Add target acquisition in the sample

This commit is contained in:
Arnaud Jamin
2023-10-06 02:27:00 -04:00
parent 25f2e06400
commit 92396410d4
36 changed files with 1657 additions and 97 deletions
+10
View File
@@ -5,3 +5,13 @@
#ifndef USE_COG
#define USE_COG (ENABLE_DRAW_DEBUG && !NO_LOGGING)
#endif
#if !USE_COG
#define COG(expr) (0)
#else //!ENABLE_COG
#define COG(expr) { expr; }
#endif //!ENABLE_COG
+23 -12
View File
@@ -6,6 +6,7 @@
#include "CogSampleAttributeSet_Health.h"
#include "CogSampleAttributeSet_Misc.h"
#include "CogSampleCharacterMovementComponent.h"
#include "CogSampleFunctionLibrary_Team.h"
#include "CogSampleGameplayAbility.h"
#include "CogSampleLogCategories.h"
#include "CogSampleRootMotionParams.h"
@@ -77,7 +78,7 @@ void ACogSampleCharacter::GetLifetimeReplicatedProps(TArray< FLifetimeProperty >
Params.Condition = COND_OwnerOnly;
DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, ActiveAbilityHandles, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, TeamID, Params);
DOREPLIFETIME_WITH_PARAMS_FAST(ACogSampleCharacter, Team, Params);
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -116,18 +117,16 @@ UAbilitySystemComponent* ACogSampleCharacter::GetAbilitySystemComponent() const
//--------------------------------------------------------------------------------------------------------------------------
ECogInterfacesAllegiance ACogSampleCharacter::GetAllegianceWithOtherActor(const AActor* OtherActor) const
{
const ACogSampleCharacter* OtherCharacter = Cast<ACogSampleCharacter>(OtherActor);
if (OtherCharacter == nullptr)
{
return ECogInterfacesAllegiance::Neutral;
}
ECogSampleAllegiance Allegiance = UCogSampleFunctionLibrary_Team::GetActorsAllegiance(this, OtherActor);
if (TeamID == OtherCharacter->TeamID)
switch (Allegiance)
{
return ECogInterfacesAllegiance::Friendly;
case ECogSampleAllegiance::Enemy: return ECogInterfacesAllegiance::Enemy;
case ECogSampleAllegiance::Friendly: return ECogInterfacesAllegiance::Friendly;
case ECogSampleAllegiance::Neutral: return ECogInterfacesAllegiance::Neutral;
}
return ECogInterfacesAllegiance::Enemy;
return ECogInterfacesAllegiance::Neutral;
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -507,8 +506,8 @@ void ACogSampleCharacter::OnScaleAttributeChanged(const FOnAttributeChangeData&
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::SetTeamID(int32 Value)
{
TeamID = Value;
MARK_PROPERTY_DIRTY_FROM_NAME(ACogSampleCharacter, TeamID, this);
Team = Value;
MARK_PROPERTY_DIRTY_FROM_NAME(ACogSampleCharacter, Team, this);
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -608,4 +607,16 @@ void ACogSampleCharacter::UpdateActiveAbilitySlots()
FGameplayTag SlotTag = FCogSampleTagLibrary::ActiveAbilityCooldownTags[i];
AbilityInstance->SetSlotTag(SlotTag);
}
}
//--------------------------------------------------------------------------------------------------------------------------
FVector ACogSampleCharacter::GetTargetLocation() const
{
return GetActorLocation();
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::GetTargetCapsules(TArray<const UCapsuleComponent*>& Capsules) const
{
Capsules.Add(GetCapsuleComponent());
}
+13 -13
View File
@@ -7,6 +7,8 @@
#include "CogDefines.h"
#include "CogInterfaceAllegianceActor.h"
#include "CogInterfaceDebugFilteredActor.h"
#include "CogSampleTargetableInterface.h"
#include "CogSampleTeamInterface.h"
#include "GameFramework/Character.h"
#include "GameplayAbilitySpecHandle.h"
#include "GameplayTagContainer.h"
@@ -26,17 +28,6 @@ struct FCogSampleRootMotionParams;
struct FGameplayEffectSpec;
struct FOnAttributeChangeData;
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
enum class ECogSampleAllegianceFilter : uint8
{
None = 0 UMETA(Hidden),
Ally = 1 << 0,
Neutral = 1 << 1,
Enemy = 1 << 2,
};
ENUM_CLASS_FLAGS(ECogSampleAllegianceFilter);
//--------------------------------------------------------------------------------------------------------------------------
USTRUCT(BlueprintType)
struct FActiveAbilityInfo
@@ -72,6 +63,8 @@ class ACogSampleCharacter : public ACharacter
, public IAbilitySystemInterface
, public ICogInterfacesDebugFilteredActor
, public ICogInterfacesAllegianceActor
, public ICogSampleTeamInterface
, public ICogSampleTargetableInterface
{
GENERATED_BODY()
@@ -102,6 +95,13 @@ public:
//----------------------------------------------------------------------------------------------------------------------
ECogInterfacesAllegiance GetAllegianceWithOtherActor(const AActor* OtherActor) const override;
//----------------------------------------------------------------------------------------------------------------------
// ICogSampleTargetInterface overrides
//----------------------------------------------------------------------------------------------------------------------
virtual FVector GetTargetLocation() const override;
virtual void GetTargetCapsules(TArray<const UCapsuleComponent*>& Capsules) const override;
//----------------------------------------------------------------------------------------------------------------------
void OnAcknowledgePossession(APlayerController* InController);
@@ -181,13 +181,13 @@ public:
//----------------------------------------------------------------------------------------------------------------------
UFUNCTION(BlueprintPure)
int32 GetTeamID() const { return TeamID; }
virtual int32 GetTeam() const override { return Team; }
UFUNCTION(BlueprintCallable)
void SetTeamID(int32 Value);
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Team, Replicated, meta = (AllowPrivateAccess = "true"))
int32 TeamID = 0;
int32 Team = 0;
//----------------------------------------------------------------------------------------------------------------------
// Root Motion
@@ -4,10 +4,12 @@
#include "AbilitySystemComponent.h"
#include "AbilitySystemGlobals.h"
#include "CogSampleGameplayEffectContext.h"
#include "CogSampleTargetableInterface.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/Character.h"
#include "GameplayCueNotifyTypes.h"
#include "GameplayEffectTypes.h"
#include "Kismet/KismetMathLibrary.h"
#include "Particles/ParticleSystemComponent.h"
#include "ScalableFloat.h"
@@ -108,3 +110,144 @@ int32 UCogSampleFunctionLibrary_Gameplay::GetIntValue(const FScalableFloat& Scal
return (int32)ScalableFloat.GetValueAtLevel(Level);
}
//--------------------------------------------------------------------------------------------------------------------------
FCollisionObjectQueryParams UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(const TArray<TEnumAsByte<EObjectTypeQuery>>& ObjectTypes)
{
TArray<TEnumAsByte<ECollisionChannel>> CollisionObjectTraces;
CollisionObjectTraces.AddUninitialized(ObjectTypes.Num());
for (auto Iter = ObjectTypes.CreateConstIterator(); Iter; ++Iter)
{
CollisionObjectTraces[Iter.GetIndex()] = UEngineTypes::ConvertToCollisionChannel(*Iter);
}
FCollisionObjectQueryParams ObjectParams;
for (auto Iter = CollisionObjectTraces.CreateConstIterator(); Iter; ++Iter)
{
const ECollisionChannel& Channel = (*Iter);
if (FCollisionObjectQueryParams::IsValidObjectQuery(Channel))
{
ObjectParams.AddObjectTypesToQuery(Channel);
}
}
return ObjectParams;
}
//--------------------------------------------------------------------------------------------------------------------------
FVector UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(const AActor* Actor)
{
if (Actor == nullptr)
{
return FVector::ZeroVector;
}
if (const ICogSampleTargetableInterface* Targetable = Cast<ICogSampleTargetableInterface>(Actor))
{
return Targetable->GetTargetLocation();
}
return Actor->GetActorLocation();
}
//--------------------------------------------------------------------------------------------------------------------------
float UCogSampleFunctionLibrary_Gameplay::AngleBetweenVector2D(FVector2D A, FVector2D B)
{
A.Normalize();
B.Normalize();
return FMath::RadiansToDegrees(FMath::Acos(FVector2D::DotProduct(A, B)));
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleFunctionLibrary_Gameplay::FindSegmentPointDistance(const FVector2D& Segment1, const FVector2D& Segment2, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance)
{
