FVector2D AOrionPlaceableItem::GetAim(FVector WorldAim)
{
	const FVector AimDirLS = ActorToWorld().InverseTransformVectorNoScale(WorldAim);
	const FRotator AimRotLS = AimDirLS.Rotation();

	return FVector2D(AimRotLS.Yaw, AimRotLS.Pitch);
}
Beispiel #2
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void ANimModCharacter::OnCameraUpdate(const FVector& PreviousCameraLocation, const FVector& CameraLocation, const FRotator& CameraRotation)
{
	USkeletalMeshComponent* DefMesh1P = Cast<USkeletalMeshComponent>(GetClass()->GetDefaultSubobjectByName(TEXT("PawnMesh1P")));
	//USkeletalMeshComponent* DefMesh1P = Mesh1P;
	const FMatrix DefMeshLS = FRotationTranslationMatrix(DefMesh1P->RelativeRotation, DefMesh1P->RelativeLocation);
	const FMatrix LocalToWorld = ActorToWorld().ToMatrixWithScale();

	// Mesh rotating code expect uniform scale in LocalToWorld matrix

	const FRotator RotCameraPitch(CameraRotation.Pitch, 0.0f, 0.0f);
	const FRotator RotCameraYaw(0.0f, CameraRotation.Yaw, 0.0f);

	const FMatrix LeveledCameraLS = FRotationTranslationMatrix(RotCameraYaw, CameraLocation) * LocalToWorld.Inverse();
	const FMatrix PitchedCameraLS = FRotationMatrix(RotCameraPitch) * LeveledCameraLS;
	const FMatrix MeshRelativeToCamera = DefMeshLS * LeveledCameraLS.Inverse();
	const FMatrix PitchedMesh = MeshRelativeToCamera * PitchedCameraLS;

	//FVector origin = PitchedMesh.GetOrigin();
	FVector origin = Mesh1P->GetRelativeTransform().GetLocation();
	//FVector originalLocation = Mesh1P->GetRelativeTransform().GetLocation();
	////FVector origin = Mesh1P->ComponentToWorld.GetLocation();
	//if (bIsCrouched)
	//{
	//	//origin.Z = (origin.Z - (DefaultBaseEyeHeight - DefMesh1P->RelativeLocation.Z));
	//	origin.Z = (PreviousCameraLocation.Z - CameraLocation.Z);
	//}

	Mesh1P->SetRelativeLocationAndRotation(origin, PitchedMesh.Rotator(), false, nullptr, ETeleportType::TeleportPhysics);
	/*FVector newLocation = Mesh1P->GetRelativeTransform().GetLocation();
	int i = -1;*/
}
Beispiel #3
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void APacmanTerrain::PostInitializeComponents()
{
	Super::PostInitializeComponents();

	if (WorldMap)
	{
		// We are only concerned on top mip map level
		auto &Mip = WorldMap->PlatformData->Mips[0];
		const FColor *Pixels = reinterpret_cast<const FColor*>(Mip.BulkData.LockReadOnly());

		FVector MeshMin;
		FVector MeshMax;
		Mesh->GetLocalBounds(MeshMin, MeshMax);

		FTransform ToWorld = ActorToWorld();
		MeshMin = ToWorld.TransformPosition(MeshMin);
		MeshMax = ToWorld.TransformPosition(MeshMax);

		FVector WorldStartLocation = MeshMin;
		FVector WorldSize = MeshMax - MeshMin;

		FVector PixelToWorld = FVector(WorldSize.X / static_cast<float>(Mip.SizeX), WorldSize.Y / static_cast<float>(Mip.SizeY), 1.f);

		float StartPixel = static_cast<float>((BlockSize / 2) + 1);
		
		// How many pixels we should skip to another block
		float Step = static_cast<float>(BlockSize) + 1.85f;

		PickupSpawner->Spawn(Pixels, Mip.SizeX, Mip.SizeY, StartPixel, Step, PixelToWorld, WorldStartLocation);
		NavigationSpawner->Spawn(Pixels, Mip.SizeX, Mip.SizeY, StartPixel, Step, PixelToWorld, WorldStartLocation);

