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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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using UnrealBuildTool;
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public class GenericCameraSystem : ModuleRules
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{
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public GenericCameraSystem(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicIncludePaths.AddRange(
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new string[] {
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// ... add public include paths required here ...
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}
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);
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PrivateIncludePaths.AddRange(
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new string[] {
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// ... add other private include paths required here ...
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}
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);
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PublicDependencyModuleNames.AddRange(
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new string[]
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{
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"Core",
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"GameplayTags"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"CoreUObject",
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"Engine",
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"Slate",
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"SlateCore",
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// ... add private dependencies that you statically link with here ...
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}
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);
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DynamicallyLoadedModuleNames.AddRange(
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new string[]
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{
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// ... add any modules that your module loads dynamically here ...
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}
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);
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}
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}
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@@ -0,0 +1,258 @@
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GCMS_CameraMode.h"
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#include "GCMS_CameraSystemComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Engine/Canvas.h"
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#include "GameFramework/Character.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GCMS_CameraMode)
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//////////////////////////////////////////////////////////////////////////
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// FGMS_CameraModeView
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//////////////////////////////////////////////////////////////////////////
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FGCMS_CameraModeView::FGCMS_CameraModeView()
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: Location(ForceInit)
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, Rotation(ForceInit)
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, ControlRotation(ForceInit)
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, FieldOfView(80.0f)
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{
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}
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void FGCMS_CameraModeView::Blend(const FGCMS_CameraModeView& Other, float OtherWeight)
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{
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if (OtherWeight <= 0.0f)
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{
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return;
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}
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else if (OtherWeight >= 1.0f)
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{
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*this = Other;
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return;
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}
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Location = FMath::Lerp(Location, Other.Location, OtherWeight);
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const FRotator DeltaRotation = (Other.Rotation - Rotation).GetNormalized();
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Rotation = Rotation + (OtherWeight * DeltaRotation);
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const FRotator DeltaControlRotation = (Other.ControlRotation - ControlRotation).GetNormalized();
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ControlRotation = ControlRotation + (OtherWeight * DeltaControlRotation);
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SprintArmSocketOffset = FMath::Lerp(SprintArmSocketOffset, Other.SprintArmSocketOffset, OtherWeight);
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SprintArmTargetOffset = FMath::Lerp(SprintArmTargetOffset, Other.SprintArmTargetOffset, OtherWeight);
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SprintArmLength = FMath::Lerp(SprintArmLength, Other.SprintArmLength, OtherWeight);
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FieldOfView = FMath::Lerp(FieldOfView, Other.FieldOfView, OtherWeight);
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}
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//////////////////////////////////////////////////////////////////////////
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// UGCMS_CameraMode
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//////////////////////////////////////////////////////////////////////////
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UGCMS_CameraMode::UGCMS_CameraMode()
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{
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FieldOfView = 80.0f;
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ViewPitchMin = -89.0f;
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ViewPitchMax = 89.0f;
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BlendTime = 0.5f;
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BlendFunction = EGCMS_CameraModeBlendFunction::EaseOut;
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BlendExponent = 4.0f;
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BlendAlpha = 1.0f;
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BlendWeight = 1.0f;
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ActiveTime = 0.0f;
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MaxActiveTime = 0.0f;
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}
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UWorld* UGCMS_CameraMode::GetWorld() const
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{
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return HasAnyFlags(RF_ClassDefaultObject) ? nullptr : GetOuter()->GetWorld();
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}
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AActor* UGCMS_CameraMode::GetTargetActor() const
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{
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if (UGCMS_CameraSystemComponent* Component = Cast<UGCMS_CameraSystemComponent>(GetOuter()))
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{
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return Component->GetOwner();
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}
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return nullptr;
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}
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FVector UGCMS_CameraMode::GetPivotLocation_Implementation() const
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{
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const AActor* TargetActor = GetTargetActor();
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check(TargetActor);
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if (const APawn* TargetPawn = Cast<APawn>(TargetActor))
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{
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// Height adjustments for characters to account for crouching.
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if (const ACharacter* TargetCharacter = Cast<ACharacter>(TargetPawn))
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{
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const ACharacter* TargetCharacterCDO = TargetCharacter->GetClass()->GetDefaultObject<ACharacter>();
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check(TargetCharacterCDO);
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const UCapsuleComponent* CapsuleComp = TargetCharacter->GetCapsuleComponent();
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check(CapsuleComp);
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const UCapsuleComponent* CapsuleCompCDO = TargetCharacterCDO->GetCapsuleComponent();
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check(CapsuleCompCDO);
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const float DefaultHalfHeight = CapsuleCompCDO->GetUnscaledCapsuleHalfHeight();
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const float ActualHalfHeight = CapsuleComp->GetUnscaledCapsuleHalfHeight();
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const float HeightAdjustment = (DefaultHalfHeight - ActualHalfHeight) + TargetCharacterCDO->BaseEyeHeight;
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return TargetCharacter->GetActorLocation() + (FVector::UpVector * HeightAdjustment);
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}
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return TargetPawn->GetPawnViewLocation();
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}
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return TargetActor->GetActorLocation();
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}
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FRotator UGCMS_CameraMode::GetPivotRotation_Implementation() const
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{
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const AActor* TargetActor = GetTargetActor();
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check(TargetActor);
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if (const APawn* TargetPawn = Cast<APawn>(TargetActor))
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{
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return TargetPawn->GetViewRotation();
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}
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return TargetActor->GetActorRotation();
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}
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void UGCMS_CameraMode::UpdateCameraMode(float DeltaTime)
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{
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ActiveTime += DeltaTime;
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if (MaxActiveTime > 0 && ActiveTime >= MaxActiveTime)
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{
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if (UGCMS_CameraSystemComponent* Component = Cast<UGCMS_CameraSystemComponent>(GetOuter()))
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{
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Component->PushDefaultCameraMode();
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}
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}
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UpdateView(DeltaTime);
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UpdateBlending(DeltaTime);
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}
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void UGCMS_CameraMode::UpdateView(float DeltaTime)
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{
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FVector PivotLocation = GetPivotLocation();
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FRotator PivotRotation = GetPivotRotation();
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PivotRotation.Pitch = FMath::ClampAngle(PivotRotation.Pitch, ViewPitchMin, ViewPitchMax);
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OnUpdateView(DeltaTime, PivotLocation, PivotRotation);
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}
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void UGCMS_CameraMode::SetBlendWeight(float Weight)
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{
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BlendWeight = FMath::Clamp(Weight, 0.0f, 1.0f);
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// Since we're setting the blend weight directly, we need to calculate the blend alpha to account for the blend function.
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const float InvExponent = (BlendExponent > 0.0f) ? (1.0f / BlendExponent) : 1.0f;
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switch (BlendFunction)
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{
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case EGCMS_CameraModeBlendFunction::Linear:
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BlendAlpha = BlendWeight;
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break;
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case EGCMS_CameraModeBlendFunction::EaseIn:
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BlendAlpha = FMath::InterpEaseIn(0.0f, 1.0f, BlendWeight, InvExponent);
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break;
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case EGCMS_CameraModeBlendFunction::EaseOut:
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BlendAlpha = FMath::InterpEaseOut(0.0f, 1.0f, BlendWeight, InvExponent);
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break;
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case EGCMS_CameraModeBlendFunction::EaseInOut:
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BlendAlpha = FMath::InterpEaseInOut(0.0f, 1.0f, BlendWeight, InvExponent);
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break;
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default:
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checkf(false, TEXT("SetBlendWeight: Invalid BlendFunction [%d]\n"), (uint8)BlendFunction);
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break;
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}
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}
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UCameraComponent* UGCMS_CameraMode::GetAssociatedCamera() const
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{
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if (UGCMS_CameraSystemComponent* Component = Cast<UGCMS_CameraSystemComponent>(GetOuter()))
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{
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return Component->GetAssociatedCamera();
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}
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return nullptr;
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}
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USpringArmComponent* UGCMS_CameraMode::GetAssociatedSprintArm() const
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{
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if (UGCMS_CameraSystemComponent* Component = Cast<UGCMS_CameraSystemComponent>(GetOuter()))
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{
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return Component->GetAssociatedSprintArm();
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}
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return nullptr;
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}
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void UGCMS_CameraMode::UpdateBlending(float DeltaTime)
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{
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if (BlendTime > 0.0f)
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{
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BlendAlpha += (DeltaTime / BlendTime);
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BlendAlpha = FMath::Min(BlendAlpha, 1.0f);
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}
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else
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{
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BlendAlpha = 1.0f;
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}
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const float Exponent = (BlendExponent > 0.0f) ? BlendExponent : 1.0f;
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switch (BlendFunction)
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{
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case EGCMS_CameraModeBlendFunction::Linear:
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BlendWeight = BlendAlpha;
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break;
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case EGCMS_CameraModeBlendFunction::EaseIn:
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BlendWeight = FMath::InterpEaseIn(0.0f, 1.0f, BlendAlpha, Exponent);
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break;
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case EGCMS_CameraModeBlendFunction::EaseOut:
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BlendWeight = FMath::InterpEaseOut(0.0f, 1.0f, BlendAlpha, Exponent);
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break;
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case EGCMS_CameraModeBlendFunction::EaseInOut:
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BlendWeight = FMath::InterpEaseInOut(0.0f, 1.0f, BlendAlpha, Exponent);
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break;
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default:
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checkf(false, TEXT("UpdateBlending: Invalid BlendFunction [%d]\n"), (uint8)BlendFunction);
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break;
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}
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}
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void UGCMS_CameraMode::OnUpdateView_Implementation(float DeltaTime, FVector PivotLocation, FRotator PivotRotation)
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{
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View.Location = PivotLocation;
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View.Rotation = PivotRotation;
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View.ControlRotation = View.Rotation;
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View.FieldOfView = FieldOfView;
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}
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void UGCMS_CameraMode::DrawDebug(UCanvas* Canvas) const
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{
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check(Canvas);
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FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
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DisplayDebugManager.SetDrawColor(FColor::White);
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DisplayDebugManager.DrawString(FString::Printf(TEXT(" GMS_CameraMode: %s (%f)"), *GetName(), BlendWeight));
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}
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@@ -0,0 +1,257 @@
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GCMS_CameraModeStack.h"
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#include "Engine/Canvas.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GCMS_CameraModeStack)
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//////////////////////////////////////////////////////////////////////////
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// UGCMS_CameraModeStack
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//////////////////////////////////////////////////////////////////////////
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UGCMS_CameraModeStack::UGCMS_CameraModeStack()
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{
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bIsActive = true;
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}
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void UGCMS_CameraModeStack::ActivateStack()
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{
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if (!bIsActive)
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{
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bIsActive = true;
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// Notify camera modes that they are being activated.