const float DistSquared = FVector2D::DistSquared(Segment1, Segment2);
if (FMath::IsNearlyZero(DistSquared))
{
Time = 0.0f;
Projection = Segment1;
Distance = FVector2D::Distance(Point, Segment1);
}
else
{
Time = FMath::Max(0.0f, FMath::Min(1.0f, FVector2D::DotProduct(Point - Segment1, Segment2 - Segment1) / DistSquared));
Projection = Segment1 + Time * (Segment2 - Segment1);
Distance = FVector2D::Distance(Point, Projection);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleFunctionLibrary_Gameplay::FindCapsulePointDistance(const FVector2D& CapsulePoint1, const FVector2D& CapsulePoint2, const float CapsuleRadius, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance)
{
FindSegmentPointDistance(CapsulePoint1, CapsulePoint2, Point, Projection, Time, Distance);
float projectionToPointDistance = Distance;
Distance -= CapsuleRadius;
if (Distance > 0.0f)
{
Projection = Point + ((Projection - Point) / projectionToPointDistance) * Distance;
}
else
{
Projection = Point;
}
}
//--------------------------------------------------------------------------------------------------------------------------
FVector2D UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(const FVector2D& value, const FVector2D& displaySize)
{
FVector2D result;
if (displaySize.X > displaySize.Y)
{
const float screenXStart = (displaySize.X - displaySize.Y) * 0.5f;
const float screenXEnd = displaySize.X - screenXStart;
result.X = UKismetMathLibrary::MapRangeUnclamped(value.X, -1.0f, 1.0f, screenXStart, screenXEnd);
result.Y = UKismetMathLibrary::MapRangeUnclamped(value.Y, -1.0f, 1.0f, displaySize.Y, 0.0f);
}
else
{
const float ScreenYStart = (displaySize.Y - displaySize.X) * 0.5f;
const float ScreenYEnd = displaySize.Y - ScreenYStart;
result.X = UKismetMathLibrary::MapRangeUnclamped(value.X, -1.0f, 1.0f, 0.0f, displaySize.X);
result.Y = UKismetMathLibrary::MapRangeUnclamped(value.Y, -1.0f, 1.0f, ScreenYEnd, ScreenYStart);
}
return result;
}
//--------------------------------------------------------------------------------------------------------------------------
float UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(const float Value, const FVector2D& DisplaySize)
{
return Value * 0.5f * FMath::Min(DisplaySize.X, DisplaySize.Y);
}
//--------------------------------------------------------------------------------------------------------------------------
FVector2D UCogSampleFunctionLibrary_Gameplay::ScreenToViewport(const FVector2D& Value, const FVector2D& DisplaySize)
{
FVector2D Result;
if (DisplaySize.X > DisplaySize.Y)
{
const float screenXStart = (DisplaySize.X - DisplaySize.Y) * 0.5f;
const float screenXEnd = DisplaySize.X - screenXStart;
Result.X = UKismetMathLibrary::MapRangeUnclamped(Value.X, screenXStart, screenXEnd, -1.0f, 1.0f);
Result.Y = UKismetMathLibrary::MapRangeUnclamped(Value.Y, 0.0f, DisplaySize.Y, -1.0f, 1.0f);
}
else
{
const float screenYStart = (DisplaySize.Y - DisplaySize.X) * 0.5f;
const float screenYEnd = DisplaySize.Y - screenYStart;
Result.X = UKismetMathLibrary::MapRangeUnclamped(Value.X, 0.0f, DisplaySize.X, -1.0f, 1.0f);
Result.Y = UKismetMathLibrary::MapRangeUnclamped(Value.Y, screenYStart, screenYEnd, -1.0f, 1.0f);
}
return Result;
}
//--------------------------------------------------------------------------------------------------------------------------
float UCogSampleFunctionLibrary_Gameplay::ScreenToViewport(const float Value, const FVector2D& DisplaySize)
{
return Value * 2.0f / FMath::Min(DisplaySize.X, DisplaySize.Y);
}
@@ -11,12 +11,14 @@ struct FGameplayAttributeData;
struct FGameplayCueNotify_SpawnResult;
struct FGameplayCueParameters;
//--------------------------------------------------------------------------------------------------------------------------
#define ATTRIBUTE_ACCESSORS(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_PROPERTY_GETTER(ClassName, PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_GETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_SETTER(PropertyName) \
GAMEPLAYATTRIBUTE_VALUE_INITTER(PropertyName)
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Gameplay"))
class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary
{
@@ -24,8 +26,6 @@ class UCogSampleFunctionLibrary_Gameplay : public UBlueprintFunctionLibrary
public:
static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
UFUNCTION(BlueprintPure)
static FVector GetActorBottomLocation(const AActor* Actor);
@@ -49,4 +49,28 @@ public:
UFUNCTION(BlueprintPure)
static int32 GetIntValue(const FScalableFloat& ScalableFloat, int32 Level);
UFUNCTION(BlueprintPure)
static FVector GetActorTargetLocation(const AActor* Actor);
UFUNCTION(BlueprintPure)
static float AngleBetweenVector2D(FVector2D A, FVector2D B);
UFUNCTION(BlueprintPure)
static void FindSegmentPointDistance(const FVector2D& Segment1, const FVector2D& Segment2, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
UFUNCTION(BlueprintPure)
static void FindCapsulePointDistance(const FVector2D& CapsulePoint1, const FVector2D& CapsulePoint2, const float CapsuleRadius, const FVector2D& Point, FVector2D& Projection, float& Time, float& Distance);
static void AdjustAttributeForMaxChange(UAbilitySystemComponent* AbilityComponent, FGameplayAttributeData& AffectedAttribute, float OldValue, float NewMaxValue, const FGameplayAttribute& AffectedAttributeProperty);
static FCollisionObjectQueryParams ConfigureCollisionObjectParams(const TArray<TEnumAsByte<EObjectTypeQuery>>& ObjectTypes);
static FVector2D ViewportToScreen(const FVector2D& value, const FVector2D& displaySize);
static float ViewportToScreen(const float value, const FVector2D& displaySize);
static FVector2D ScreenToViewport(const FVector2D& value, const FVector2D& displaySize);
static float ScreenToViewport(const float value, const FVector2D& displaySize);
};
@@ -0,0 +1,70 @@
#include "CogSampleFunctionLibrary_Team.h"
#include "CogSampleTeamInterface.h"
//--------------------------------------------------------------------------------------------------------------------------
ECogSampleAllegiance UCogSampleFunctionLibrary_Team::GetTeamsAllegiance(int32 Team1, int32 Team2)
{
if (Team1 == 0 || Team2 == 0)
{
return ECogSampleAllegiance::Neutral;
}
if (Team1 == Team2)
{
return ECogSampleAllegiance::Friendly;
}
return ECogSampleAllegiance::Enemy;
}
//--------------------------------------------------------------------------------------------------------------------------
ECogSampleAllegiance UCogSampleFunctionLibrary_Team::GetActorsAllegiance(const AActor* Actor1, const AActor* Actor2)
{
const ICogSampleTeamInterface* TeamActor1 = Cast<ICogSampleTeamInterface>(Actor1);
const ICogSampleTeamInterface* TeamActor2 = Cast<ICogSampleTeamInterface>(Actor2);
if (TeamActor1 == nullptr || TeamActor2 == nullptr)
{
return ECogSampleAllegiance::Neutral;
}
const int32 Team1 = TeamActor1->GetTeam();
const int32 Team2 = TeamActor2->GetTeam();
const ECogSampleAllegiance Allegiance = GetTeamsAllegiance(Team1, Team2);
return Allegiance;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Team::MatchAllegiance(const AActor* Actor1, const AActor* Actor2, int32 AllegianceFilter)
{
const ECogSampleAllegiance Allegiance = GetActorsAllegiance(Actor1, Actor2);
const bool Result = MatchAllegianceFilter(Allegiance, AllegianceFilter);
return Result;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleFunctionLibrary_Team::MatchAllegianceFilter(ECogSampleAllegiance Allegiance, int32 AllegianceFilter)
{
const bool HasFriendly = (AllegianceFilter & (int)ECogSampleAllegianceFilter::Friendly) != 0;
const bool HasNeutral = (AllegianceFilter & (int)ECogSampleAllegianceFilter::Neutral) != 0;
const bool HasEnemy = (AllegianceFilter & (int)ECogSampleAllegianceFilter::Enemy) != 0;
if (Allegiance == ECogSampleAllegiance::Friendly && HasFriendly)
{
return true;
}
if (Allegiance == ECogSampleAllegiance::Neutral && HasNeutral)
{
return true;
}
if (Allegiance == ECogSampleAllegiance::Enemy && HasEnemy)
{
return true;
}
return false;
}
@@ -0,0 +1,46 @@
#pragma once
#include "CoreMinimal.h"
#include "CogSampleFunctionLibrary_Team.generated.h"
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType)
enum class ECogSampleAllegiance : uint8
{
Friendly,
