starting to add the hud in the sample

This commit is contained in:
Arnaud Jamin
2023-10-06 17:22:23 -04:00
parent 92396410d4
commit b18e62cd02
112 changed files with 707 additions and 333 deletions
+233 -234
View File
@@ -15,9 +15,9 @@
#endif //USE_COG
//--------------------------------------------------------------------------------------------------------------------------
// UCogSampleTargetAcquisition_Generic
// FCogSampleTargetTargetAcquisitionParams
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleTargetCandidateEvaluationParameters
struct FCogSampleTargetTargetAcquisitionParams
{
const AActor* Source;
FVector SourceLocation;
@@ -35,18 +35,11 @@ struct FCogSampleTargetCandidateEvaluationParameters
FVector2D SearchDirectionScreenOrigin = FVector2D::ZeroVector;
FVector2D SearchDirectionNormalized = FVector2D::ZeroVector;
bool IsDebugPersistent = false;
bool IsCrosshairInsideAnyCandidate = false;
};
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleTargetCandidateEvaluationResult
{
AActor* BestTarget;
float MinScore;
bool bFoundLocationInsideShape;
};
//--------------------------------------------------------------------------------------------------------------------------
// UCogSampleTargetAcquisition_Generic
// UCogSampleTargetAcquisition
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleTargetAcquisition::FindBestTargets(
const APlayerController* Controller,
@@ -60,7 +53,7 @@ void UCogSampleTargetAcquisition::FindBestTargets(
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::FindBestTargets);
COG(FCogDebugDraw::String2D(LogCogTargetAcquisition, Controller, GetName(), FVector2D(20, 20), FColor::White, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String2D(LogCogTargetAcquisition, Controller, GetName(), FVector2D(20, 20), FColor::White, bIsDebugPersistent));
TArray<AActor*> TempTargetsToIgnore(TargetsToIgnore);
@@ -136,7 +129,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
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));
IF_COG(FCogDebugDraw::Segment2D(LogCogTargetAcquisition, Controller, FVector2D::ZeroVector, FVector2D(SearchDirectionNormalized.X, -SearchDirectionNormalized.Y), FColor(255, 255, 0, 255), bIsDebugPersistent));
}
#endif //USE_COG
@@ -155,7 +148,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
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));
IF_COG(FCogDebugDraw::Capsule(LogCogTargetAcquisition, Controller, CapsuleCenter, CapsuleHalfHeight, CapsuleRadius, CapsuleRotation, FColor::Yellow, bIsDebugPersistent, 0));
//-------------------------------------------------
// Gather targets asynchronously
@@ -220,7 +213,7 @@ void UCogSampleTargetAcquisition::FindBestTarget(
{
if (CheckIfTargetValid(Controller, Character, Actor) == false)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, "Filter", UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Actor), FColor::Red, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, "Filter", UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Actor), FColor::Red, bIsDebugPersistent));
continue;
}
@@ -255,20 +248,161 @@ bool UCogSampleTargetAcquisition::GetViewInfo(
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;
}
FVector2D ScreenSize(ViewRect.Width(), ViewRect.Height());
FVector2D ScreenCrosshairPosition = ScreenSize * 0.5f;;
//----------------------------------------------------------------------------------------------------------------------
// Draw screen limits
//----------------------------------------------------------------------------------------------------------------------
#if USE_COG
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, Controller, ScreenCrosshairPosition, 5.0f, FColor(255, 255, 255, 255), bIsDebugPersistent);
if (bUseScreenLimit)
{
if (ScreenLimitType == ECogSampleTargetAcquisitionScreenLimitType::Rectangle)
{
FCogDebugDraw::Rect2D(
LogCogTargetAcquisition,
Controller,
UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(FVector2D(-ScreenMaxX, -ScreenMaxY), ScreenSize),
UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(FVector2D(ScreenMaxX, ScreenMaxY), ScreenSize),
FColor(255, 255, 255, 255),
bIsDebugPersistent);
}
else
{
FCogDebugDraw::Circle2D(
LogCogTargetAcquisition,
Controller,
ScreenCrosshairPosition,
UCogSampleFunctionLibrary_Gameplay::ViewportToScreen(ScreenMaxX, ScreenSize),
FColor(255, 255, 255, 255),
bIsDebugPersistent);
}
}
#endif //USE_COG
const FRotator YawRotation = GetReferentialRotation(Character, YawReferential);
const FVector YawDirection = YawRotation.Vector();
FCogSampleTargetTargetAcquisitionParams Params;
Params.Source = Character;
Params.SourceLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Character);
Params.Controller = Controller;
Params.TargetsToIgnore = TargetsToIgnore;
Params.bWorldDistanceIgnoreZ = WorldDistanceIgnoreZ;
