void ASoftDesignTrainingPlayerController::OnTakeCoverPressed()
{
    APawn* const Pawn = GetPawn();

    if (Pawn)
    {
        FVector actorLocation = Pawn->GetActorLocation();
        FRotator actorRotation = Pawn->GetActorRotation();
        FVector coverTestStart = actorLocation;
        FVector coverTestEnd = actorLocation + 400.0f * actorRotation.Vector();

        UWorld* currentWorld = GetWorld();

        static FName InitialCoverSweepTestName = TEXT("InitialCoverSweepTest");
        FHitResult hitResult;
        FQuat shapeRot = FQuat::Identity;
        FCollisionShape collShape = FCollisionShape::MakeSphere(Pawn->GetSimpleCollisionRadius());
        FCollisionQueryParams collQueryParams(InitialCoverSweepTestName, false, Pawn);
        currentWorld->DebugDrawTraceTag = InitialCoverSweepTestName;
        FCollisionObjectQueryParams collObjQueryParams(ECC_WorldStatic);
        
        UDesignTrainingMovementComponent* charMovement = Cast<UDesignTrainingMovementComponent>(Pawn->GetMovementComponent());

        if (currentWorld->SweepSingleByObjectType(hitResult, coverTestStart, coverTestEnd, shapeRot, collObjQueryParams, collShape, collQueryParams))
        {
            if (charMovement->ValidateCover(hitResult))
            {
                MoveToCoverDestination(hitResult.Location);
            }
        }
    }
}
Пример #2
0
AEyeXActorBase* AEyeXPlayerController::FindBySweep(FHitResult& OutHit, const FSceneView* const View, const FVector2D& GazePoint,
	const FCollisionObjectQueryParams& ObjectParams, const FCollisionQueryParams& TraceParams)
{
	if (SweepIntervals <= 1)
	{
		UE_LOG(LogEyeX, Warning, TEXT("Invalid value for SweepIntervals: %i. Must be greater than 0."), SweepIntervals);
		return nullptr;
	}

	UWorld* World = GetWorld();
	if (!World) return nullptr;

	FVector Start, Direction;
	View->DeprojectFVector2D(GazePoint, Start, Direction);

	const float TanFOVScaled = GetTanOfFOVAngleScaled();

	// Perform sweeps
	const float DeltaDistance = MaxDistance / SweepIntervals;
	const FVector DeltaDirection = DeltaDistance * Direction;
	float CurrentDistance = DeltaDistance / 2;
	FCollisionShape Shape;
	AEyeXActorBase* EyeXActor = nullptr;
	for (int i = 0; i < SweepIntervals; ++i)	
	{
		const FVector End = Start + DeltaDirection;
		const float Radius = (i == 0) ? 0.0f : TanFOVScaled * CurrentDistance; // Depends on the view frustrum, size of the screen and the distance.
		Shape.SetSphere(Radius);

		if (World->SweepSingleByObjectType(OutHit, Start, End, FQuat::Identity, ObjectParams, Shape, TraceParams))
		{
			EyeXActor = Cast<AEyeXActorBase>(OutHit.GetActor());
			break;
		}

		Start = End;
		CurrentDistance += DeltaDistance;
	}
	
	VisualizeHit(bVisualizeDetection, World, OutHit, Shape.GetSphereRadius());
	VisualizeGazePoint(bVisualizeDetection, World, Start);

	return EyeXActor;
}