Neutral,
Enemy,
};
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType, meta = (Bitflags, UseEnumValuesAsMaskValuesInEditor = "true"))
enum class ECogSampleAllegianceFilter : uint8
{
None = 0 UMETA(Hidden),
Friendly = 1 << 0,
Neutral = 1 << 1,
Enemy = 1 << 2,
};
ENUM_CLASS_FLAGS(ECogSampleAllegianceFilter);
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(meta = (ScriptName = "CogSampleFunctionLibrary_Team"))
class UCogSampleFunctionLibrary_Team : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintPure)
static ECogSampleAllegiance GetTeamsAllegiance(int32 Team1, int32 Team2);
UFUNCTION(BlueprintPure)
static ECogSampleAllegiance GetActorsAllegiance(const AActor* Actor1, const AActor* Actor2);
UFUNCTION(BlueprintPure)
static bool MatchAllegiance(const AActor* Actor1, const AActor* Actor2, UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter")) int32 AllegianceFilter);
UFUNCTION(BlueprintPure)
static bool MatchAllegianceFilter(ECogSampleAllegiance Allegiance, UPARAM(meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter")) int32 AllegianceFilter);
};
+2
View File
@@ -22,6 +22,7 @@
#include "CogAbilityWindow_Tags.h"
#include "CogAbilityWindow_Tweaks.h"
#include "CogDebugDefines.h"
#include "CogDebugDrawImGui.h"
#include "CogDebugPlot.h"
#include "CogEngineDataAsset_Collisions.h"
#include "CogEngineDataAsset_Spawns.h"
@@ -220,6 +221,7 @@ void ACogSampleGameState::InitializeCog()
void ACogSampleGameState::RenderCog(float DeltaTime)
{
CogWindowManager->Render(DeltaTime);
FCogDebugDrawImGui::Draw();
}
#endif //USE_COG
+13 -11
View File
@@ -4,7 +4,7 @@
#include "CogDefines.h"
#if USE_COG
#include "CogDebugLogCategoryManager.h"
#include "CogDebugLog.h"
#endif //USE_COG
DEFINE_LOG_CATEGORY(LogCogAlways);
@@ -15,22 +15,24 @@ DEFINE_LOG_CATEGORY(LogCogRotation);
DEFINE_LOG_CATEGORY(LogCogControlRotation);
DEFINE_LOG_CATEGORY(LogCogBaseAimRotation);
DEFINE_LOG_CATEGORY(LogCogSkeleton);
DEFINE_LOG_CATEGORY(LogCogTargetAcquisition);
namespace CogSampleLog
{
void RegiterAllLogCategories()
{
#if USE_COG
FCogDebugLogCategoryManager::AddLogCategory(LogCogAlways, "Always", false);
FCogDebugLogCategoryManager::AddLogCategory(LogAbilitySystem, "Ability System");
FCogDebugLogCategoryManager::AddLogCategory(LogGameplayEffects, "Gameplay Effects");
FCogDebugLogCategoryManager::AddLogCategory(LogCogCollision, "Collision");
FCogDebugLogCategoryManager::AddLogCategory(LogCogInput, "Input");
FCogDebugLogCategoryManager::AddLogCategory(LogCogPosition, "Position");
FCogDebugLogCategoryManager::AddLogCategory(LogCogRotation, "Rotation");
FCogDebugLogCategoryManager::AddLogCategory(LogCogControlRotation, "ControlRotation");
FCogDebugLogCategoryManager::AddLogCategory(LogCogBaseAimRotation, "BaseAimRotation");
FCogDebugLogCategoryManager::AddLogCategory(LogCogSkeleton, "Skeleton");
FCogDebugLog::AddLogCategory(LogCogAlways, "Always", false);
FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System");
FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects");
FCogDebugLog::AddLogCategory(LogCogCollision, "Collision");
FCogDebugLog::AddLogCategory(LogCogInput, "Input");
FCogDebugLog::AddLogCategory(LogCogPosition, "Position");
FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation");
FCogDebugLog::AddLogCategory(LogCogControlRotation, "ControlRotation");
FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "BaseAimRotation");
FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton");
FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition");
#endif //USE_COG
}
}
@@ -8,6 +8,7 @@ DECLARE_LOG_CATEGORY_EXTERN(LogCogRotation, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogControlRotation, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogBaseAimRotation, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogSkeleton, Warning, All);
DECLARE_LOG_CATEGORY_EXTERN(LogCogTargetAcquisition, Warning, All);
namespace CogSampleLog
{
@@ -2,6 +2,7 @@
#include "CogDefines.h"
#include "CogSampleCharacter.h"
#include "CogSampleTargetAcquisition.h"
#include "Net/UnrealNetwork.h"
#if USE_COG
@@ -38,4 +39,18 @@ void ACogSamplePlayerController::AcknowledgePossession(APawn* P)
{
PossessedCharacter->OnAcknowledgePossession(this);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSamplePlayerController::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (TargetAcquisition != nullptr)
{
TArray<AActor*> TagretToIgnore;
FCogSampleTargetAcquisitionResult Result;
TargetAcquisition->FindBestTarget(this, TagretToIgnore, nullptr, true, FVector2D::ZeroVector, false, Result);
Target = Result.Target;
}
}
@@ -5,6 +5,8 @@
#include "GameFramework/PlayerController.h"
#include "CogSamplePlayerController.generated.h"
class UCogSampleTargetAcquisition;
UCLASS(config=Game)
class ACogSamplePlayerController : public APlayerController
{
@@ -13,11 +15,19 @@ class ACogSamplePlayerController : public APlayerController
public:
ACogSamplePlayerController();
virtual void BeginPlay() override;
virtual void AcknowledgePossession(APawn* P);
virtual void Tick(float DeltaSeconds);
private:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = TargetAcquisition, meta = (AllowPrivateAccess = "true"))
UCogSampleTargetAcquisition* TargetAcquisition = nullptr;
UPROPERTY(BlueprintReadOnly, Category = TargetAcquisition, meta = (AllowPrivateAccess = "true"))
TSoftObjectPtr<AActor> Target = nullptr;
};
@@ -0,0 +1,886 @@
#include "CogSampleTargetAcquisition.h"
#include "Camera/CameraComponent.h"
#include "CogDefines.h"
#include "CogSampleCharacter.h"
#include "CogSampleFunctionLibrary_Gameplay.h"
#include "CogSampleLogCategories.h"
#include "CogSampleTargetableInterface.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/PlayerController.h"
#if USE_COG
#include "CogDebugDraw.h"
#include "CogDebugLog.h"
#endif //USE_COG
//--------------------------------------------------------------------------------------------------------------------------
// UCogSampleTargetAcquisition_Generic
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleTargetCandidateEvaluationParameters
{
const AActor* Source;
FVector SourceLocation;
const APlayerController* Controller;
TArray<AActor*> TargetsToIgnore;
bool bWorldDistanceIgnoreZ = false;
float MaxWorldDistance = 0.0f;
FVector2D CrosshairPosition = FVector2D::ZeroVector;
FVector YawDirection = FVector::ZeroVector;
FVector CameraRight = FVector::ZeroVector;
FMatrix ViewProjectionMatrix;
FIntRect ViewRect;
FCollisionObjectQueryParams BlockersParams;
bool bUseSearchDirection = false;
FVector2D SearchDirectionScreenOrigin = FVector2D::ZeroVector;
FVector2D SearchDirectionNormalized = FVector2D::ZeroVector;
bool IsDebugPersistent = false;
};
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleTargetCandidateEvaluationResult
{
AActor* BestTarget;
float MinScore;
bool bFoundLocationInsideShape;
};
//--------------------------------------------------------------------------------------------------------------------------
// UCogSampleTargetAcquisition_Generic
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTargetAcquisition::FindBestTargets(
const APlayerController* Controller,
const int32 TargetCount,
const TArray<AActor*>& TargetsToIgnore,
const AActor* CurrentLockedTarget,
const bool bForceSynchronousDetection,
const FVector2D ScreenSearchDirection,
bool bIsDebugPersistent,
TArray<FCogSampleTargetAcquisitionResult>& Results) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargets);
COG(FCogDebugDraw::String2D(LogCogTargetAcquisition, Controller, GetName(), FVector2D(20, 20), FColor::White, bIsDebugPersistent));
TArray<AActor*> TempTargetsToIgnore(TargetsToIgnore);
//---------------------------------------
// Find multiple target
//---------------------------------------
for (int32 i = 0; i < TargetCount; i++)
{
FCogSampleTargetAcquisitionResult Result;
FindBestTarget(
Controller,
TempTargetsToIgnore,
CurrentLockedTarget,
bForceSynchronousDetection,
ScreenSearchDirection,
bIsDebugPersistent,
Result);
//---------------------------------------
// Stop when out of valid targets
//---------------------------------------
if (Result.Target == nullptr)
{
break;
}
Results.Add(Result);
TempTargetsToIgnore.Add(Result.Target);