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for (UGCMS_CameraMode* CameraMode : CameraModeStack)
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{
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check(CameraMode);
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CameraMode->OnActivation();
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}
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}
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}
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void UGCMS_CameraModeStack::DeactivateStack()
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{
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if (bIsActive)
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{
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bIsActive = false;
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// Notify camera modes that they are being deactivated.
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for (UGCMS_CameraMode* CameraMode : CameraModeStack)
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{
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check(CameraMode);
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CameraMode->OnDeactivation();
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}
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}
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}
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void UGCMS_CameraModeStack::PushCameraMode(TSubclassOf<UGCMS_CameraMode> CameraModeClass)
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{
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if (!CameraModeClass)
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{
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return;
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}
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// get camera from pool.
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UGCMS_CameraMode* NewCameraMode = GetCameraModeInstance(CameraModeClass);
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check(NewCameraMode);
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int32 StackSize = CameraModeStack.Num();
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if ((StackSize > 0) && (CameraModeStack[0] == NewCameraMode))
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{
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// Already top of stack.
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return;
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}
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// See if it's already in the stack and remove it.
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// Figure out how much it was contributing to the stack.
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int32 ExistingStackIndex = INDEX_NONE;
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float ExistingStackContribution = 1.0f;
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for (int32 StackIndex = 0; StackIndex < StackSize; ++StackIndex)
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{
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if (CameraModeStack[StackIndex] == NewCameraMode)
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{
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ExistingStackIndex = StackIndex;
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ExistingStackContribution *= NewCameraMode->GetBlendWeight();
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break;
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}
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else
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{
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ExistingStackContribution *= (1.0f - CameraModeStack[StackIndex]->GetBlendWeight());
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}
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}
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// existing in stack, remove it before add.
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if (ExistingStackIndex != INDEX_NONE)
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{
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CameraModeStack.RemoveAt(ExistingStackIndex);
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StackSize--;
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}
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else
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{
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ExistingStackContribution = 0.0f;
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}
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// Decide what initial weight to start with.
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const bool bShouldBlend = ((NewCameraMode->GetBlendTime() > 0.0f) && (StackSize > 0));
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const float BlendWeight = (bShouldBlend ? ExistingStackContribution : 1.0f);
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NewCameraMode->SetBlendWeight(BlendWeight);
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// Add new entry to top of stack.
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CameraModeStack.Insert(NewCameraMode, 0);
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// Make sure stack bottom is always weighted 100%.
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CameraModeStack.Last()->SetBlendWeight(1.0f);
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// Let the camera mode know if it's being added to the stack.
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if (ExistingStackIndex == INDEX_NONE)
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{
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NewCameraMode->OnActivation();
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}
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}
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void UGCMS_CameraModeStack::PopCameraMode(TSubclassOf<UGCMS_CameraMode> CameraModeClass)
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{
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}
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bool UGCMS_CameraModeStack::EvaluateStack(float DeltaTime, FGCMS_CameraModeView& OutCameraModeView)
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{
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if (!bIsActive)
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{
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return false;
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}
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//Update camera modes.
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UpdateStack(DeltaTime);
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//Blend values from camera modes.
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BlendStack(OutCameraModeView);
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return true;
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}
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UGCMS_CameraMode* UGCMS_CameraModeStack::GetCameraModeInstance(TSubclassOf<UGCMS_CameraMode> CameraModeClass)
|
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{
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check(CameraModeClass);
|
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|
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// First see if we already created one.
|
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for (UGCMS_CameraMode* CameraMode : CameraModeInstances)
|
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{
|
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if ((CameraMode != nullptr) && (CameraMode->GetClass() == CameraModeClass))
|
||||
{
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return CameraMode;
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}
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}
|
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// Not found, so we need to create it.
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UGCMS_CameraMode* NewCameraMode = NewObject<UGCMS_CameraMode>(GetOuter(), CameraModeClass, NAME_None, RF_NoFlags);
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check(NewCameraMode);
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CameraModeInstances.Add(NewCameraMode);
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return NewCameraMode;
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}
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void UGCMS_CameraModeStack::UpdateStack(float DeltaTime)
|
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{
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const int32 StackSize = CameraModeStack.Num();
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if (StackSize <= 0)
|
||||
{
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return;
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||||
}
|
||||
|
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int32 RemoveCount = 0;
|
||||
int32 RemoveIndex = INDEX_NONE;
|
||||
|
||||
for (int32 StackIndex = 0; StackIndex < StackSize; ++StackIndex)
|
||||
{
|
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UGCMS_CameraMode* CameraMode = CameraModeStack[StackIndex];
|
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check(CameraMode);
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|
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CameraMode->UpdateCameraMode(DeltaTime);
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|
||||
if (CameraMode->GetBlendWeight() >= 1.0f)
|
||||
{
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// Everything below this mode is now irrelevant and can be removed.
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RemoveIndex = (StackIndex + 1);
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RemoveCount = (StackSize - RemoveIndex);
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||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (RemoveCount > 0)
|
||||
{
|
||||
// Let the camera modes know they being removed from the stack.
|
||||
for (int32 StackIndex = RemoveIndex; StackIndex < StackSize; ++StackIndex)
|
||||
{
|
||||
UGCMS_CameraMode* CameraMode = CameraModeStack[StackIndex];
|
||||
check(CameraMode);
|
||||
|
||||
CameraMode->OnDeactivation();
|
||||
}
|
||||
|
||||
CameraModeStack.RemoveAt(RemoveIndex, RemoveCount);
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraModeStack::BlendStack(FGCMS_CameraModeView& OutCameraModeView) const
|
||||
{
|
||||
const int32 StackSize = CameraModeStack.Num();
|
||||
if (StackSize <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Start at the bottom and blend up the stack
|
||||
const UGCMS_CameraMode* CameraMode = CameraModeStack[StackSize - 1];
|
||||
check(CameraMode);
|
||||
|
||||
OutCameraModeView = CameraMode->GetCameraModeView();
|
||||
|
||||
for (int32 StackIndex = (StackSize - 2); StackIndex >= 0; --StackIndex)
|
||||
{
|
||||
CameraMode = CameraModeStack[StackIndex];
|
||||
check(CameraMode);
|
||||
|
||||
OutCameraModeView.Blend(CameraMode->GetCameraModeView(), CameraMode->GetBlendWeight());
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraModeStack::DrawDebug(UCanvas* Canvas) const
|
||||
{
|
||||
check(Canvas);
|
||||
|
||||
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
||||
|
||||
DisplayDebugManager.SetDrawColor(FColor::Green);
|
||||
DisplayDebugManager.DrawString(FString(TEXT(" --- Camera Modes (Begin) ---")));
|
||||
|
||||
for (const UGCMS_CameraMode* CameraMode : CameraModeStack)
|
||||
{
|
||||
check(CameraMode);
|
||||
CameraMode->DrawDebug(Canvas);
|
||||
}
|
||||
|
||||
DisplayDebugManager.SetDrawColor(FColor::Green);
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT(" --- Camera Modes (End) ---")));
|
||||
}
|
||||
|
||||
void UGCMS_CameraModeStack::GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const
|
||||
{
|
||||
if (CameraModeStack.Num() == 0)
|
||||
{
|
||||
OutWeightOfTopLayer = 1.0f;
|
||||
OutTagOfTopLayer = FGameplayTag();
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
UGCMS_CameraMode* TopEntry = CameraModeStack.Last();
|
||||
check(TopEntry);
|
||||
OutWeightOfTopLayer = TopEntry->GetBlendWeight();
|
||||
OutTagOfTopLayer = TopEntry->GetCameraTypeTag();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,100 @@
|
||||
// // Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
//
|
||||
// #include "GCMS_CameraMode_ThirdPerson.h"
|
||||
//
|
||||
// #include "GCMS_CameraAssistInterface.h"
|
||||
// #include "GCMS_CameraMode.h"
|
||||
// #include "Components/PrimitiveComponent.h"
|
||||
// #include "GCMS_CameraPenetrationAvoidanceFeeler.h"
|
||||
// #include "Curves/CurveVector.h"
|
||||
// #include "Engine/Canvas.h"
|
||||
// #include "GameFramework/Controller.h"
|
||||
// #include "GameFramework/Character.h"
|
||||
// #include "Math/RotationMatrix.h"
|
||||
//
|
||||
// #include UE_INLINE_GENERATED_CPP_BY_NAME(GCMS_CameraMode_ThirdPerson)
|
||||
//
|
||||
//
|
||||
// UGCMS_CameraMode_ThirdPerson::UGCMS_CameraMode_ThirdPerson()
|
||||
// {
|
||||
// TargetOffsetCurve = nullptr;
|
||||
// }
|
||||
//
|
||||
// void UGCMS_CameraMode_ThirdPerson::UpdateView_Implementation(float DeltaTime)
|
||||
// {
|
||||
// UpdateForTarget(DeltaTime);
|
||||
// UpdateCrouchOffset(DeltaTime);
|
||||
//
|
||||
// FVector PivotLocation = GetPivotLocation() + CurrentCrouchOffset;
|
||||
// FRotator PivotRotation = GetPivotRotation();
|
||||
//
|
||||
// PivotRotation.Pitch = FMath::ClampAngle(PivotRotation.Pitch, ViewPitchMin, ViewPitchMax);
|
||||
//
|
||||
// View.Location = PivotLocation;
|
||||
// View.Rotation = PivotRotation;
|
||||
// View.ControlRotation = View.Rotation;
|
||||
// View.FieldOfView = FieldOfView;
|
||||
//
|
||||
// // Apply third person offset using pitch.
