaysToShoot; ++RayIdx) | |
| { | |
| FLyraPenetrationAvoidanceFeeler& Feeler = PenetrationAvoidanceFeelers[RayIdx]; | |
| if (Feeler.FramesUntilNextTrace <= 0) | |
| { | |
| // calc ray target | |
| FVector RayTarget; | |
| { | |
| FVector RotatedRay = BaseRay.RotateAngleAxis(Feeler.AdjustmentRot.Yaw, BaseRayLocalUp); | |
| RotatedRay = RotatedRay.RotateAngleAxis(Feeler.AdjustmentRot.Pitch, BaseRayLocalRight); | |
| RayTarget = SafeLoc + RotatedRay; | |
| } | |
| // cast for world and pawn hits separately. this is so we can safely ignore the | |
| // camera's target pawn | |
| SphereShape.Sphere.Radius = Feeler.Extent; | |
| ECollisionChannel TraceChannel = ECC_Camera; //(Feeler.PawnWeight > 0.f) ? ECC_Pawn : ECC_Camera; | |
| // do multi-line check to make sure the hits we throw out aren't | |
| // masking real hits behind (these are important rays). | |
| // MT-> passing camera as actor so that camerablockingvolumes know when it's the camera doing traces | |
| FHitResult Hit; | |
| const bool bHit = World->SweepSingleByChannel(Hit, SafeLoc, RayTarget, FQuat::Identity, TraceChannel, SphereShape, SphereParams); | |
| if (World->TimeSince(LastDrawDebugTime) < 1.f) | |
| { | |
| DrawDebugSphere(World, SafeLoc, SphereShape.Sphere.Radius, 8, FColor::Red); | |
| DrawDebugSphere(World, bHit ? Hit.Location : RayTarget, SphereShape.Sphere.Radius, 8, FColor::Red); | |
| DrawDebugLine(World, SafeLoc, bHit ? Hit.Location : RayTarget, FColor::Red); | |
| } | |
| Feeler.FramesUntilNextTrace = Feeler.TraceInterval; | |
| const AActor* HitActor = Hit.GetActor(); | |
| if (bHit && HitActor) | |
| { | |
| bool bIgnoreHit = false; | |
| if (HitActor->ActorHasTag(LyraCameraMode_ThirdPerson_Statics::NAME_IgnoreCameraCollision)) | |
| { | |
| bIgnoreHit = true; | |
| SphereParams.AddIgnoredActor(HitActor); | |
| } | |
| // Ignore CameraBlockingVolume hits that occur in front of the ViewTarget. | |
| if (!bIgnoreHit && HitActor->IsA<ACameraBlockingVolume>()) | |
| { | |
| const FVector ViewTargetForwardXY = ViewTarget.GetActorForwardVector().GetSafeNormal2D(); | |
| const FVector ViewTargetLocation = ViewTarget.GetActorLocation(); | |
| const FVector HitOffset = Hit.Location - ViewTargetLocation; | |
| const FVector HitDirectionXY = HitOffset.GetSafeNormal2D(); | |
| const float DotHitDirection = FVector::DotProduct(ViewTargetForwardXY, HitDirectionXY); | |
| if (DotHitDirection > 0.0f) | |
| { | |
| bIgnoreHit = true; | |
| // Ignore this CameraBlockingVolume on the remaining sweeps. | |
| SphereParams.AddIgnoredActor(HitActor); | |
| } | |
| else | |
| { | |
| DebugActorsHitDuringCameraPenetration.AddUnique(TObjectPtr<const AActor>(HitActor)); | |
| } | |
| } | |
| if (!bIgnoreHit) | |
| { | |
| float const Weight = Cast<APawn>(Hit.GetActor()) ? Feeler.PawnWeight : Feeler.WorldWeight; | |
| float NewBlockPct = Hit.Time; | |
| NewBlockPct += (1.f - NewBlockPct) * (1.f - Weight); | |
| // Recompute blocked pct taking into account pushout distance. | |
| NewBlockPct = ((Hit.Location - SafeLoc).Size() - CollisionPushOutDistance) / (RayTarget - SafeLoc).Size(); | |
| DistBlockedPctThisFrame = FMath::Min(NewBlockPct, DistBlockedPctThisFrame); | |
| // This feeler got a hit, so do another trace next frame | |
| Feeler.FramesUntilNextTrace = 0; | |
| DebugActorsHitDuringCameraPenetration.AddUnique(TObjectPtr<const AActor>(HitActor)); | |
| } | |
| } | |
| if (RayIdx == 0) | |
| { | |
| // don't interpolate toward this one, snap to it | |
| // assumes ray 0 is the center/main ray | |
| HardBlockedPct = DistBlockedPctThisFrame; | |
| } | |
| else | |
| { | |
| SoftBlockedPct = DistBlockedPctThisFrame; | |
| } | |
| } | |
| else | |
| { | |
| --Feeler.FramesUntilNextTrace; | |
| } | |
| } | |
| if (bResetInterpolation) | |
| { | |
| DistBlockedPct = DistBlockedPctThisFrame; | |
| } | |
| else if (DistBlockedPct < DistBlockedPctThisFrame) | |
| { | |
| // interpolate smoothly out | |
| if (PenetrationBlendOutTime > DeltaTime) | |
| { | |
| DistBlockedPct = DistBlockedPct + DeltaTime / PenetrationBlendOutTime * (DistBlockedPctThisFrame - DistBlockedPct); | |
| } | |
| else | |
| { | |
| DistBlockedPct = DistBlockedPctThisFrame; | |
| } | |
| } | |
| else | |
| { | |
| if (DistBlockedPct > HardBlockedPct) | |
| { | |
| DistBlockedPct = HardBlockedPct; | |
| } | |
| else if (DistBlockedPct > SoftBlockedPct) | |
| { | |
| // interpolate smoothly in | |
| if (PenetrationBlendInTime > DeltaTime) | |
| { | |
| DistBlockedPct = DistBlockedPct - DeltaTime / PenetrationBlendInTime * (DistBlockedPct - SoftBlockedPct); | |
| } | |
| else | |
| { | |
| DistBlockedPct = SoftBlockedPct; | |
| } | |
| } | |
| } | |
| DistBlockedPct = FMath::Clamp<float>(DistBlockedPct, 0.f, 1.f); | |
| if (DistBlockedPct < (1.f - ZERO_ANIMWEIGHT_THRESH)) | |
| { | |
| CameraLoc = SafeLoc + (CameraLoc - SafeLoc) * DistBlockedPct; | |
| } | |
| } | |
| void ULyraCameraMode_ThirdPerson::SetTargetCrouchOffset(FVector NewTargetOffset) | |
| { | |
| CrouchOffsetBlendPct = 0.0f; | |
| InitialCrouchOffset = CurrentCrouchOffset; | |
| TargetCrouchOffset = NewTargetOffset; | |
| } | |
| void ULyraCameraMode_ThirdPerson::UpdateCrouchOffset(float DeltaTime) | |
| { | |
| if (CrouchOffsetBlendPct < 1.0f) | |
| { | |
| CrouchOffsetBlendPct = FMath::Min(CrouchOffsetBlendPct + DeltaTime * CrouchOffsetBlendMultiplier, 1.0f); | |
| CurrentCrouchOffset = FMath::InterpEaseInOut(InitialCrouchOffset, TargetCrouchOffset, CrouchOffsetBlendPct, 1.0f); | |
| } | |
| else | |
| { | |
| CurrentCrouchOffset = TargetCrouchOffset; | |
| CrouchOffsetBlendPct = 1.0f; | |
| } | |
| } | |