}
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTargetAcquisition::FindBestTarget(
const APlayerController* Controller,
const TArray<AActor*>& TargetsToIgnore,
const AActor* CurrentLockedTarget,
const bool bForceSynchronousDetection,
const FVector2D TargetSwitchSearchDirection,
const bool bIsDebugPersistent,
FCogSampleTargetAcquisitionResult& Result) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTarget);
ACogSampleCharacter* Character = Cast<ACogSampleCharacter>(Controller->GetPawn());
if (Character == nullptr)
{
return;
}
if (FMath::IsNearlyZero(DetectionLength) && FMath::IsNearlyZero(DetectionRadius))
{
return;
}
FMatrix ViewProjectionMatrix;
FIntRect ViewRect;
if (GetViewInfo(Controller, ViewProjectionMatrix, ViewRect) == false)
{
return;
}
FVector2D SearchDirectionScreenOrigin(ViewRect.Width() / 2.0f, ViewRect.Height() / 2.0f);
if (CurrentLockedTarget != nullptr)
{
FVector CurrentLockedTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(CurrentLockedTarget);
FSceneView::ProjectWorldToScreen(CurrentLockedTargetLocation, ViewRect, ViewProjectionMatrix, SearchDirectionScreenOrigin);
}
//----------------------------------------------------------------------------------------------------------------------
// Draw the ScreenSearchDirection if valid
//----------------------------------------------------------------------------------------------------------------------
#if USE_COG
const FVector2D SearchDirectionNormalized = (TargetSwitchSearchDirection.IsNearlyZero() == false) ? TargetSwitchSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
if (SearchDirectionNormalized.IsNearlyZero() == false)
{
COG(FCogDebugDraw::Segment2D(LogCogTargetAcquisition, Controller, FVector2D::ZeroVector, FVector2D(SearchDirectionNormalized.X, -SearchDirectionNormalized.Y), FColor(255, 255, 0, 255), bIsDebugPersistent));
}
#endif //USE_COG
static const FName TraceTag(TEXT("FindLockTarget_GatherTargets"));
FCollisionQueryParams QueryParams(TraceTag, SCENE_QUERY_STAT_ONLY(CogSampleTargetAcquisition), false);
QueryParams.bReturnPhysicalMaterial = true;
QueryParams.bReturnFaceIndex = false;
QueryParams.AddIgnoredActor(Character);
const FCollisionObjectQueryParams ObjectParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(ObjectTypes);
const FVector CastLocation = GetReferentialLocation(Character, DetectionLocation);
const FRotator CastRotation = GetReferentialRotation(Character, DetectionRotation);
const float CapsuleHalfHeight = DetectionLength * 0.5f;
const float CapsuleRadius = DetectionRadius;
const FVector CapsuleCenter = CastLocation + CastRotation.Vector() * CapsuleHalfHeight;
const FQuat CapsuleRotation = (CastRotation + FRotator(90, 0, 0)).Quaternion();
const FCollisionShape CapsuleShape = FCollisionShape::MakeCapsule(CapsuleRadius, CapsuleHalfHeight);
COG(FCogDebugDraw::Capsule(LogCogTargetAcquisition, Controller, CapsuleCenter, CapsuleHalfHeight, CapsuleRadius, CapsuleRotation, FColor::Yellow, bIsDebugPersistent, 0));
//-------------------------------------------------
// Gather targets asynchronously
//-------------------------------------------------
TArray<AActor*> QueriedActors;
//if (UseAsyncDetection && bForceSynchronousDetection == false)
//{
// TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition_Generic::EvaluateCandidateQueryAsync);
// FOverlapDatum OutData;
// if (Character->GetWorld()->QueryOverlapData(QueryHandle, OutData))
// {
// for (const FOverlapResult& Overlap : OutData.OutOverlaps)
// {
// if (AActor* Target = Overlap.GetActor())
// {
// QueriedActors.Add(Target);
// }
// }
// }
// QueryHandle = Character->GetWorld()->AsyncOverlapByObjectType(
// CapsuleCenter,
// CapsuleRotation,
// ObjectParams,
// CapsuleShape,
// QueryParams);
//}
//-------------------------------------------------
// Gather targets synchronously
//-------------------------------------------------
//else
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::EvaluateCandidateQuerySync);
TArray<FOverlapResult> OutOverlaps;
const bool Hit = Character->GetWorld()->OverlapMultiByObjectType(
OutOverlaps,
CapsuleCenter,
CapsuleRotation,
ObjectParams,
CapsuleShape,
QueryParams);
for (const FOverlapResult& Overlap : OutOverlaps)
{
if (AActor* Target = Overlap.GetActor())
{
QueriedActors.Add(Target);
}
}
}
//-------------------------------------------------
// Validate actors
//-------------------------------------------------
TArray<AActor*> ValidCandidates;
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::EvaluateCandidateCheckValids);
for (AActor* Actor : QueriedActors)
{
if (CheckIfTargetValid(Controller, Character, Actor) == false)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, "Filter", UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Actor), FColor::Red, bIsDebugPersistent));
continue;
}
ValidCandidates.Add(Actor);
}
}
FindBestTargetInCandidates(Controller, TargetsToIgnore, ValidCandidates, TargetSwitchSearchDirection, SearchDirectionScreenOrigin, bIsDebugPersistent, Result);
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::GetViewInfo(
const APlayerController* Controller,
FMatrix& viewProjectionMatrix,
FIntRect& viewRect) const
{
const ULocalPlayer* localPlayer = Controller->GetLocalPlayer();
if (localPlayer == nullptr || localPlayer->ViewportClient == nullptr)
{
return false;
}
FSceneViewProjectionData projectionData;
if (localPlayer->GetProjectionData(localPlayer->ViewportClient->Viewport, projectionData) == false)
{
return false;
}
viewProjectionMatrix = projectionData.ComputeViewProjectionMatrix();
viewRect = projectionData.GetConstrainedViewRect();
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::EvaluateCandidate(
AActor* CandidateTarget,
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
FCogSampleTargetCandidateEvaluationResult& EvalResult) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::EvaluateCandidate);
if (EvalParams.TargetsToIgnore.Contains(CandidateTarget))
{
return false;
}
const FVector CandidateTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(CandidateTarget);
FVector CandidateLocationDelta = CandidateTargetLocation - EvalParams.SourceLocation;
if (EvalParams.bWorldDistanceIgnoreZ)
{
CandidateLocationDelta.Z = 0.0f;
}
const float CandidateWorldDistance = CandidateLocationDelta.Length();
const FVector CandidateWorldDirection = CandidateWorldDistance > 0.0f ? CandidateLocationDelta / CandidateWorldDistance : FVector::ZeroVector;
const float ScreenMagnitude = FMath::Min(EvalParams.ViewRect.Width(), EvalParams.ViewRect.Height());
const bool IsSearchDirectionUsed = bUseSearchDirectionScore && EvalParams.SearchDirectionNormalized.IsNearlyZero() == false;
//--------------------------------------------------------------------------------------------------------------
// Filter by world distance limit
//--------------------------------------------------------------------------------------------------------------
if (CandidateWorldDistance > EvalParams.MaxWorldDistance)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Dist: %0.2f"), CandidateWorldDistance * 0.01f), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
//--------------------------------------------------------------------------------------------------------------
// Filter candidates base on yaw limit when using yaw, otherwise filter anyone behind the character
//--------------------------------------------------------------------------------------------------------------
const FVector CandidateWorldDirectionFlat = CandidateWorldDirection.GetSafeNormal2D();
const float CandidateDot = EvalParams.YawDirection.Dot(CandidateWorldDirectionFlat);
const float CandidateYaw = FRotator::NormalizeAxis(FMath::RadiansToDegrees(FMath::Acos(CandidateDot)));
if (bUseYawLimit && CandidateYaw > YawMax)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Yaw: %0.2f"), CandidateYaw), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
//--------------------------------------------------------------------------------------------------------------
// Find the candidate screen location. If the result distance is lower than zero, it means the crosshair is
// inside the candidate capsules.