|
||||
// if (!bUseRuntimeFloatCurves)
|
||||
// {
|
||||
// if (TargetOffsetCurve)
|
||||
// {
|
||||
// const FVector TargetOffset = TargetOffsetCurve->GetVectorValue(PivotRotation.Pitch);
|
||||
// View.Location = PivotLocation + PivotRotation.RotateVector(TargetOffset);
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// FVector TargetOffset(0.0f);
|
||||
//
|
||||
// TargetOffset.X = TargetOffsetX.GetRichCurveConst()->Eval(PivotRotation.Pitch);
|
||||
// TargetOffset.Y = TargetOffsetY.GetRichCurveConst()->Eval(PivotRotation.Pitch);
|
||||
// TargetOffset.Z = TargetOffsetZ.GetRichCurveConst()->Eval(PivotRotation.Pitch);
|
||||
//
|
||||
// View.Location = PivotLocation + PivotRotation.RotateVector(TargetOffset);
|
||||
// }
|
||||
//
|
||||
// // Adjust final desired camera location to prevent any penetration
|
||||
// UpdatePreventPenetration(DeltaTime);
|
||||
// }
|
||||
//
|
||||
// void UGCMS_CameraMode_ThirdPerson::UpdateForTarget(float DeltaTime)
|
||||
// {
|
||||
// if (const ACharacter* TargetCharacter = Cast<ACharacter>(GetTargetActor()))
|
||||
// {
|
||||
// if (TargetCharacter->bIsCrouched)
|
||||
// {
|
||||
// const ACharacter* TargetCharacterCDO = TargetCharacter->GetClass()->GetDefaultObject<ACharacter>();
|
||||
// const float CrouchedHeightAdjustment = TargetCharacterCDO->CrouchedEyeHeight - TargetCharacterCDO->BaseEyeHeight;
|
||||
//
|
||||
// SetTargetCrouchOffset(FVector(0.f, 0.f, CrouchedHeightAdjustment));
|
||||
//
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// SetTargetCrouchOffset(FVector::ZeroVector);
|
||||
// }
|
||||
//
|
||||
// void UGCMS_CameraMode_ThirdPerson::SetTargetCrouchOffset(FVector NewTargetOffset)
|
||||
// {
|
||||
// CrouchOffsetBlendPct = 0.0f;
|
||||
// InitialCrouchOffset = CurrentCrouchOffset;
|
||||
// TargetCrouchOffset = NewTargetOffset;
|
||||
// }
|
||||
//
|
||||
//
|
||||
// void UGCMS_CameraMode_ThirdPerson::UpdateCrouchOffset(float DeltaTime)
|
||||
// {
|
||||
// if (CrouchOffsetBlendPct < 1.0f)
|
||||
// {
|
||||
// CrouchOffsetBlendPct = FMath::Min(CrouchOffsetBlendPct + DeltaTime * CrouchOffsetBlendMultiplier, 1.0f);
|
||||
// CurrentCrouchOffset = FMath::InterpEaseInOut(InitialCrouchOffset, TargetCrouchOffset, CrouchOffsetBlendPct, 1.0f);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// CurrentCrouchOffset = TargetCrouchOffset;
|
||||
// CrouchOffsetBlendPct = 1.0f;
|
||||
// }
|
||||
// }
|
||||
@@ -0,0 +1,290 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "GCMS_CameraMode_WithPenetrationAvoidance.h"
|
||||
#include "Engine/Canvas.h"
|
||||
#include "GameFramework/Pawn.h"
|
||||
#include "Components/PrimitiveComponent.h"
|
||||
#include "GameFramework/Controller.h"
|
||||
#include "Engine/HitResult.h"
|
||||
#include "GCMS_CameraAssistInterface.h"
|
||||
#include "GameFramework/CameraBlockingVolume.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GCMS_CameraMode_WithPenetrationAvoidance)
|
||||
|
||||
namespace GMS_CameraMode_WithPenetrationAvoidance_Statics
|
||||
{
|
||||
static const FName NAME_IgnoreCameraCollision = TEXT("IgnoreCameraCollision");
|
||||
}
|
||||
|
||||
|
||||
UGCMS_CameraMode_WithPenetrationAvoidance::UGCMS_CameraMode_WithPenetrationAvoidance()
|
||||
{
|
||||
PenetrationAvoidanceFeelers.Add(FGCMS_CameraPenetrationAvoidanceFeeler(FRotator(+00.0f, +00.0f, 0.0f), 1.00f, 1.00f, 14.f, 0));
|
||||
PenetrationAvoidanceFeelers.Add(FGCMS_CameraPenetrationAvoidanceFeeler(FRotator(+00.0f, +16.0f, 0.0f), 0.75f, 0.75f, 00.f, 3));
|
||||
PenetrationAvoidanceFeelers.Add(FGCMS_CameraPenetrationAvoidanceFeeler(FRotator(+00.0f, -16.0f, 0.0f), 0.75f, 0.75f, 00.f, 3));
|
||||
PenetrationAvoidanceFeelers.Add(FGCMS_CameraPenetrationAvoidanceFeeler(FRotator(+00.0f, +32.0f, 0.0f), 0.50f, 0.50f, 00.f, 5));
|
||||
PenetrationAvoidanceFeelers.Add(FGCMS_CameraPenetrationAvoidanceFeeler(FRotator(+00.0f, -32.0f, 0.0f), 0.50f, 0.50f, 00.f, 5));
|
||||
PenetrationAvoidanceFeelers.Add(FGCMS_CameraPenetrationAvoidanceFeeler(FRotator(+20.0f, +00.0f, 0.0f), 1.00f, 1.00f, 00.f, 4));
|
||||
PenetrationAvoidanceFeelers.Add(FGCMS_CameraPenetrationAvoidanceFeeler(FRotator(-20.0f, +00.0f, 0.0f), 0.50f, 0.50f, 00.f, 4));
|
||||
}
|
||||
|
||||
void UGCMS_CameraMode_WithPenetrationAvoidance::UpdatePreventPenetration(float DeltaTime)
|
||||
{
|
||||
if (!bPreventPenetration)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
AActor* TargetActor = GetTargetActor();
|
||||
|
||||
APawn* TargetPawn = Cast<APawn>(TargetActor);
|
||||
AController* TargetController = TargetPawn ? TargetPawn->GetController() : nullptr;
|
||||
IGCMS_CameraAssistInterface* TargetControllerAssist = Cast<IGCMS_CameraAssistInterface>(TargetController);
|
||||
|
||||
IGCMS_CameraAssistInterface* TargetActorAssist = Cast<IGCMS_CameraAssistInterface>(TargetActor);
|
||||
|
||||
TOptional<AActor*> OptionalPPTarget = TargetActorAssist ? TargetActorAssist->GetCameraPreventPenetrationTarget() : TOptional<AActor*>();
|
||||
AActor* PPActor = OptionalPPTarget.IsSet() ? OptionalPPTarget.GetValue() : TargetActor;
|
||||
IGCMS_CameraAssistInterface* PPActorAssist = OptionalPPTarget.IsSet() ? Cast<IGCMS_CameraAssistInterface>(PPActor) : nullptr;
|
||||
|
||||
const UPrimitiveComponent* PPActorRootComponent = Cast<UPrimitiveComponent>(PPActor->GetRootComponent());
|
||||
if (PPActorRootComponent)
|
||||
{
|
||||
// Attempt at picking SafeLocation automatically, so we reduce camera translation when aiming.
|
||||
// Our camera is our reticle, so we want to preserve our aim and keep that as steady and smooth as possible.
|
||||
// Pick closest point on capsule to our aim line.
