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不明不惑
2026-03-03 01:23:02 +08:00
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// 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() { }
};

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// 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;
};

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// 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;
};

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// // 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;
// };

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// 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;
};

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// 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)
{
}
};

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// 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;
};

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// 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;
};