//--------------------------------------------------------------------------------------------------------------
FVector2D CandidateScreenLocation;
FVector2D CandidateClosestScreenLocation;
float CandidateClosestScreenDistance;
const UCapsuleComponent* CandidateBestHitZone = nullptr;
if (!ComputeCandidateScreenLocation(CandidateTarget, EvalParams, CandidateTargetLocation, CandidateScreenLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance))
{
return false;
}
//--------------------------------------------------------------------------------------------------------------
// Filter candidates not inside the screen distance limits.
//--------------------------------------------------------------------------------------------------------------
if (bUseScreenLimit)
{
if (!CheckCandidateWithinScreenDistance(EvalParams.Controller, EvalParams.ViewRect, CandidateTargetLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance, EvalParams.IsDebugPersistent))
{
return false;
}
}
//--------------------------------------------------------------------------------------------------------------
// Raycast to verify this target is not blocked by a collision.
//--------------------------------------------------------------------------------------------------------------
if (!HasLineOfSightToTarget(EvalParams.Source, CandidateTarget, EvalParams.BlockersParams))
{
return false;
}
const bool bIsInsideCandidate = CandidateClosestScreenDistance < 0.0f;
if (!IsSearchDirectionUsed && bPrioritizeInsideHitZones)
{
//--------------------------------------------------------------------------------------------------------------
// We always prioritize the candidates if the crosshair is inside them. Thus if we are inside another candidate
// but not inside this one, we discard it (unless we are switching the lock target)
//--------------------------------------------------------------------------------------------------------------
if (EvalResult.bFoundLocationInsideShape && bIsInsideCandidate == false)
{
return false;
}
//--------------------------------------------------------------------------------------------------------------
// if we are inside the capsule of this candidate, we can discard subsequent candidates that are not inside
// but also the best previous candidate since we were not inside it.
//--------------------------------------------------------------------------------------------------------------
if (bIsInsideCandidate && EvalResult.bFoundLocationInsideShape == false)
{
EvalResult.BestTarget = nullptr;
EvalResult.MinScore = FLT_MAX;
}
}
//--------------------------------------------------------------------------------------------------------------
// Compute a score based on the world distance
//--------------------------------------------------------------------------------------------------------------
float CandidateWorldDistanceRatio = 0.0f;
float CandidateWorldDistanceScore = 0.0f;
if (bUseWorldDistanceScore)
{
CandidateWorldDistanceRatio = (WorldDistanceMax > 0.0f) ? CandidateWorldDistance / WorldDistanceMax : 0.0f;
CandidateWorldDistanceScore = WorldDistanceScoreMultiplier * (WorldDistanceScoreCurve != nullptr ? WorldDistanceScoreCurve->GetFloatValue(CandidateWorldDistanceRatio) : CandidateWorldDistanceRatio);
}
//--------------------------------------------------------------------------------------------------------------
// Compute a score based on screen distance
//--------------------------------------------------------------------------------------------------------------
float CandidateScreenDistanceRatio = 0.0f;
float CandidateScreenDistanceScore = 0.0f;
if (bUseScreenDistanceScore && IsSearchDirectionUsed == false)
{
CandidateScreenDistanceRatio = CandidateClosestScreenDistance / ScreenMagnitude;
CandidateScreenDistanceScore = ScreenDistanceScoreMultiplier * (ScreenDistanceScoreCurve != nullptr ? ScreenDistanceScoreCurve->GetFloatValue(CandidateScreenDistanceRatio) : CandidateScreenDistanceRatio);
}
//--------------------------------------------------------------------------------------------------------------
// Compute a score based on yaw
//--------------------------------------------------------------------------------------------------------------
float CandidateYawRatio = 0.0f;
float CandidateYawScore = 0.0f;
if (bUseYawScore)
{
CandidateYawRatio = YawMax > 0.0f ? CandidateYaw / YawMax : 0.0f;
CandidateYawScore = YawScoreMultiplier * (YawScoreCurve != nullptr ? YawScoreCurve->GetFloatValue(CandidateYawRatio) : CandidateYawRatio);
}
//--------------------------------------------------------------------------------------------------------------
// Compute a score based on the search direction. (for target lock switch)
//--------------------------------------------------------------------------------------------------------------
float SearchDirectionDistanceScore = 0.0f;
float SearchDirectionAngleScore = 0.0f;
float SearchDirectionDistanceRatio = 0.0f;
float SearchDirectionAngleRatio = 0.0f;
if (IsSearchDirectionUsed)
{
const float TargetAngleWithSearchDirection = UCogSampleFunctionLibrary_Gameplay::AngleBetweenVector2D(CandidateScreenLocation - EvalParams.SearchDirectionScreenOrigin, EvalParams.SearchDirectionNormalized);
if (FMath::Abs(TargetAngleWithSearchDirection) > SearchDirectionMaxAngle)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("MaxAngle: %0.2f"), TargetAngleWithSearchDirection), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
SearchDirectionDistanceRatio = FVector2D::Distance(CandidateScreenLocation, EvalParams.SearchDirectionScreenOrigin) / ScreenMagnitude;
SearchDirectionDistanceScore = SearchDirectionDistanceScoreMultiplier * (ScreenSearchDirectionDistanceScoreCurve != nullptr ? ScreenSearchDirectionDistanceScoreCurve->GetFloatValue(SearchDirectionDistanceRatio) : SearchDirectionDistanceRatio);
SearchDirectionAngleRatio = SearchDirectionMaxAngle > 0.0f ? TargetAngleWithSearchDirection / SearchDirectionMaxAngle : 0.0f;
SearchDirectionAngleScore = ScreenSearchDirectionAngleScoreMultiplier * (ScreenSearchDirectionAngleScoreCurve != nullptr ? ScreenSearchDirectionAngleScoreCurve->GetFloatValue(SearchDirectionAngleRatio) : SearchDirectionAngleRatio);
}
//--------------------------------------------------------------------------------------------------------------
// Compute final score by summing all the scores. The best score is the smallest one.