|
||||
FVector ClosestPointOnLineToCapsuleCenter;
|
||||
FVector SafeLocation = PPActor->GetActorLocation();
|
||||
FMath::PointDistToLine(SafeLocation, View.Rotation.Vector(), View.Location, ClosestPointOnLineToCapsuleCenter);
|
||||
|
||||
// Adjust Safe distance height to be same as aim line, but within capsule.
|
||||
float const PushInDistance = PenetrationAvoidanceFeelers[0].Extent + CollisionPushOutDistance;
|
||||
float const MaxHalfHeight = PPActor->GetSimpleCollisionHalfHeight() - PushInDistance;
|
||||
SafeLocation.Z = FMath::Clamp(ClosestPointOnLineToCapsuleCenter.Z, SafeLocation.Z - MaxHalfHeight, SafeLocation.Z + MaxHalfHeight);
|
||||
|
||||
float DistanceSqr;
|
||||
PPActorRootComponent->GetSquaredDistanceToCollision(ClosestPointOnLineToCapsuleCenter, DistanceSqr, SafeLocation);
|
||||
// Push back inside capsule to avoid initial penetration when doing line checks.
|
||||
if (PenetrationAvoidanceFeelers.Num() > 0)
|
||||
{
|
||||
SafeLocation += (SafeLocation - ClosestPointOnLineToCapsuleCenter).GetSafeNormal() * PushInDistance;
|
||||
}
|
||||
|
||||
// Then aim line to desired camera position
|
||||
bool const bSingleRayPenetrationCheck = !bDoPredictiveAvoidance;
|
||||
PreventCameraPenetration(bSingleRayPenetrationCheck, DeltaTime, PPActor, SafeLocation, View.Location, AimLineToDesiredPosBlockedPct);
|
||||
|
||||
IGCMS_CameraAssistInterface* AssistArray[] = {TargetControllerAssist, TargetActorAssist, PPActorAssist};
|
||||
|
||||
if (AimLineToDesiredPosBlockedPct < ReportPenetrationPercent)
|
||||
{
|
||||
for (IGCMS_CameraAssistInterface* Assist : AssistArray)
|
||||
{
|
||||
if (Assist)
|
||||
{
|
||||
// camera is too close, tell the assists
|
||||
Assist->OnCameraPenetratingTarget();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraMode_WithPenetrationAvoidance::PreventCameraPenetration(bool bSingleRayOnly, const float& DeltaTime, const AActor* ViewTarget, FVector const& SafeLoc, FVector& CameraLoc,
|
||||
float& DistBlockedPct)
|
||||
{
|
||||
#if ENABLE_DRAW_DEBUG
|
||||
DebugActorsHitDuringCameraPenetration.Reset();
|
||||
#endif
|
||||
|
||||
float HardBlockedPct = DistBlockedPct;
|
||||
float SoftBlockedPct = DistBlockedPct;
|
||||
|
||||
FVector BaseRay = CameraLoc - SafeLoc;
|
||||
FRotationMatrix BaseRayMatrix(BaseRay.Rotation());
|
||||
FVector BaseRayLocalUp, BaseRayLocalFwd, BaseRayLocalRight;
|
||||
|
||||
BaseRayMatrix.GetScaledAxes(BaseRayLocalFwd, BaseRayLocalRight, BaseRayLocalUp);
|
||||
|
||||
float DistBlockedPctThisFrame = 1.f;
|
||||
|
||||
int32 const NumRaysToShoot = bSingleRayOnly ? FMath::Min(1, PenetrationAvoidanceFeelers.Num()) : PenetrationAvoidanceFeelers.Num();
|
||||
FCollisionQueryParams SphereParams(SCENE_QUERY_STAT(CameraPen), false, nullptr/*PlayerCamera*/);
|
||||
|
||||
SphereParams.AddIgnoredActor(ViewTarget);
|
||||
|
||||
//TODO ILyraCameraTarget.GetIgnoredActorsForCameraPentration();
|
||||
//if (IgnoreActorForCameraPenetration)
|
||||
//{
|
||||
// SphereParams.AddIgnoredActor(IgnoreActorForCameraPenetration);
|
||||
//}
|
||||
|
||||
FCollisionShape SphereShape = FCollisionShape::MakeSphere(0.f);
|
||||
UWorld* World = GetWorld();
|
||||
|
||||
for (int32 RayIdx = 0; RayIdx < NumRaysToShoot; ++RayIdx)
|
||||
{
|
||||
FGCMS_CameraPenetrationAvoidanceFeeler& Feeler = PenetrationAvoidanceFeelers[RayIdx];
|
||||
if (Feeler.FramesUntilNextTrace <= 0)
|
||||
{
|
||||
// calc ray target
|
||||
FVector RayTarget;
|
||||
{
|
||||
FVector RotatedRay = BaseRay.RotateAngleAxis(Feeler.AdjustmentRot.Yaw, BaseRayLocalUp);
|
||||
RotatedRay = RotatedRay.RotateAngleAxis(Feeler.AdjustmentRot.Pitch, BaseRayLocalRight);
|
||||
RayTarget = SafeLoc + RotatedRay;
|
||||
}
|
||||
|
||||
// cast for world and pawn hits separately. this is so we can safely ignore the
|
||||
// camera's target pawn
|
||||
SphereShape.Sphere.Radius = Feeler.Extent;
|
||||
ECollisionChannel TraceChannel = ECC_Camera; //(Feeler.PawnWeight > 0.f) ? ECC_Pawn : ECC_Camera;
|
||||
|
||||
// do multi-line check to make sure the hits we throw out aren't
|
||||
// masking real hits behind (these are important rays).
|
||||
|
||||
// MT-> passing camera as actor so that camerablockingvolumes know when it's the camera doing traces
|
||||
FHitResult Hit;
|
||||
const bool bHit = World->SweepSingleByChannel(Hit, SafeLoc, RayTarget, FQuat::Identity, TraceChannel, SphereShape, SphereParams);
|
||||
#if ENABLE_DRAW_DEBUG
|
||||
if (World->TimeSince(LastDrawDebugTime) < 1.f)
|
||||
{
|
||||
DrawDebugSphere(World, SafeLoc, SphereShape.Sphere.Radius, 8, FColor::Red);
|
||||
DrawDebugSphere(World, bHit ? Hit.Location : RayTarget, SphereShape.Sphere.Radius, 8, FColor::Red);
|
||||
DrawDebugLine(World, SafeLoc, bHit ? Hit.Location : RayTarget, FColor::Red);
|
||||
}
|
||||
#endif // ENABLE_DRAW_DEBUG
|
||||
|
||||
Feeler.FramesUntilNextTrace = Feeler.TraceInterval;
|
||||
|
||||
const AActor* HitActor = Hit.GetActor();
|
||||
|
||||
if (bHit && HitActor)
|
||||
{
|
||||
bool bIgnoreHit = false;
|
||||
|
||||
if (HitActor->ActorHasTag(GMS_CameraMode_WithPenetrationAvoidance_Statics::NAME_IgnoreCameraCollision))
|
||||
{
|
||||
bIgnoreHit = true;
|
||||
SphereParams.AddIgnoredActor(HitActor);
|
||||
}
|
||||
|
||||
// Ignore CameraBlockingVolume hits that occur in front of the ViewTarget.
|
||||
if (!bIgnoreHit && HitActor->IsA<ACameraBlockingVolume>())
|
||||
{
|
||||
const FVector ViewTargetForwardXY = ViewTarget->GetActorForwardVector().GetSafeNormal2D();
|
||||
const FVector ViewTargetLocation = ViewTarget->GetActorLocation();
|
||||
const FVector HitOffset = Hit.Location - ViewTargetLocation;
|
||||
const FVector HitDirectionXY = HitOffset.GetSafeNormal2D();
|
||||
const float DotHitDirection = FVector::DotProduct(ViewTargetForwardXY, HitDirectionXY);
|
||||
if (DotHitDirection > 0.0f)
|
||||
{
|
||||
bIgnoreHit = true;
|
||||
// Ignore this CameraBlockingVolume on the remaining sweeps.
|
||||
SphereParams.AddIgnoredActor(HitActor);
|
||||
}
|
||||
else
|
||||
{
|
||||
#if ENABLE_DRAW_DEBUG
|
||||
DebugActorsHitDuringCameraPenetration.AddUnique(TObjectPtr<const AActor>(HitActor));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
if (!bIgnoreHit)
|
||||
{
|
||||
float const Weight = Cast<APawn>(Hit.GetActor()) ? Feeler.PawnWeight : Feeler.WorldWeight;
|
||||
float NewBlockPct = Hit.Time;
|
||||
NewBlockPct += (1.f - NewBlockPct) * (1.f - Weight);
|
||||
|
||||
// Recompute blocked pct taking into account pushout distance.