Params.MaxWorldDistance = WorldDistanceMax;
Params.CrosshairPosition = ScreenCrosshairPosition;
Params.YawDirection = YawDirection;
Params.CameraRight = Character->GetFollowCamera()->GetComponentQuat().GetRightVector();
Params.ViewProjectionMatrix = ViewProjectionMatrix;
Params.ViewRect = ViewRect;
Params.BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
Params.bUseSearchDirection = ScreenSearchDirection.IsNearlyZero() == false;
Params.SearchDirectionScreenOrigin = SearchDirectionScreenOrigin;
Params.SearchDirectionNormalized = Params.bUseSearchDirection ? ScreenSearchDirection.GetSafeNormal() : FVector2D::ZeroVector;
Params.IsDebugPersistent = bIsDebugPersistent;
Params.IsCrosshairInsideAnyCandidate = false;
//----------------------------------------------------------------------------------------------------------------------
// Evaluate candidates actors
//----------------------------------------------------------------------------------------------------------------------
float MinScore = FLT_MAX;
AActor* BestTarget = nullptr;
bool bIsCrosshairInsideAnyTarget = false;
for (int32 i = 0; i < Candidates.Num(); ++i)
{
AActor* Candidate = Candidates[i];
if (Candidate == nullptr)
{
continue;
}
float CandidateScore = 0.0f;
bool bIsCrosshairInsideCandidate = false;
if (EvaluateCandidate(Candidate, Params, CandidateScore, bIsCrosshairInsideCandidate) == false)
{
continue;
}
//-----------------------------------------------------------------------------------------
// If the crosshair is inside this candidate, we can discard subsequent candidates
// that are not inside but also the best previous candidate since we were not inside it.
//-----------------------------------------------------------------------------------------
if (bPrioritizeTargetWithCrosshairInsideThem && bIsCrosshairInsideCandidate && bIsCrosshairInsideAnyTarget == false)
{
BestTarget = nullptr;
MinScore = FLT_MAX;
}
Params.IsCrosshairInsideAnyCandidate |= bIsCrosshairInsideCandidate;
if (CandidateScore > MinScore)
{
continue;
}
MinScore = CandidateScore;
BestTarget = Candidate;
}
if (BestTarget != nullptr)
{
Result.Target = BestTarget;
Result.Score = MinScore;
IF_COG(FCogDebugDraw::Point(LogCogTargetAcquisition, Controller, UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Result.Target), 20.0f, FColor::Green, Params.IsDebugPersistent, 100));
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::EvaluateCandidate(
AActor* CandidateTarget,
const FCogSampleTargetCandidateEvaluationParameters& EvalParams,
FCogSampleTargetCandidateEvaluationResult& EvalResult) const
AActor* Candidate,
const FCogSampleTargetTargetAcquisitionParams& EvalParams,
float& CandidateScore,
bool& bIsCrosshairInsideCandidate) const
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::EvaluateCandidate);
if (EvalParams.TargetsToIgnore.Contains(CandidateTarget))
if (EvalParams.TargetsToIgnore.Contains(Candidate))
{
return false;
}
const FVector CandidateTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(CandidateTarget);
const FVector CandidateTargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Candidate);
FVector CandidateLocationDelta = CandidateTargetLocation - EvalParams.SourceLocation;
if (EvalParams.bWorldDistanceIgnoreZ)
@@ -285,7 +419,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
//--------------------------------------------------------------------------------------------------------------
if (CandidateWorldDistance > EvalParams.MaxWorldDistance)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Dist: %0.2f"), CandidateWorldDistance * 0.01f), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Dist: %0.2f"), CandidateWorldDistance * 0.01f), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
@@ -297,7 +431,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
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));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("Yaw: %0.2f"), CandidateYaw), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
@@ -309,7 +443,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
FVector2D CandidateClosestScreenLocation;
float CandidateClosestScreenDistance;
const UCapsuleComponent* CandidateBestHitZone = nullptr;
if (!ComputeCandidateScreenLocation(CandidateTarget, EvalParams, CandidateTargetLocation, CandidateScreenLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance))
if (!ComputeCandidateScreenLocation(Candidate, EvalParams, CandidateTargetLocation, CandidateScreenLocation, CandidateClosestScreenLocation, CandidateClosestScreenDistance))
{
return false;
}
@@ -328,32 +462,22 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
//--------------------------------------------------------------------------------------------------------------
// Raycast to verify this target is not blocked by a collision.