//--------------------------------------------------------------------------------------------------------------
const float TargetScore = CandidateWorldDistanceScore + CandidateScreenDistanceScore + CandidateYawScore + SearchDirectionDistanceScore + SearchDirectionAngleScore;
//--------------------------------------------------------------------------------------------------------------
// Draw the score of each candidate
//--------------------------------------------------------------------------------------------------------------
#if USE_COG
/*
if (FCogDebugLog::IsLogCategoryActive(LogCogTargetAcquisition))
{
ImVec2 CandidateClosestViewportLocation = ImGui::ScreenToViewport(ImGui::ToImVec2(CandidateClosestScreenLocation));
FCogDebugDraw::Point(LogCogTargetAcquisition, EvalParams.Controller, CandidateTargetLocation, 8.0f, FColor::Blue, EvalParams.IsDebugPersistent, 0);
FString Text;
if (LogCogTargetAcquisition.GetVerbosity() == ELogVerbosity::VeryVerbose)
{
if (bUseScreenDistanceScore)
{
Text.Append(FString::Printf(TEXT
(
"XY: %.0f %.0f \n"
"SD: %.0f => %.0f => %.0f \n"
),
CandidateClosestViewportLocation.x * 100.0f, CandidateClosestViewportLocation.y * 100.0f,
CandidateClosestScreenDistance, CandidateScreenDistanceRatio * 100, CandidateScreenDistanceScore * 100));
}
if (bUseWorldDistanceScore)
{
Text.Append(FString::Printf(TEXT("WD: %.0f => %.0f => %.0f \n"),
CandidateWorldDistance * 0.01f,
CandidateWorldDistanceRatio * 100,
CandidateWorldDistanceScore * 100));
}
if (bUseYawScore)
{
Text.Append(FString::Printf(TEXT("Y: %.1f => %.0f => %.0f \n"),
CandidateYaw,
CandidateYawRatio * 100,
CandidateYawScore * 100));
}
if (bUseSearchDirectionScore)
{
Text.Append(FString::Printf(TEXT("VD: %.0f => %.0f \n" "VA: %.0f => %.0f \n"),
SearchDirectionDistanceRatio * 100,
SearchDirectionDistanceScore * 100,
SearchDirectionAngleRatio * 100,
SearchDirectionAngleScore * 100));
}
Text.Append(FString::Printf(TEXT("==> %.0f \n"), TargetScore * 100));
}
else
{
Text = FString::Printf(TEXT("%0.f"), TargetScore * 100);
}
FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, Text, CandidateTargetLocation, FColor::White, EvalParams.IsDebugPersistent);
}
*/
#endif //USE_COG
if (EvalResult.MinScore < TargetScore)
{
return false;
}
EvalResult.BestTarget = CandidateTarget;
EvalResult.MinScore = TargetScore;
EvalResult.bFoundLocationInsideShape = EvalResult.bFoundLocationInsideShape || bIsInsideCandidate;
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTargetAcquisition::FindBestTargetInCandidates(
const APlayerController* Controller,
const TArray<AActor*>& TargetsToIgnore,
const TArray<AActor*>& Candidates,
const FVector2D ScreenSearchDirection,
const FVector2D SearchDirectionScreenOrigin,
const bool bIsDebugPersistent,
FCogSampleTargetAcquisitionResult& Result) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargetInCandidates);
ACogSampleCharacter* Character = Cast<ACogSampleCharacter>(Controller->GetPawn());
if (Character == nullptr)
{
return;
}
//----------------------------------------------------------------------------------------------------------------------
// Compute view matrix to project each candidate capsules in screen space
//----------------------------------------------------------------------------------------------------------------------
FMatrix ViewProjectionMatrix;
FIntRect ViewRect;
if (GetViewInfo(Controller, ViewProjectionMatrix, ViewRect) == false)
{
return;
}
//----------------------------------------------------------------------------------------------------------------------
// Draw screen limits
//----------------------------------------------------------------------------------------------------------------------
FVector2D ScreenCrosshairPosition(0.5f * ViewRect.Width(), 0.5f * ViewRect.Height());
COG(FCogDebugDraw::Circle2D(LogCogTargetAcquisition, Controller, ScreenCrosshairPosition, 5.0f, FColor(255, 255, 255, 255), bIsDebugPersistent));
#if USE_COG
//if (bUseScreenLimit)
//{
// if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Rectangle)
// {
// COG(FCogDebugDraw::Rect2D(
// LogCogTargetAcquisition,
// Controller,
// FVector2D(-ScreenMaxX, -ScreenMaxY),
// FVector2D(ScreenMaxX, ScreenMaxY),
// FColor(255, 255, 255, 255),
// bIsDebugPersistent));
// }
// else
// {
// COG(FCogDebugDraw::Circle2D(
// LogCogTargetAcquisition,
// Controller,
// ScreenCrosshairPosition,
// ImGui::ViewportToScreen(ScreenMaxX),
// FColor(255, 255, 255, 255),
// bIsDebugPersistent));
// }
//}
#endif //USE_COG
const FRotator YawRotation = GetReferentialRotation(Character, YawReferential);
const FVector YawDirection = YawRotation.Vector();
FCogSampleTargetCandidateEvaluationParameters EvalParams;
EvalParams.Source = Character;
EvalParams.SourceLocation = Character->GetActorLocation();
EvalParams.Controller = Controller;
EvalParams.TargetsToIgnore = TargetsToIgnore;
EvalParams.bWorldDistanceIgnoreZ = WorldDistanceIgnoreZ;
EvalParams.MaxWorldDistance = WorldDistanceMax;
EvalParams.CrosshairPosition = ScreenCrosshairPosition;
EvalParams.YawDirection = YawDirection;
EvalParams.CameraRight = Character->GetFollowCamera()->GetComponentQuat().GetRightVector();
EvalParams.ViewProjectionMatrix = ViewProjectionMatrix;
EvalParams.ViewRect = ViewRect;
EvalParams.BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
EvalParams.bUseSearchDirection = ScreenSearchDirection.IsNearlyZero() == false;
EvalParams.SearchDirectionScreenOrigin = SearchDirectionScreenOrigin;
EvalParams.SearchDirectionNormalized = EvalParams.bUseSearchDirection ? ScreenSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
EvalParams.IsDebugPersistent = bIsDebugPersistent;
FCogSampleTargetCandidateEvaluationResult EvalResult
{
nullptr,
FLT_MAX,
false
};
//----------------------------------------------------------------------------------------------------------------------
// Evaluate candidates actors
//----------------------------------------------------------------------------------------------------------------------
for (int32 i = 0; i < Candidates.Num(); ++i)
{
AActor* Candidate = Candidates[i];
check(Candidate != nullptr);
if (Candidate == nullptr)
{
continue;
}
EvaluateCandidate(Candidate, EvalParams, EvalResult);
}
if (EvalResult.BestTarget != nullptr)
{
Result.Target = EvalResult.BestTarget;
Result.Score = EvalResult.MinScore;
COG(FCogDebugDraw::Point(LogCogTargetAcquisition, Controller, UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Result.Target), 10.0f, FColor::Green, EvalParams.IsDebugPersistent, 0));
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
const AActor* CandidateActor,
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
const FVector& CandidateTargetLocation,
FVector2D& CandidateScreenLocation,
FVector2D& CandidateClosestScreenLocation,
float& CandidateClosestScreenDistance) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::ComputeCandidateScreenLocation);
check(CandidateActor);
bool bFoundValidCandidate = false;
CandidateScreenLocation = FVector2D::ZeroVector;
CandidateClosestScreenDistance = FLT_MAX;
if (const ICogSampleTargetableInterface* Targetable = Cast<ICogSampleTargetableInterface>(CandidateActor))
{
TArray<const UCapsuleComponent*> Capsules;
Targetable->GetTargetCapsules(Capsules);
for (const UCapsuleComponent* Capsule : Capsules)
{
const float Radius = Capsule->GetScaledCapsuleRadius();
const float HalfHeight = Capsule->GetScaledCapsuleHalfHeight();
const FVector CapsuleLocation = Capsule->GetComponentLocation();
const FVector CapsuleTop = CapsuleLocation + FVector::UpVector * (HalfHeight - Radius);
const FVector CapsuleBottom = CapsuleLocation - FVector::UpVector * (HalfHeight - Radius);
const FVector CapsuleRight = CapsuleLocation - EvalParams.CameraRight * Radius;
FVector2D CapsuleTop2D;
FVector2D CapsuleBot2D;
FVector2D CapsuleRight2D;
if (FSceneView::ProjectWorldToScreen(CapsuleTop, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleTop2D) == false)
{
continue;
}
if (FSceneView::ProjectWorldToScreen(CapsuleBottom, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleBot2D) == false)
{
continue;
}
if (FSceneView::ProjectWorldToScreen(CapsuleRight, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleRight2D) == false)
{
continue;
}
//if (Type == ECogSampleTargetAcquisitionType::Melee && CandidateCharacter != nullptr && !UCogFunctionLibrary_Targeting::IsTargetCapsuleReachableByMelee(EvalParams.Source, CandidateCharacter, Capsule))
//{
// continue;
//}
const FVector2D CapsuleCenter2D = CapsuleBot2D + 0.5f * (CapsuleTop2D - CapsuleBot2D);
const float CapsuleRadius2D = FVector2D::Distance(CapsuleCenter2D, CapsuleRight2D);
FVector2D Projection;
float Time;
float ScreenCenterToCapsuleDistance;
UCogSampleFunctionLibrary_Gameplay::FindCapsulePointDistance(CapsuleBot2D, CapsuleTop2D, CapsuleRadius2D, EvalParams.CrosshairPosition, Projection, Time, ScreenCenterToCapsuleDistance);
if (ScreenCenterToCapsuleDistance < CandidateClosestScreenDistance)
{
CandidateScreenLocation = CapsuleCenter2D;
CandidateClosestScreenDistance = ScreenCenterToCapsuleDistance;
CandidateClosestScreenLocation = Projection;
bFoundValidCandidate = true;
}
#if USE_COG