|
||||
NewBlockPct = ((Hit.Location - SafeLoc).Size() - CollisionPushOutDistance) / (RayTarget - SafeLoc).Size();
|
||||
DistBlockedPctThisFrame = FMath::Min(NewBlockPct, DistBlockedPctThisFrame);
|
||||
|
||||
// This feeler got a hit, so do another trace next frame
|
||||
Feeler.FramesUntilNextTrace = 0;
|
||||
|
||||
#if ENABLE_DRAW_DEBUG
|
||||
DebugActorsHitDuringCameraPenetration.AddUnique(TObjectPtr<const AActor>(HitActor));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
if (RayIdx == 0)
|
||||
{
|
||||
// don't interpolate toward this one, snap to it
|
||||
// assumes ray 0 is the center/main ray
|
||||
HardBlockedPct = DistBlockedPctThisFrame;
|
||||
}
|
||||
else
|
||||
{
|
||||
SoftBlockedPct = DistBlockedPctThisFrame;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
--Feeler.FramesUntilNextTrace;
|
||||
}
|
||||
}
|
||||
|
||||
if (bResetInterpolation)
|
||||
{
|
||||
DistBlockedPct = DistBlockedPctThisFrame;
|
||||
}
|
||||
else if (DistBlockedPct < DistBlockedPctThisFrame)
|
||||
{
|
||||
// interpolate smoothly out
|
||||
if (PenetrationBlendOutTime > DeltaTime)
|
||||
{
|
||||
DistBlockedPct = DistBlockedPct + DeltaTime / PenetrationBlendOutTime * (DistBlockedPctThisFrame - DistBlockedPct);
|
||||
}
|
||||
else
|
||||
{
|
||||
DistBlockedPct = DistBlockedPctThisFrame;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (DistBlockedPct > HardBlockedPct)
|
||||
{
|
||||
DistBlockedPct = HardBlockedPct;
|
||||
}
|
||||
else if (DistBlockedPct > SoftBlockedPct)
|
||||
{
|
||||
// interpolate smoothly in
|
||||
if (PenetrationBlendInTime > DeltaTime)
|
||||
{
|
||||
DistBlockedPct = DistBlockedPct - DeltaTime / PenetrationBlendInTime * (DistBlockedPct - SoftBlockedPct);
|
||||
}
|
||||
else
|
||||
{
|
||||
DistBlockedPct = SoftBlockedPct;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DistBlockedPct = FMath::Clamp<float>(DistBlockedPct, 0.f, 1.f);
|
||||
if (DistBlockedPct < (1.f - ZERO_ANIMWEIGHT_THRESH))
|
||||
{
|
||||
CameraLoc = SafeLoc + (CameraLoc - SafeLoc) * DistBlockedPct;
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraMode_WithPenetrationAvoidance::DrawDebug(UCanvas* Canvas) const
|
||||
{
|
||||
Super::DrawDebug(Canvas);
|
||||
|
||||
#if ENABLE_DRAW_DEBUG
|
||||
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
||||
for (int i = 0; i < DebugActorsHitDuringCameraPenetration.Num(); i++)
|
||||
{
|
||||
DisplayDebugManager.DrawString(
|
||||
FString::Printf(TEXT("HitActorDuringPenetration[%d]: %s")
|
||||
, i
|
||||
, *DebugActorsHitDuringCameraPenetration[i]->GetName()));
|
||||
}
|
||||
|
||||
LastDrawDebugTime = GetWorld()->GetTimeSeconds();
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,6 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
|
||||
#include "GCMS_CameraPenetrationAvoidanceFeeler.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GCMS_CameraPenetrationAvoidanceFeeler)
|
||||
@@ -0,0 +1,188 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#include "GCMS_CameraSystemComponent.h"
|
||||
#include "GameFramework/HUD.h"
|
||||
#include "DisplayDebugHelpers.h"
|
||||
#include "Engine/Canvas.h"
|
||||
#include "Engine/Engine.h"
|
||||
#include "GameFramework/Pawn.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GCMS_CameraMode.h"
|
||||
#include "GCMS_CameraModeStack.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
|
||||
#include UE_INLINE_GENERATED_CPP_BY_NAME(GCMS_CameraSystemComponent)
|
||||
|
||||
|
||||
UGCMS_CameraSystemComponent::UGCMS_CameraSystemComponent(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
CameraModeStack = nullptr;
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
FieldOfViewOffset = 0.0f;
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos)
|
||||
{
|
||||
if (DisplayInfo.IsDisplayOn(TEXT("CAMERA")))
|
||||
{
|
||||
if (const UGCMS_CameraSystemComponent* CameraComponent = GetCameraSystemComponent(HUD->GetCurrentDebugTargetActor()))
|
||||
{
|
||||
CameraComponent->DrawDebug(Canvas);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::OnRegister()
|
||||
{
|
||||
Super::OnRegister();
|
||||
|
||||
if (!CameraModeStack)
|
||||
{
|
||||
CameraModeStack = NewObject<UGCMS_CameraModeStack>(this);
|
||||
check(CameraModeStack);
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
if (CameraModeStack && CameraModeStack->IsStackActivate() && AssociatedCameraComponent && AssociatedSprintArmComponent)
|
||||
{
|
||||
UpdateCameraModes();
|
||||
FGCMS_CameraModeView CameraModeView;
|
||||
CameraModeStack->EvaluateStack(DeltaTime, CameraModeView);
|
||||
|
||||
// Keep player controller in sync with the latest view.
|
||||
if (APawn* TargetPawn = Cast<APawn>(GetTargetActor()))
|
||||
{
|
||||
if (APlayerController* PC = TargetPawn->GetController<APlayerController>())
|
||||
{
|
||||
PC->SetControlRotation(CameraModeView.ControlRotation);
|
||||
}
|
||||
}
|
||||
|
||||
AssociatedCameraComponent->FieldOfView = CameraModeView.FieldOfView;
|
||||
|
||||
AssociatedSprintArmComponent->TargetArmLength = CameraModeView.SprintArmLength;
|
||||
|
||||
AssociatedSprintArmComponent->SocketOffset = CameraModeView.SprintArmSocketOffset;
|
||||
AssociatedSprintArmComponent->TargetOffset = CameraModeView.SprintArmTargetOffset;
|
||||
}
|
||||
}
|
||||
|
||||
UCameraComponent* UGCMS_CameraSystemComponent::GetAssociatedCamera() const
|
||||
{
|
||||
return AssociatedCameraComponent;
|
||||
}
|
||||
|
||||
USpringArmComponent* UGCMS_CameraSystemComponent::GetAssociatedSprintArm() const
|
||||
{
|
||||
return AssociatedSprintArmComponent;
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::Activate(bool bReset)
|
||||
{
|
||||
Super::Activate(bReset);
|
||||
if (CameraModeStack)
|
||||
{
|
||||
if (IsActive())
|
||||
{
|
||||
CameraModeStack->ActivateStack();
|
||||
}
|
||||
else
|
||||
{
|
||||
CameraModeStack->DeactivateStack();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::Deactivate()
|
||||
{
|
||||
Super::Deactivate();
|
||||
if (CameraModeStack)
|
||||
{
|
||||
CameraModeStack->DeactivateStack();
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::UpdateCameraModes()
|
||||
{
|
||||
check(CameraModeStack);
|
||||
|
||||
if (CameraModeStack->IsStackActivate())
|
||||
{
|
||||
if (DetermineCameraModeDelegate.IsBound())
|
||||
{
|
||||
if (const TSubclassOf<UGCMS_CameraMode> CameraMode = DetermineCameraModeDelegate.Execute())
|
||||
{
|
||||
CameraModeStack->PushCameraMode(CameraMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::PushCameraMode(TSubclassOf<UGCMS_CameraMode> NewCameraMode)
|
||||
{
|
||||
if (CameraModeStack->IsStackActivate())
|
||||
{
|
||||
if (NewCameraMode)
|
||||
{
|
||||
CameraModeStack->PushCameraMode(NewCameraMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::PushDefaultCameraMode()
|
||||
{
|
||||
if (CameraModeStack->IsStackActivate())
|
||||
{
|
||||
if (DefaultCameraMode)
|
||||
{
|
||||
CameraModeStack->PushCameraMode(DefaultCameraMode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::Initialize(UCameraComponent* NewCameraComponent, USpringArmComponent* NewSpringArmComponent)
|
||||
{
|
||||
if (!CameraModeStack)
|
||||
{
|
||||
CameraModeStack = NewObject<UGCMS_CameraModeStack>(this);
|
||||
check(CameraModeStack);
|
||||
}
|
||||
|
||||
AssociatedCameraComponent = NewCameraComponent;
|
||||
AssociatedSprintArmComponent = NewSpringArmComponent;
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::DrawDebug(UCanvas* Canvas) const
|
||||
{
|
||||
check(Canvas);
|
||||
|
||||
FDisplayDebugManager& DisplayDebugManager = Canvas->DisplayDebugManager;
|
||||
|
||||
DisplayDebugManager.SetFont(GEngine->GetSmallFont());
|
||||
DisplayDebugManager.SetDrawColor(FColor::Yellow);
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT("GCMS_CameraSystemComponent: %s"), *GetNameSafe(GetTargetActor())));
|
||||
|
||||
DisplayDebugManager.SetDrawColor(FColor::White);
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT(" Location: %s"), *AssociatedCameraComponent->GetComponentLocation().ToCompactString()));
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT(" Rotation: %s"), *AssociatedCameraComponent->GetComponentRotation().ToCompactString()));
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT(" SprintArmLength: %f"), AssociatedSprintArmComponent->TargetArmLength));
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT(" SprintArmSocketOffset: %s"), *AssociatedSprintArmComponent->SocketOffset.ToCompactString()));
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT(" SprintArmTargetOffset: %s"), *AssociatedSprintArmComponent->TargetOffset.ToCompactString()));
|
||||
|
||||
DisplayDebugManager.DrawString(FString::Printf(TEXT(" FOV: %f"), AssociatedCameraComponent->FieldOfView));
|
||||
|
||||
check(CameraModeStack);
|
||||
CameraModeStack->DrawDebug(Canvas);
|
||||
}
|
||||
|
||||
void UGCMS_CameraSystemComponent::GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const
|
||||
{
|
||||
check(CameraModeStack);
|
||||
CameraModeStack->GetBlendInfo(/*out*/ OutWeightOfTopLayer, /*out*/ OutTagOfTopLayer);
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#include "GenericCameraSystem.h"
|
||||
|
||||
#include "GameFramework/HUD.h"
|
||||
#include "GCMS_CameraSystemComponent.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "FGenericCameraSystemModule"
|
||||
|
||||
void FGenericCameraSystemModule::StartupModule()
|
||||
{
|
||||
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
|
||||
#if WITH_EDITOR
|
||||
#if ENABLE_DRAW_DEBUG
|
||||
if (!IsRunningDedicatedServer())
|
||||
{
|
||||
AHUD::OnShowDebugInfo.AddStatic(&UGCMS_CameraSystemComponent::OnShowDebugInfo);
|
||||
}
|
||||
#endif // ENABLE_DRAW_DEBUG
|
||||
#endif
|
||||
}
|
||||
|
||||
void FGenericCameraSystemModule::ShutdownModule()
|
||||
{
|
||||
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
|
||||
// we call this function before unloading the module.
