66 lines
1.9 KiB
C
66 lines
1.9 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "LyraPenetrationAvoidanceFeeler.generated.h"
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/**
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* Struct defining a feeler ray used for camera penetration avoidance.
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*/
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USTRUCT()
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struct FLyraPenetrationAvoidanceFeeler
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{
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GENERATED_BODY()
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/** FRotator describing deviance from main ray */
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UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
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FRotator AdjustmentRot;
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/** how much this feeler affects the final position if it hits the world */
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UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
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float WorldWeight;
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/** 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) */
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UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
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float PawnWeight;
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/** extent to use for collision when tracing this feeler */
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UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
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float Extent;
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/** minimum frame interval between traces with this feeler if nothing was hit last frame */
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UPROPERTY(EditAnywhere, Category=PenetrationAvoidanceFeeler)
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int32 TraceInterval;
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/** number of frames since this feeler was used */
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UPROPERTY(transient)
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int32 FramesUntilNextTrace;
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FLyraPenetrationAvoidanceFeeler()
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: AdjustmentRot(ForceInit)
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, WorldWeight(0)
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, PawnWeight(0)
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, Extent(0)
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, TraceInterval(0)
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, FramesUntilNextTrace(0)
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{
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}
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FLyraPenetrationAvoidanceFeeler(const FRotator& InAdjustmentRot,
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const float& InWorldWeight,
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const float& InPawnWeight,
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const float& InExtent,
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const int32& InTraceInterval = 0,
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const int32& InFramesUntilNextTrace = 0)
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: AdjustmentRot(InAdjustmentRot)
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, WorldWeight(InWorldWeight)
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, PawnWeight(InPawnWeight)
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, Extent(InExtent)
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, TraceInterval(InTraceInterval)
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, FramesUntilNextTrace(InFramesUntilNextTrace)
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{
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}
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}; |