const FColor CapsuleColor = (ScreenCenterToCapsuleDistance > 0.0f) ? FColor(255, 255, 255, 100) : FColor(0, 255, 0, 200);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D + FVector2D(CapsuleRadius2D, 0), CapsuleTop2D + FVector2D(CapsuleRadius2D, 0), CapsuleColor, EvalParams.IsDebugPersistent);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D - FVector2D(CapsuleRadius2D, 0), CapsuleTop2D - FVector2D(CapsuleRadius2D, 0), CapsuleColor, EvalParams.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleTop2D, CapsuleRadius2D, CapsuleColor, EvalParams.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D, CapsuleRadius2D, CapsuleColor, EvalParams.IsDebugPersistent);
#endif //USE_COG
}
}
else
{
if (FSceneView::ProjectWorldToScreen(CandidateTargetLocation, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CandidateScreenLocation))
{
CandidateClosestScreenDistance = CandidateScreenLocation.Length();
CandidateClosestScreenLocation = CandidateScreenLocation;
bFoundValidCandidate = true;
}
}
#if USE_COG
if (bFoundValidCandidate)
{
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CandidateClosestScreenLocation, 2.0f, FColor(0, 255, 0, 255), EvalParams.IsDebugPersistent);
}
#endif //USE_COG
return bFoundValidCandidate;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance(
const APlayerController* Controller,
const FIntRect& ViewRect,
const FVector& CandidateLocation,
const FVector2D& CandidateScreenLocation,
const float CandidateScreenDistance,
const bool bIsDebugPersistent) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance);
const FVector2D ScreenSize(ViewRect.Width(), ViewRect.Height());
const FVector2D CandidateViewportLocation = UCogSampleFunctionLibrary_Gameplay::ScreenToViewport(CandidateScreenLocation, ScreenSize);
const float CandidateViewportDistance = UCogSampleFunctionLibrary_Gameplay::ScreenToViewport(CandidateScreenDistance, ScreenSize);
//--------------------------------------------------------------------------------------------------------------
// Filter by screen distance - within rectangle
//--------------------------------------------------------------------------------------------------------------
if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Rectangle)
{
if (FMath::Abs(CandidateViewportLocation.X) > ScreenMaxX)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxX: %0.2f"), CandidateViewportLocation.X), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
if (FMath::Abs(CandidateViewportLocation.Y) > ScreenMaxY)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxY: %0.2f"), CandidateViewportLocation.Y), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
}
//--------------------------------------------------------------------------------------------------------------
// Filter by screen distance - within circle
//--------------------------------------------------------------------------------------------------------------
else if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Circle)
{
if (CandidateViewportDistance > ScreenMaxX)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("Max: %0.2f"), CandidateViewportDistance), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
}
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::CheckIfTargetValid(
const APlayerController* Controller,
const AActor* Source,
const AActor* Target) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::CheckIfTargetValid);
if (UCogSampleFunctionLibrary_Team::MatchAllegiance(Source, Target, Allegiance) == false)
{
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::HasLineOfSightToTarget(
const AActor* Source,
const AActor* Target,
const FCollisionObjectQueryParams& BlockersParams) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::HasLineOfSightToTarget);
const FVector Origin = Source->GetActorLocation();
static const FName BlockerTraceTag(TEXT("FindLockTarget_Blocker"));
FCollisionQueryParams TargetQueryParams(BlockerTraceTag, SCENE_QUERY_STAT_ONLY(CogSampleTargetAcquisition), false);
TargetQueryParams.AddIgnoredActor(Target);
return true;
//return FCogHitDetectionHelper::HasLineOfSight(Source->GetWorld(), Origin, Target.GetTargetLocation(), BlockersParams, TargetQueryParams, LogCogTargetAcquisition);
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong(
const AActor* Source,
const AActor* Target,
const float DeltaTime,
float& Timer) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong);
const FCollisionObjectQueryParams BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
bool HasLineOfSight = HasLineOfSightToTarget(Source, Target, BlockersParams);
if (HasLineOfSight)
{
Timer = 0.0f;
}
else
{
Timer += DeltaTime;
if (Timer > BreakLineOfSightDelay)
{
Timer = 0.0f;
return true;
}
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
FVector UCogSampleTargetAcquisition::GetReferentialLocation(const ACogSampleCharacter* Character, ECogSampleTargetAcquisitionLocationReferential Referential)
{
FVector Location;
switch (Referential)
{
case ECogSampleTargetAcquisitionLocationReferential::Character:
{
Location = UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(Character);
break;
}
case ECogSampleTargetAcquisitionLocationReferential::Camera:
{
Location = Character->GetFollowCamera()->GetComponentLocation();
break;
}
}
return Location;
}
//--------------------------------------------------------------------------------------------------------------------------
FRotator UCogSampleTargetAcquisition::GetReferentialRotation(const ACogSampleCharacter* Character, ECogSampleTargetAcquisitionRotationReferential Referential)
{
FRotator Rotation;
switch (Referential)
{
case ECogSampleTargetAcquisitionRotationReferential::Character:
{
Rotation = Character->GetActorRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::MoveInput:
{
//const FVector WorldInput = Character->TransformInputInWorldSpace(Character->GetDesiredMoveInput());
//if (WorldInput.IsNearlyZero())
//{
// Rotation = Character->GetActorRotation();
//}
//else
//{
// Rotation = WorldInput.GetSafeNormal().Rotation();
//}
//break;
}
case ECogSampleTargetAcquisitionRotationReferential::Camera:
{
Rotation = Character->GetFollowCamera()->GetComponentRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::CameraFlatten:
{
const FVector CameraForwardFlat = Character->GetFollowCamera()->GetComponentQuat().GetForwardVector().GetSafeNormal2D();
Rotation = CameraForwardFlat.Rotation();
break;
}
}
return Rotation;
}
@@ -0,0 +1,296 @@
#pragma once
#include "CoreMinimal.h"
#include "CogSampleFunctionLibrary_Team.h"
#include "Engine/DataAsset.h"
#include "Engine/EngineTypes.h"
#include "WorldCollision.h"
#include "CogSampleTargetAcquisition.generated.h"
class ACogSampleCharacter;
class APlayerController;
class UCurveFloat;
struct FCogSampleTargetCandidateEvaluationResult;
struct FCogSampleTargetCandidateEvaluationParameters;
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType)
enum class ECogSampleTargetAcquisitionType : uint8
{
Melee,
Range
};
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType)
enum class ECogSampleTargetAcquisitionScreenLimitType : uint8
{
Rectangle,
Circle,
};
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType)
enum class ECogSampleTargetAcquisitionLocationReferential : uint8
{
Character,
Camera,
};
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType)
enum class ECogSampleTargetAcquisitionRotationReferential : uint8
{
Camera,
CameraFlatten,
Character,
MoveInput,
};
//--------------------------------------------------------------------------------------------------------------------------
UENUM(BlueprintType)
enum class ECogSampleTargetAcquisitionCrosshairReferential : uint8
{
Centered,
Offseted,
};
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleTargetAcquisitionResult
{
public:
AActor* Target = nullptr;
float Score = FLT_MAX;
};
//--------------------------------------------------------------------------------------------------------------------------
UCLASS()
class UCogSampleTargetAcquisition : public UDataAsset
{
GENERATED_BODY()
public:
//--------------------------------------------------------------------------------------------------------------
// General
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
TArray<TEnumAsByte<EObjectTypeQuery>> ObjectTypes;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
TArray<TEnumAsByte<EObjectTypeQuery>> BlockerTypes;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
float BreakLineOfSightDelay = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General", meta = (Bitmask, BitmaskEnum = "/Script/CogSample.ECogSampleAllegianceFilter"))
int32 Allegiance = 0;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "General")
bool AcceptDead = false;
//--------------------------------------------------------------------------------------------------------------
// Detection
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Detection")
ECogSampleTargetAcquisitionLocationReferential DetectionLocation = ECogSampleTargetAcquisitionLocationReferential::Camera;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Detection")
ECogSampleTargetAcquisitionRotationReferential DetectionRotation = ECogSampleTargetAcquisitionRotationReferential::Camera;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Detection")
float DetectionLength = 1000.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Detection")
float DetectionRadius = 600.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Detection")
bool UseAsyncDetection = true;
//--------------------------------------------------------------------------------------------------------------
// Screen Limit