|
||||
}
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
|
||||
IMPLEMENT_MODULE(FGenericCameraSystemModule, GenericCameraSystem)
|
||||
@@ -0,0 +1,41 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Interface.h"
|
||||
|
||||
#include "GCMS_CameraAssistInterface.generated.h"
|
||||
|
||||
/** */
|
||||
UINTERFACE(BlueprintType)
|
||||
class UGCMS_CameraAssistInterface : public UInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
};
|
||||
|
||||
class GENERICCAMERASYSTEM_API IGCMS_CameraAssistInterface
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
/**
|
||||
* Get the list of actors that we're allowing the camera to penetrate. Useful in 3rd person cameras
|
||||
* when you need the following camera to ignore things like the a collection of view targets, the pawn,
|
||||
* a vehicle..etc.
|
||||
*/
|
||||
virtual void GetIgnoredActorsForCameraPentration(TArray<const AActor*>& OutActorsAllowPenetration) const { }
|
||||
|
||||
/**
|
||||
* The target actor to prevent penetration on. Normally, this is almost always the view target, which if
|
||||
* unimplemented will remain true. However, sometimes the view target, isn't the same as the root actor
|
||||
* you need to keep in frame.
|
||||
*/
|
||||
virtual TOptional<AActor*> GetCameraPreventPenetrationTarget() const
|
||||
{
|
||||
return TOptional<AActor*>();
|
||||
}
|
||||
|
||||
/** Called if the camera penetrates the focal target. Useful if you want to hide the target actor when being overlapped. */
|
||||
virtual void OnCameraPenetratingTarget() { }
|
||||
};
|
||||
235
Plugins/GGS/Source/GenericCameraSystem/Public/GCMS_CameraMode.h
Normal file
235
Plugins/GGS/Source/GenericCameraSystem/Public/GCMS_CameraMode.h
Normal file
@@ -0,0 +1,235 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Engine/World.h"
|
||||
#include "GameplayTagContainer.h"
|
||||
|
||||
#include "GCMS_CameraMode.generated.h"
|
||||
|
||||
class USpringArmComponent;
|
||||
class UCameraComponent;
|
||||
class AActor;
|
||||
class UCanvas;
|
||||
|
||||
/**
|
||||
* EGCMS_CameraModeBlendFunction
|
||||
*
|
||||
* Blend function used for transitioning between camera modes.
|
||||
*/
|
||||
UENUM(BlueprintType)
|
||||
enum class EGCMS_CameraModeBlendFunction : uint8
|
||||
{
|
||||
// Does a simple linear interpolation.
|
||||
Linear,
|
||||
|
||||
// Immediately accelerates, but smoothly decelerates into the target. Ease amount controlled by the exponent.
|
||||
EaseIn,
|
||||
|
||||
// Smoothly accelerates, but does not decelerate into the target. Ease amount controlled by the exponent.
|
||||
EaseOut,
|
||||
|
||||
// Smoothly accelerates and decelerates. Ease amount controlled by the exponent.
|
||||
EaseInOut,
|
||||
|
||||
COUNT UMETA(Hidden)
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* GCMS_CameraModeView
|
||||
*
|
||||
* View data produced by the camera mode that is used to blend camera modes.
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct GENERICCAMERASYSTEM_API FGCMS_CameraModeView
|
||||
{
|
||||
public:
|
||||
GENERATED_BODY()
|
||||
|
||||
FGCMS_CameraModeView();
|
||||
|
||||
void Blend(const FGCMS_CameraModeView& Other, float OtherWeight);
|
||||
|
||||
public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCMS")
|
||||
FVector Location{ForceInit};
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCMS")
|
||||
FRotator Rotation{ForceInit};
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCMS")
|
||||
FVector SprintArmSocketOffset{ForceInit};
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCMS")
|
||||
FVector SprintArmTargetOffset{ForceInit};
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCMS")
|
||||
float SprintArmLength{ForceInit};
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCMS")
|
||||
FRotator ControlRotation{ForceInit};
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="GCMS")
|
||||
float FieldOfView{ForceInit};
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* UGCMS_CameraMode
|
||||
*
|
||||
* Base class for all camera modes.
|
||||
*/
|
||||
UCLASS(Abstract, Blueprintable)
|
||||
class GENERICCAMERASYSTEM_API UGCMS_CameraMode : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UGCMS_CameraMode();
|
||||
|
||||
virtual UWorld* GetWorld() const override;
|
||||
|
||||
/**
|
||||
* @return Returns the target actor that owning camera is looking at. 返回所属相机当前跟随的目标Actor。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="CameraMode")
|
||||
AActor* GetTargetActor() const;
|
||||
|
||||
const FGCMS_CameraModeView& GetCameraModeView() const { return View; }
|
||||
|
||||
// Called when this camera mode is activated on the camera mode stack.
|
||||
virtual void OnActivation()
|
||||
{
|
||||
K2_OnActivation();
|
||||
};
|
||||
|
||||
// Called when this camera mode is deactivated on the camera mode stack.
|
||||
virtual void OnDeactivation()
|
||||
{
|
||||
K2_OnDeactivation();
|
||||
};
|
||||
|
||||
void UpdateCameraMode(float DeltaTime);
|
||||
|
||||
float GetBlendTime() const { return BlendTime; }
|
||||
float GetBlendWeight() const { return BlendWeight; }
|
||||
void SetBlendWeight(float Weight);
|
||||
|
||||
FGameplayTag GetCameraTypeTag() const
|
||||
{
|
||||
return CameraTypeTag;
|
||||
}
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="CameraMode")
|
||||
UCameraComponent* GetAssociatedCamera() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="CameraMode")
|
||||
USpringArmComponent* GetAssociatedSprintArm() const;
|
||||
|
||||
virtual void DrawDebug(UCanvas* Canvas) const;
|
||||
|
||||
protected:
|
||||
/**
|
||||
* Called when this camera mode activated.
|
||||
* 在此相机模式激活时调用。
|
||||
*/
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="CameraMode", meta=(DisplayName="OnActivation"))
|
||||
void K2_OnActivation();
|
||||
|
||||
/**
|
||||
* Called when this camera mode deactivated.
|
||||
* 在此相机模式禁用时调用。
|
||||
*/
|
||||
UFUNCTION(BlueprintImplementableEvent, Category="CameraMode", meta=(DisplayName="OnDeactivation"))
|
||||
void K2_OnDeactivation();
|
||||
|
||||
/**
|
||||
* Return the pivot location of this camera mode.
|
||||
* @details Default will return Character's capsule location(Taking crouching state in count), or fallback to Pawn's ViewLocation or fallback to PawnLocation.
|
||||
* 返回此相机模式的轴心位置。
|
||||
* @细节,默认实现是返回考虑到Character的蹲伏状态的胶囊体中心点,或者回退到Pawn的ViewLocation,或者回退到Pawn的Location。
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, Category="CameraMode")
|
||||
FVector GetPivotLocation() const;
|
||||
|
||||
/**
|
||||
* Return the pivot rotation of this camera mode.
|
||||
* @details Default will return TargetActor(Pawn)'s view rotation or fallback to actor rotation.
|
||||
* 返回此相机模式的轴心旋转。
|
||||
* @细节 默认会返回TargetActor(Pawn)的ViewRotation,或者回退到Actor的旋转。
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, Category="CameraMode")
|
||||
FRotator GetPivotRotation() const;
|
||||
|
||||
virtual void UpdateView(float DeltaTime);
|
||||
|
||||
virtual void UpdateBlending(float DeltaTime);
|
||||
|
||||
/**
|
||||
* This is where you update View(CameraModeView)
|
||||
* @param DeltaTime
|
||||
* @param PivotLocation Location returned from GetPivotLocation
|
||||
* @param PivotRotation Rotation returned from GetPivotRotation
|
||||
*/
|
||||
UFUNCTION(BlueprintNativeEvent, Category="CameraMode")
|
||||
void OnUpdateView(float DeltaTime, FVector PivotLocation, FRotator PivotRotation);
|
||||
virtual void OnUpdateView_Implementation(float DeltaTime, FVector PivotLocation, FRotator PivotRotation);
|
||||
|
||||
protected:
|
||||
// A tag that can be queried by gameplay code that cares when a kind of camera mode is active
|
||||
// without having to ask about a specific mode (e.g., when aiming downsights to get more accuracy)
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
||||
FGameplayTag CameraTypeTag;
|
||||
|
||||
// View output produced by the camera mode.