//--------------------------------------------------------------------------------------------------------------
if (!HasLineOfSightToTarget(EvalParams.Source, CandidateTarget, EvalParams.BlockersParams))
if (HasLineOfSightToTarget(EvalParams.Source, EvalParams.SourceLocation, Candidate, CandidateTargetLocation, EvalParams.BlockersParams) == false)
{
return false;
}
const bool bIsInsideCandidate = CandidateClosestScreenDistance < 0.0f;
if (!IsSearchDirectionUsed && bPrioritizeInsideHitZones)
bIsCrosshairInsideCandidate = CandidateClosestScreenDistance < 0.0f;
if (!IsSearchDirectionUsed && bPrioritizeTargetWithCrosshairInsideThem)
{
//--------------------------------------------------------------------------------------------------------------
// 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)
if (EvalParams.IsCrosshairInsideAnyCandidate && bIsCrosshairInsideCandidate == 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;
}
}
//--------------------------------------------------------------------------------------------------------------
@@ -403,7 +527,7 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
if (FMath::Abs(TargetAngleWithSearchDirection) > SearchDirectionMaxAngle)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("MaxAngle: %0.2f"), TargetAngleWithSearchDirection), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, EvalParams.Controller, FString::Printf(TEXT("MaxAngle: %0.2f"), TargetAngleWithSearchDirection), CandidateTargetLocation, FColor::Red, EvalParams.IsDebugPersistent));
return false;
}
@@ -416,19 +540,15 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
//--------------------------------------------------------------------------------------------------------------
// Compute final score by summing all the scores. The best score is the smallest one.
//--------------------------------------------------------------------------------------------------------------
const float TargetScore = CandidateWorldDistanceScore + CandidateScreenDistanceScore + CandidateYawScore + SearchDirectionDistanceScore + SearchDirectionAngleScore;
CandidateScore = 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;
@@ -438,11 +558,9 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
{
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));
CandidateClosestScreenDistance, CandidateScreenDistanceRatio * 100, CandidateScreenDistanceScore * 100));
}
if (bUseWorldDistanceScore)
@@ -470,146 +588,24 @@ bool UCogSampleTargetAcquisition::EvaluateCandidate(
SearchDirectionAngleScore * 100));
}
Text.Append(FString::Printf(TEXT("==> %.0f \n"), TargetScore * 100));
Text.Append(FString::Printf(TEXT("==> %.0f \n"), CandidateScore * 100));
}
else
{
Text = FString::Printf(TEXT("%0.f"), TargetScore * 100);
Text = FString::Printf(TEXT("%0.f"), CandidateScore * 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 FCogSampleTargetTargetAcquisitionParams& Params,
const FVector& CandidateTargetLocation,
FVector2D& CandidateScreenLocation,
FVector2D& CandidateClosestScreenLocation,
@@ -636,39 +632,34 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
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;
const FVector CapsuleRight = CapsuleLocation - Params.CameraRight * Radius;
FVector2D CapsuleTop2D;
FVector2D CapsuleBot2D;
FVector2D CapsuleRight2D;
if (FSceneView::ProjectWorldToScreen(CapsuleTop, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleTop2D) == false)
if (FSceneView::ProjectWorldToScreen(CapsuleTop, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleTop2D) == false)
{
continue;
}