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (ToolTip = "Limit based on the screen distance. The screen distance is computed between the crosshair and the candidate screen position"))
bool bUseScreenLimit = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
bool bPrioritizeInsideHitZones = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
bool ScreenTestUseAspectRatio = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
ECogSampleTargetAcquisitionCrosshairReferential CrosshairReferential = ECogSampleTargetAcquisitionCrosshairReferential::Centered;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
ECogSampleTargetAcquisitionScreenLimitType ScreenLimitType = ECogSampleTargetAcquisitionScreenLimitType::Rectangle;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
float ScreenMaxX = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Screen", meta = (EditCondition = "bUseScreenLimit", EditConditionHides))
float ScreenMaxY = 1.0f;
//--------------------------------------------------------------------------------------------------------------
// Yaw Limit
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Yaw", meta = (ToolTip = "Limit based on the yaw angle. The yaw angle is computed between the camera forward vector and the direction between the player character and the candidate"))
bool bUseYawLimit = true;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Limit|Yaw", meta = (EditCondition = "bUseYawLimit", EditConditionHides))
float YawMax = 90.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Limit|Yaw")
ECogSampleTargetAcquisitionRotationReferential YawReferential = ECogSampleTargetAcquisitionRotationReferential::Camera;
//--------------------------------------------------------------------------------------------------------------
// World Distance
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|World Distance", meta = (ToolTip = "The world distance is the distance between the character position and the candidate position"))
bool bUseWorldDistanceScore = false;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|World Distance", meta = (EditCondition = "bUseWorldDistanceScore", EditConditionHides))
float WorldDistanceMax = 1000.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|World Distance", meta = (EditCondition = "bUseWorldDistanceScore", EditConditionHides))
UCurveFloat* WorldDistanceScoreCurve = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|World Distance", meta = (EditCondition = "bUseWorldDistanceScore", EditConditionHides))
float WorldDistanceScoreMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|World Distance", meta = (EditCondition = "bUseWorldDistanceScore", EditConditionHides))
bool WorldDistanceIgnoreZ = false;
//--------------------------------------------------------------------------------------------------------------
// Screen Distance Score
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Screen Distance", meta = (ToolTip = "The screen distance is the distance between the crosshair and the candidate screen position"))
bool bUseScreenDistanceScore = false;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Screen Distance", meta = (EditCondition = "bUseScreenDistanceScore", EditConditionHides))
float ScreenDistanceScoreMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Screen Distance", meta = (EditCondition = "bUseScreenDistanceScore", EditConditionHides))
UCurveFloat* ScreenDistanceScoreCurve = nullptr;
//--------------------------------------------------------------------------------------------------------------
// Yaw Scoring
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Yaw", meta = (ToolTip = "The yaw angle is computed between the camera forward vector and the direction between the player character and the candidate"))
bool bUseYawScore = false;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Yaw", meta = (EditCondition = "bUseYawScore", EditConditionHides))
float YawScoreMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Yaw", meta = (EditCondition = "bUseYawScore", EditConditionHides))
UCurveFloat* YawScoreCurve = nullptr;
//--------------------------------------------------------------------------------------------------------------
// Search Direction
//--------------------------------------------------------------------------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Search Direction", meta = (ToolTip = "The search direction is used when the player has already a locked target and request a target switch with a direction performed by the stick or the mouse"))
bool bUseSearchDirectionScore = false;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Search Direction", meta = (EditCondition = "bUseSearchDirectionScore", EditConditionHides))
float SearchDirectionMaxAngle = 60.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Search Direction", meta = (EditCondition = "bUseSearchDirectionScore", EditConditionHides))
UCurveFloat* ScreenSearchDirectionAngleScoreCurve = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Search Direction", meta = (EditCondition = "bUseSearchDirectionScore", EditConditionHides))
float ScreenSearchDirectionAngleScoreMultiplier = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Search Direction", meta = (EditCondition = "bUseSearchDirectionScore", EditConditionHides))
UCurveFloat* ScreenSearchDirectionDistanceScoreCurve = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Scoring|Search Direction", meta = (EditCondition = "bUseSearchDirectionScore", EditConditionHides))
float SearchDirectionDistanceScoreMultiplier = 1.0f;
//--------------------------------------------------------------------------------------------------------------
virtual void FindBestTargets(
const APlayerController* Controller,
const int32 TargetCount,
const TArray<AActor*>& TargetsToIgnore,
const AActor* CurrentLockedTarget,
const bool bForceSynchronousDetection,
const FVector2D ScreenSearchDirection,
const bool bIsDebugPersistent,
TArray<FCogSampleTargetAcquisitionResult>& Results) const;
virtual bool HasLineOfSightToTargetBrokenForTooLong(
const AActor* Source,
const AActor* Target,
const float DeltaTime,
float& Timer) const;
virtual bool CheckIfTargetValid(
const APlayerController* Controller,
const AActor* Source,
const AActor* Target) const;
//--------------------------------------------------------------------------------------------------------------
// Utility
//--------------------------------------------------------------------------------------------------------------
void FindBestTargetInCandidates(
const APlayerController* Controller,
const TArray<AActor*>& TargetsToIgnore,
const TArray<AActor*>& Candidates,
const FVector2D ScreenSearchDirection,
const FVector2D SearchDirectionViewportOrigin,
const bool bIsDebugPersistent,
FCogSampleTargetAcquisitionResult& Result) const;
void FindBestTarget(
const APlayerController* Controller,
const TArray<AActor*>& TargetsToIgnore,
const AActor* CurrentLockedTarget,
const bool bForceSynchronousDetection,
const FVector2D ScreenSearchDirection,
const bool bIsDebugPersistent,
FCogSampleTargetAcquisitionResult& Result) const;
bool HasLineOfSightToTarget(
const AActor* Source,
const AActor* Target,
const FCollisionObjectQueryParams& BlockersParams) const;
bool EvaluateCandidate(
AActor* CandidateTarget,
const FCogSampleTargetCandidateEvaluationParameters& EvaluationParameters,
FCogSampleTargetCandidateEvaluationResult& EvaluationResult) const;
bool CheckCandidateWithinScreenDistance(
const APlayerController* Controller,
const FIntRect& viewRect,
const FVector& candidateLocation,
const FVector2D& candidateScreenLocation,
const float candidateScreenDistance,
const bool bIsDebugPersistent) const;
bool ComputeCandidateScreenLocation(
const AActor* CandidateTarget,
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
const FVector& CandidateTargetLocation,
FVector2D& CandidateScreenLocation,
FVector2D& CandidateClosestScreenLocation,
float& CandidateClosestScreenDistance) const;
bool GetViewInfo(
const APlayerController* Controller,
FMatrix& viewProjectionMatrix,
FIntRect& viewRect) const;
static FVector GetReferentialLocation(const ACogSampleCharacter* Character, ECogSampleTargetAcquisitionLocationReferential Referential);
static FRotator GetReferentialRotation(const ACogSampleCharacter* Character, ECogSampleTargetAcquisitionRotationReferential Referential);
};
@@ -0,0 +1,24 @@
#pragma once
#include "CoreMinimal.h"
#include "CogSampleTargetableInterface.generated.h"
class UCapsuleComponent;
//--------------------------------------------------------------------------------------------------------------------------
UINTERFACE(MinimalAPI, Blueprintable)
class UCogSampleTargetableInterface : public UInterface
{
GENERATED_BODY()
};
class ICogSampleTargetableInterface
{
GENERATED_BODY()
public:
virtual FVector GetTargetLocation() const { return FVector::ZeroVector; }
virtual void GetTargetCapsules(TArray<const UCapsuleComponent*>& Capsules) const { }
};
+20
View File
@@ -0,0 +1,20 @@
#pragma once
#include "CoreMinimal.h"
#include "CogSampleTeamInterface.generated.h"
//--------------------------------------------------------------------------------------------------------------------------
UINTERFACE(MinimalAPI, Blueprintable)
class UCogSampleTeamInterface : public UInterface
{
GENERATED_BODY()
};
class ICogSampleTeamInterface
{
GENERATED_BODY()
public:
virtual int32 GetTeam() const { return 0; }
};