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category="View")
|
||||
FGCMS_CameraModeView View;
|
||||
|
||||
// The horizontal field of view (in degrees).
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "View", Meta = (UIMin = "5.0", UIMax = "170", ClampMin = "5.0", ClampMax = "170.0"))
|
||||
float FieldOfView;
|
||||
|
||||
// Minimum view pitch (in degrees).
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "View", Meta = (UIMin = "-89.9", UIMax = "89.9", ClampMin = "-89.9", ClampMax = "89.9"))
|
||||
float ViewPitchMin;
|
||||
|
||||
// Maximum view pitch (in degrees).
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "View", Meta = (UIMin = "-89.9", UIMax = "89.9", ClampMin = "-89.9", ClampMax = "89.9"))
|
||||
float ViewPitchMax;
|
||||
|
||||
/**
|
||||
* How long it takes to blend in this mode.
|
||||
* 此相机模式的混入时间。
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
||||
float BlendTime;
|
||||
|
||||
/**
|
||||
* Function used for blending.
|
||||
* 用于混合的方式。
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
||||
EGCMS_CameraModeBlendFunction BlendFunction;
|
||||
|
||||
// Exponent used by blend functions to control the shape of the curve.
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Blending")
|
||||
float BlendExponent;
|
||||
|
||||
// Linear blend alpha used to determine the blend weight.
|
||||
UPROPERTY(VisibleInstanceOnly, Category="Blending")
|
||||
float BlendAlpha;
|
||||
|
||||
// Blend weight calculated using the blend alpha and function.
|
||||
UPROPERTY(VisibleInstanceOnly, Category="Blending")
|
||||
float BlendWeight;
|
||||
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Duration")
|
||||
float ActiveTime;
|
||||
|
||||
/**
|
||||
* The max active time of this camera mode, When active time reach this value, this camera mode will auto popup.
|
||||
* 此相机模式的最大激活时间,当当前激活时间到达此时长,会返回到默认相机模式。
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, Category = "Duraction")
|
||||
float MaxActiveTime;
|
||||
|
||||
protected:
|
||||
/** If true, skips all interpolation and puts camera in ideal location. Automatically set to false next frame. */
|
||||
UPROPERTY(transient)
|
||||
uint32 bResetInterpolation : 1;
|
||||
};
|
||||
@@ -0,0 +1,63 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GCMS_CameraMode.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "GCMS_CameraModeStack.generated.h"
|
||||
|
||||
|
||||
/**
|
||||
* UGCMS_CameraModeStack
|
||||
*
|
||||
* Stack used for blending camera modes.
|
||||
*/
|
||||
UCLASS()
|
||||
class GENERICCAMERASYSTEM_API UGCMS_CameraModeStack : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UGCMS_CameraModeStack();
|
||||
|
||||
void ActivateStack();
|
||||
void DeactivateStack();
|
||||
|
||||
bool IsStackActivate() const { return bIsActive; }
|
||||
|
||||
void PushCameraMode(TSubclassOf<UGCMS_CameraMode> CameraModeClass);
|
||||
|
||||
void PopCameraMode(TSubclassOf<UGCMS_CameraMode> CameraModeClass);
|
||||
|
||||
bool EvaluateStack(float DeltaTime, FGCMS_CameraModeView& OutCameraModeView);
|
||||
|
||||
void DrawDebug(UCanvas* Canvas) const;
|
||||
|
||||
// Gets the tag associated with the top layer and the blend weight of it
|
||||
void GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const;
|
||||
|
||||
protected:
|
||||
/**
|
||||
* Get or create new camera mode.
|
||||
*/
|
||||
UGCMS_CameraMode* GetCameraModeInstance(TSubclassOf<UGCMS_CameraMode> CameraModeClass);
|
||||
|
||||
void UpdateStack(float DeltaTime);
|
||||
void BlendStack(FGCMS_CameraModeView& OutCameraModeView) const;
|
||||
|
||||
protected:
|
||||
bool bIsActive;
|
||||
|
||||
/**
|
||||
* Cached camera mode instance pool.
|
||||
*/
|
||||
UPROPERTY()
|
||||
TArray<TObjectPtr<UGCMS_CameraMode>> CameraModeInstances;
|
||||
|
||||
/**
|
||||
* The list of active camera mode.
|
||||
*/
|
||||
UPROPERTY()
|
||||
TArray<TObjectPtr<UGCMS_CameraMode>> CameraModeStack;
|
||||
};
|
||||
@@ -0,0 +1,66 @@
|
||||
// // Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
//
|
||||
// #pragma once
|
||||
//
|
||||
// #include "Curves/CurveFloat.h"
|
||||
// #include "DrawDebugHelpers.h"
|
||||
// #include "GCMS_CameraMode_WithPenetrationAvoidance.h"
|
||||
// #include "GCMS_CameraMode_ThirdPerson.generated.h"
|
||||
//
|
||||
// class UCurveVector;
|
||||
//
|
||||
// /**
|
||||
// * UGCMS_CameraMode_ThirdPerson
|
||||
// *
|
||||
// * A basic third person camera mode.
|
||||
// */
|
||||
// UCLASS(Abstract, Blueprintable)
|
||||
// class UGCMS_CameraMode_ThirdPerson : public UGCMS_CameraMode_WithPenetrationAvoidance
|
||||
// {
|
||||
// GENERATED_BODY()
|
||||
//
|
||||
// public:
|
||||
// UGCMS_CameraMode_ThirdPerson();
|
||||
//
|
||||
// protected:
|
||||
//
|
||||
// virtual void UpdateView_Implementation(float DeltaTime) override;
|
||||
//
|
||||
// UFUNCTION(BlueprintCallable, Category="Third Person")
|
||||
// void UpdateForTarget(float DeltaTime);
|
||||
//
|
||||
// protected:
|
||||
// // Curve that defines local-space offsets from the target using the view pitch to evaluate the curve.
|
||||
// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "!bUseRuntimeFloatCurves"))
|
||||
// TObjectPtr<const UCurveVector> TargetOffsetCurve;
|
||||
//
|
||||
// // UE-103986: Live editing of RuntimeFloatCurves during PIE does not work (unlike curve assets).
|
||||
// // Once that is resolved this will become the default and TargetOffsetCurve will be removed.
|
||||
// UPROPERTY(EditDefaultsOnly, Category = "Third Person")
|
||||
// bool bUseRuntimeFloatCurves;
|
||||
//
|
||||
// // time will be [-ViewPitchMin,ViewPitchMax]
|
||||
// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
|
||||
// FRuntimeFloatCurve TargetOffsetX;
|
||||
//
|
||||
// // time will be [-ViewPitchMin,ViewPitchMax]
|
||||
// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
|
||||
// FRuntimeFloatCurve TargetOffsetY;
|
||||
//
|
||||
// // time will be [-ViewPitchMin,ViewPitchMax]
|
||||
// UPROPERTY(EditDefaultsOnly, Category = "Third Person", Meta = (EditCondition = "bUseRuntimeFloatCurves"))
|
||||
// FRuntimeFloatCurve TargetOffsetZ;
|
||||
//
|
||||
// // Alters the speed that a crouch offset is blended in or out
|
||||
// UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Third Person")
|
||||
// float CrouchOffsetBlendMultiplier = 5.0f;
|
||||
//
|
||||
// protected:
|
||||
// void SetTargetCrouchOffset(FVector NewTargetOffset);
|
||||
// void UpdateCrouchOffset(float DeltaTime);
|
||||
//
|
||||
// FVector InitialCrouchOffset = FVector::ZeroVector;
|
||||
// FVector TargetCrouchOffset = FVector::ZeroVector;
|
||||
// float CrouchOffsetBlendPct = 1.0f;
|
||||
// FVector CurrentCrouchOffset = FVector::ZeroVector;
|
||||
// };
|
||||
@@ -0,0 +1,72 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "DrawDebugHelpers.h"
|
||||
#include "GCMS_CameraMode.h"
|
||||
#include "GCMS_CameraPenetrationAvoidanceFeeler.h"
|
||||
#include "GCMS_CameraMode_WithPenetrationAvoidance.generated.h"
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
UCLASS(Abstract, Blueprintable)
|
||||
class GENERICCAMERASYSTEM_API UGCMS_CameraMode_WithPenetrationAvoidance : public UGCMS_CameraMode
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UGCMS_CameraMode_WithPenetrationAvoidance();
|
||||
|
||||
// Penetration prevention
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="PenetrationAvoidance")
|
||||
float PenetrationBlendInTime = 0.1f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="PenetrationAvoidance")
|
||||
float PenetrationBlendOutTime = 0.15f;
|
||||
|
||||
/** If true, does collision checks to keep the camera out of the world. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="PenetrationAvoidance")
|
||||
bool bPreventPenetration = true;
|
||||
|
||||
/** If true, try to detect nearby walls and move the camera in anticipation. Helps prevent popping. */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="PenetrationAvoidance")
|
||||
bool bDoPredictiveAvoidance = true;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PenetrationAvoidance")
|
||||
float CollisionPushOutDistance = 2.f;
|
||||
|
||||
/** When the camera's distance is pushed into this percentage of its full distance due to penetration */
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PenetrationAvoidance")
|
||||
float ReportPenetrationPercent = 0.f;
|
||||
|
||||
/**
|
||||
* These are the feeler rays that are used to find where to place the camera.