		Mip.BulkData.Unlock();
	}
}
Beispiel #4
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FRotator ANimModCharacter::GetAimOffsets() const
{
	const FVector AimDirWS = GetBaseAimRotation().Vector();
	const FVector AimDirLS = ActorToWorld().InverseTransformVectorNoScale(AimDirWS);
	const FRotator AimRotLS = AimDirLS.Rotation();

	return AimRotLS;
}
void AAmethystCharacter::OnCameraUpdate(const FVector& CameraLocation, const FRotator& CameraRotation)
{
	USkeletalMeshComponent* DefMesh1P = Cast<USkeletalMeshComponent>(GetClass()->GetDefaultSubobjectByName(TEXT("PawnMesh1P")));
	const FMatrix DefMeshLS = FRotationTranslationMatrix(DefMesh1P->RelativeRotation, DefMesh1P->RelativeLocation);
	const FMatrix LocalToWorld = ActorToWorld().ToMatrixWithScale();

	// Mesh rotating code expect uniform scale in LocalToWorld matrix

	const FRotator RotCameraPitch(CameraRotation.Pitch, 0.0f, 0.0f);
	const FRotator RotCameraYaw(0.0f, CameraRotation.Yaw, 0.0f);

	const FMatrix LeveledCameraLS = FRotationTranslationMatrix(RotCameraYaw, CameraLocation) * LocalToWorld.Inverse();
	const FMatrix PitchedCameraLS = FRotationMatrix(RotCameraPitch) * LeveledCameraLS;
	const FMatrix MeshRelativeToCamera = DefMeshLS * LeveledCameraLS.Inverse();
	const FMatrix PitchedMesh = MeshRelativeToCamera * PitchedCameraLS;

	Mesh1P->SetRelativeLocationAndRotation(PitchedMesh.GetOrigin(), PitchedMesh.Rotator());
}
bool ARadiantWebViewActor::TraceScreenPoint(APawn* InPawn, FVector2D& OutUV)
{
	FVector Location;
	FRotator Rotation;

	APlayerController *PC = Cast<APlayerController>(InPawn->GetController());

	if (PC)
	{
		PC->GetPlayerViewPoint(Location, Rotation);
	}
	else
	{
		InPawn->GetActorEyesViewPoint(Location, Rotation);
	}

	const FVector VectorToTarget = Location - GetActorLocation();
	const float DistanceToTrace = VectorToTarget.Size() + TraceOversize;
	const FVector EndTrace = Location + Rotation.Vector()*DistanceToTrace;

	// Is this actor "pointing" at our surface mesh?
	
	static FName TraceTag = FName(TEXT("RadiantGUITrace"));
	
	FCollisionQueryParams TraceParams(TraceTag, true, InPawn);
	// TraceParams.bTraceAsyncScene = true;
	TraceParams.bReturnFaceIndex = true;

	FHitResult HitResult;
	
	UWorld* const World = GetWorld();
	if (World->LineTraceSingleByChannel(HitResult, Location, EndTrace, TraceChannel, TraceParams))
	{
		if (HitResult.Actor.IsValid() && (HitResult.Actor.Get() == this))
		{
			FVector ActorRelativeLocation = ActorToWorld().InverseTransformPosition(HitResult.Location);
			return GetUVForPoint(HitResult.FaceIndex, ActorRelativeLocation, OutUV);
		}
	}

	return false;
}
FVector ACubiquityVolume::volumeDirectionToWorldDirection(const FVector& localDirection) const
{
	return ActorToWorld().TransformVectorNoScale(localDirection);
}
FVector ACubiquityVolume::worldDirectionToVolumeDirection(const FVector& worldDirection) const
{
	return ActorToWorld().InverseTransformVectorNoScale(worldDirection);
}
FVector ACubiquityVolume::volumePositionToWorldPosition(const FVector& localPosition) const
{
	return ActorToWorld().TransformPosition(localPosition);
}
FVector ACubiquityVolume::worldPositionToVolumePosition(const FVector& worldPosition) const
{
	return ActorToWorld().InverseTransformPosition(worldPosition);
	//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("World: %f %f %f,  Mesh: %f %f %f,  Voxel: %d %d %d"), worldPosition.X, worldPosition.Y, worldPosition.Z, meshSpacePosition.X, meshSpacePosition.Y, meshSpacePosition.Z, int32_t(meshSpacePosition.X), int32_t(meshSpacePosition.Y), int32_t(meshSpacePosition.Z)));
	//return{ int32_t(meshSpacePosition.X), int32_t(meshSpacePosition.Y), int32_t(meshSpacePosition.Z) };
}