RealtimeStyleTransferRuntime/Source/LyraGame/Camera/LyraPenetrationAvoidanceFee...

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "LyraPenetrationAvoidanceFeeler.generated.h"
/**
* Struct defining a feeler ray used for camera penetration avoidance.
*/
USTRUCT()
struct FLyraPenetrationAvoidanceFeeler
{
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;
FLyraPenetrationAvoidanceFeeler()
: AdjustmentRot(ForceInit)
, WorldWeight(0)
, PawnWeight(0)
, Extent(0)
, TraceInterval(0)
, FramesUntilNextTrace(0)
{
}
FLyraPenetrationAvoidanceFeeler(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)
{
}
};