|
||||
* Index: 0 : This is the normal feeler we use to prevent collisions.
|
||||
* Index: 1+ : These feelers are used if you bDoPredictiveAvoidance=true, to scan for potential impacts if the player
|
||||
* were to rotate towards that direction and primitively collide the camera so that it pulls in before
|
||||
* impacting the occluder.
|
||||
*/
|
||||
UPROPERTY(EditDefaultsOnly, Category = "PenetrationAvoidance")
|
||||
TArray<FGCMS_CameraPenetrationAvoidanceFeeler> PenetrationAvoidanceFeelers;
|
||||
|
||||
UPROPERTY(Transient)
|
||||
float AimLineToDesiredPosBlockedPct;
|
||||
|
||||
UPROPERTY(Transient)
|
||||
TArray<TObjectPtr<const AActor>> DebugActorsHitDuringCameraPenetration;
|
||||
|
||||
#if ENABLE_DRAW_DEBUG
|
||||
mutable float LastDrawDebugTime = -MAX_FLT;
|
||||
#endif
|
||||
|
||||
protected:
|
||||
UFUNCTION(BlueprintCallable, Category="CameraMode|PenetrationAvoidance")
|
||||
void UpdatePreventPenetration(float DeltaTime);
|
||||
UFUNCTION(BlueprintCallable, Category="CameraMode|PenetrationAvoidance")
|
||||
void PreventCameraPenetration(bool bSingleRayOnly, const float& DeltaTime, const AActor* ViewTarget, const FVector& SafeLoc, FVector& CameraLoc, float& DistBlockedPct);
|
||||
|
||||
virtual void DrawDebug(UCanvas* Canvas) const override;
|
||||
};
|
||||
@@ -0,0 +1,67 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "UObject/Object.h"
|
||||
#include "GCMS_CameraPenetrationAvoidanceFeeler.generated.h"
|
||||
|
||||
|
||||
/**
|
||||
* Struct defining a feeler ray used for camera penetration avoidance.
|
||||
*/
|
||||
USTRUCT()
|
||||
struct GENERICCAMERASYSTEM_API FGCMS_CameraPenetrationAvoidanceFeeler
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
/** FRotator describing deviance from main ray */
|
||||
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
||||
FRotator AdjustmentRot;
|
||||
|
||||
/** how much this feeler affects the final position if it hits the world */
|
||||
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
||||
float WorldWeight;
|
||||
|
||||
/** how much this feeler affects the final position if it hits a APawn (setting to 0 will not attempt to collide with pawns at all) */
|
||||
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
||||
float PawnWeight;
|
||||
|
||||
/** extent to use for collision when tracing this feeler */
|
||||
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
||||
float Extent;
|
||||
|
||||
/** minimum frame interval between traces with this feeler if nothing was hit last frame */
|
||||
UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
|
||||
int32 TraceInterval;
|
||||
|
||||
/** number of frames since this feeler was used */
|
||||
UPROPERTY(transient)
|
||||
int32 FramesUntilNextTrace;
|
||||
|
||||
|
||||
FGCMS_CameraPenetrationAvoidanceFeeler()
|
||||
: AdjustmentRot(ForceInit)
|
||||
, WorldWeight(0)
|
||||
, PawnWeight(0)
|
||||
, Extent(0)
|
||||
, TraceInterval(0)
|
||||
, FramesUntilNextTrace(0)
|
||||
{
|
||||
}
|
||||
|
||||
FGCMS_CameraPenetrationAvoidanceFeeler(const FRotator& InAdjustmentRot,
|
||||
const float& InWorldWeight,
|
||||
const float& InPawnWeight,
|
||||
const float& InExtent,
|
||||
const int32& InTraceInterval = 0,
|
||||
const int32& InFramesUntilNextTrace = 0)
|
||||
: AdjustmentRot(InAdjustmentRot)
|
||||
, WorldWeight(InWorldWeight)
|
||||
, PawnWeight(InPawnWeight)
|
||||
, Extent(InExtent)
|
||||
, TraceInterval(InTraceInterval)
|
||||
, FramesUntilNextTrace(InFramesUntilNextTrace)
|
||||
{
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,110 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
#include "Components/ActorComponent.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
|
||||
#include "GCMS_CameraSystemComponent.generated.h"
|
||||
|
||||
class UCameraComponent;
|
||||
class USpringArmComponent;
|
||||
class UCanvas;
|
||||
class AHUD;
|
||||
class UGCMS_CameraMode;
|
||||
class UGCMS_CameraModeStack;
|
||||
class UObject;
|
||||
struct FFrame;
|
||||
struct FGameplayTag;
|
||||
struct FMinimalViewInfo;
|
||||
template <class TClass>
|
||||
class TSubclassOf;
|
||||
|
||||
DECLARE_DELEGATE_RetVal(TSubclassOf<UGCMS_CameraMode>, FGMSCameraModeDelegate);
|
||||
|
||||
|
||||
/**
|
||||
* UGCMS_CameraSystemComponent
|
||||
*
|
||||
* The base camera component class used by GMS camera system.
|
||||
*/
|
||||
UCLASS(ClassGroup=GCMS, meta=(BlueprintSpawnableComponent))
|
||||
class GENERICCAMERASYSTEM_API UGCMS_CameraSystemComponent : public UActorComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UGCMS_CameraSystemComponent(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
static void OnShowDebugInfo(AHUD* HUD, UCanvas* Canvas, const FDebugDisplayInfo& DisplayInfo, float& YL, float& YPos);
|
||||
|
||||
// Returns the camera component if one exists on the specified actor.
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "GCMS|Camera", meta=(DefaultToSelf="Actor"))
|
||||
static UGCMS_CameraSystemComponent* GetCameraSystemComponent(const AActor* Actor) { return (Actor ? Actor->FindComponentByClass<UGCMS_CameraSystemComponent>() : nullptr); }
|
||||
|
||||
/**
|
||||
* Returns the target actor that the camera is looking at.
|
||||
*/
|
||||
virtual AActor* GetTargetActor() const { return GetOwner(); }
|
||||
|
||||
// Delegate used to query for the best camera mode.
|
||||
FGMSCameraModeDelegate DetermineCameraModeDelegate;
|
||||
|
||||
// Add an offset to the field of view. The offset is only for one frame, it gets cleared once it is applied.
|
||||
void AddFieldOfViewOffset(float FovOffset) { FieldOfViewOffset += FovOffset; }
|
||||
|
||||
// Push specified Camera Mode.
|
||||
UFUNCTION(BlueprintCallable, Category="GCMS|Camera")
|
||||
void PushCameraMode(TSubclassOf<UGCMS_CameraMode> NewCameraMode);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="GCMS|Camera")
|
||||
void PushDefaultCameraMode();
|
||||
|
||||
/**
|
||||
* Initialize it with camera component and sprint arm component.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="GCMS|Camera")
|
||||
void Initialize(UCameraComponent* NewCameraComponent, USpringArmComponent* NewSpringArmComponent);
|
||||
|
||||
virtual void DrawDebug(UCanvas* Canvas) const;
|
||||
|
||||
/**
|
||||
* Gets the camera mode tag associated with the top layer and the blend weight of it
|
||||
* 返回顶层相机模式的tag和当前权重。
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCMS|Camera")
|
||||
void GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCMS|Camera")
|
||||
UCameraComponent* GetAssociatedCamera() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure, Category="GCMS|Camera")
|
||||
USpringArmComponent* GetAssociatedSprintArm() const;
|
||||
|
||||
virtual void Activate(bool bReset) override;
|
||||
virtual void Deactivate() override;
|
||||
|
||||
protected:
|
||||
virtual void OnRegister() override;
|
||||
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
virtual void UpdateCameraModes();
|
||||
|
||||
protected:
|
||||
UPROPERTY()
|
||||
TObjectPtr<UCameraComponent> AssociatedCameraComponent;
|
||||
|
||||
UPROPERTY()
|
||||
TObjectPtr<USpringArmComponent> AssociatedSprintArmComponent;
|
||||
|
||||
// Stack used to blend the camera modes.
|
||||
UPROPERTY(VisibleInstanceOnly, BlueprintReadOnly, Category="GCMS|Camera", meta=(ShowInnerProperties))
|
||||
TObjectPtr<UGCMS_CameraModeStack> CameraModeStack;
|
||||
|
||||
// Default camera mode will used.
|
||||
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="GCMS|Camera")
|
||||
TSubclassOf<UGCMS_CameraMode> DefaultCameraMode;
|
||||
|
||||
// Offset applied to the field of view. The offset is only for one frame, it gets cleared once it is applied.
|
||||
float FieldOfViewOffset;
|
||||
};
|
||||
@@ -0,0 +1,14 @@
|
||||
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class FGenericCameraSystemModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
||||
/** IModuleInterface implementation */
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
};
|
||||
Reference in New Issue
Block a user