if (FSceneView::ProjectWorldToScreen(CapsuleBottom, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleBot2D) == false)
if (FSceneView::ProjectWorldToScreen(CapsuleBottom, Params.ViewRect, Params.ViewProjectionMatrix, CapsuleBot2D) == false)
{
continue;
}
if (FSceneView::ProjectWorldToScreen(CapsuleRight, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CapsuleRight2D) == false)
if (FSceneView::ProjectWorldToScreen(CapsuleRight, Params.ViewRect, Params.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);
UCogSampleFunctionLibrary_Gameplay::FindCapsulePointDistance(CapsuleBot2D, CapsuleTop2D, CapsuleRadius2D, Params.CrosshairPosition, Projection, Time, ScreenCenterToCapsuleDistance);
if (ScreenCenterToCapsuleDistance < CandidateClosestScreenDistance)
{
@@ -680,16 +671,16 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
#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);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D + FVector2D(CapsuleRadius2D, 0), CapsuleTop2D + FVector2D(CapsuleRadius2D, 0), CapsuleColor, Params.IsDebugPersistent);
FCogDebugDraw::Segment2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D - FVector2D(CapsuleRadius2D, 0), CapsuleTop2D - FVector2D(CapsuleRadius2D, 0), CapsuleColor, Params.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleTop2D, CapsuleRadius2D, CapsuleColor, Params.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CapsuleBot2D, CapsuleRadius2D, CapsuleColor, Params.IsDebugPersistent);
#endif //USE_COG
}
}
else
{
if (FSceneView::ProjectWorldToScreen(CandidateTargetLocation, EvalParams.ViewRect, EvalParams.ViewProjectionMatrix, CandidateScreenLocation))
if (FSceneView::ProjectWorldToScreen(CandidateTargetLocation, Params.ViewRect, Params.ViewProjectionMatrix, CandidateScreenLocation))
{
CandidateClosestScreenDistance = CandidateScreenLocation.Length();
CandidateClosestScreenLocation = CandidateScreenLocation;
@@ -700,7 +691,7 @@ bool UCogSampleTargetAcquisition::ComputeCandidateScreenLocation(
#if USE_COG
if (bFoundValidCandidate)
{
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CandidateClosestScreenLocation, 2.0f, FColor(0, 255, 0, 255), EvalParams.IsDebugPersistent);
FCogDebugDraw::Circle2D(LogCogTargetAcquisition, CandidateActor, CandidateClosestScreenLocation, 2.0f, FColor(0, 255, 0, 255), Params.IsDebugPersistent);
}
#endif //USE_COG
@@ -729,13 +720,13 @@ bool UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance(
{
if (FMath::Abs(CandidateViewportLocation.X) > ScreenMaxX)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxX: %0.2f"), CandidateViewportLocation.X), CandidateLocation, FColor::Red, bIsDebugPersistent));
IF_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));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("MaxY: %0.2f"), CandidateViewportLocation.Y), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
}
@@ -746,7 +737,7 @@ bool UCogSampleTargetAcquisition::CheckCandidateWithinScreenDistance(
{
if (CandidateViewportDistance > ScreenMaxX)
{
COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("Max: %0.2f"), CandidateViewportDistance), CandidateLocation, FColor::Red, bIsDebugPersistent));
IF_COG(FCogDebugDraw::String(LogCogTargetAcquisition, Controller, FString::Printf(TEXT("Max: %0.2f"), CandidateViewportDistance), CandidateLocation, FColor::Red, bIsDebugPersistent));
return false;
}
}
@@ -767,25 +758,30 @@ bool UCogSampleTargetAcquisition::CheckIfTargetValid(
return false;
}
if (UCogSampleFunctionLibrary_Gameplay::IsActorMatchingTags(Target, RequiredTags, IgnoredTags) == false)
{
return false;
}
return true;
}
//--------------------------------------------------------------------------------------------------------------------------
bool UCogSampleTargetAcquisition::HasLineOfSightToTarget(
const AActor* Source,
const FVector& SourceLocation,
const AActor* Target,
const FVector& TargetLocation,
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(Source);
TargetQueryParams.AddIgnoredActor(Target);
return true;
//return FCogHitDetectionHelper::HasLineOfSight(Source->GetWorld(), Origin, Target.GetTargetLocation(), BlockersParams, TargetQueryParams, LogCogTargetAcquisition);
return UCogSampleFunctionLibrary_Gameplay::HasLineOfSight(Source->GetWorld(), SourceLocation, TargetLocation, BlockersParams, TargetQueryParams, LogCogTargetAcquisition);
}
//--------------------------------------------------------------------------------------------------------------------------
@@ -797,8 +793,11 @@ bool UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong(
{
TRACE_CPUPROFILER_EVENT_SCOPE(UCogSampleTargetAcquisition::HasLineOfSightToTargetBrokenForTooLong);
const FVector& SourceLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Source);
const FVector& TargetLocation = UCogSampleFunctionLibrary_Gameplay::GetActorTargetLocation(Target);
const FCollisionObjectQueryParams BlockersParams = UCogSampleFunctionLibrary_Gameplay::ConfigureCollisionObjectParams(BlockerTypes);
bool HasLineOfSight = HasLineOfSightToTarget(Source, Target, BlockersParams);
const bool HasLineOfSight = HasLineOfSightToTarget(Source, SourceLocation, Target, TargetLocation, BlockersParams);
if (HasLineOfSight)
{
Timer = 0.0f;
@@ -824,18 +823,18 @@ FVector UCogSampleTargetAcquisition::GetReferentialLocation(const ACogSampleChar
switch (Referential)
{
case ECogSampleTargetAcquisitionLocationReferential::Character:
{
Location = UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(Character);
break;
}
case ECogSampleTargetAcquisitionLocationReferential::Character:
{
Location = UCogSampleFunctionLibrary_Gameplay::GetActorBottomLocation(Character);
break;
}
case ECogSampleTargetAcquisitionLocationReferential::Camera:
{
Location = Character->GetFollowCamera()->GetComponentLocation();
break;
}
case ECogSampleTargetAcquisitionLocationReferential::Camera:
{
Location = Character->GetFollowCamera()->GetComponentLocation();
break;
}
}
return Location;
@@ -848,38 +847,38 @@ FRotator UCogSampleTargetAcquisition::GetReferentialRotation(const ACogSampleCha
switch (Referential)
{
case ECogSampleTargetAcquisitionRotationReferential::Character:
{
Rotation = Character->GetActorRotation();
break;
}
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::MoveInput:
{
const FVector WorldInput = Character->GetMoveInputInWorldSpace();
if (WorldInput.IsNearlyZero())
{
Rotation = Character->GetActorRotation();
}
else
{
Rotation = WorldInput.GetSafeNormal().Rotation();
}
break;
}
case ECogSampleTargetAcquisitionRotationReferential::Camera:
{
Rotation = Character->GetFollowCamera()->GetComponentRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::Camera:
{
Rotation = Character->GetFollowCamera()->GetComponentRotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::CameraFlatten:
{
const FVector CameraForwardFlat = Character->GetFollowCamera()->GetComponentQuat().GetForwardVector().GetSafeNormal2D();
Rotation = CameraForwardFlat.Rotation();
break;
}
case ECogSampleTargetAcquisitionRotationReferential::CameraFlatten:
{
const FVector CameraForwardFlat = Character->GetFollowCamera()->GetComponentQuat().GetForwardVector().GetSafeNormal2D();
Rotation = CameraForwardFlat.Rotation();
break;
}
}
return Rotation;