Initial Agrarian Unreal project
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SideScrollingCameraManager.h"
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#include "GameFramework/Pawn.h"
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#include "Engine/HitResult.h"
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#include "CollisionQueryParams.h"
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#include "Engine/World.h"
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void ASideScrollingCameraManager::UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime)
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{
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// ensure the view target is a pawn
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APawn* TargetPawn = Cast<APawn>(OutVT.Target);
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// is our target valid?
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if (IsValid(TargetPawn))
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{
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// set the view target FOV and rotation
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OutVT.POV.Rotation = FRotator(0.0f, -90.0f, 0.0f);
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OutVT.POV.FOV = 65.0f;
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// cache the current location
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FVector CurrentActorLocation = OutVT.Target->GetActorLocation();
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// copy the current camera location
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FVector CurrentCameraLocation = GetCameraLocation();
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// calculate the "zoom distance" - in reality the distance we want to keep to the target
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float CurrentY = CurrentZoom + CurrentActorLocation.Y;
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// do first-time setup
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if (bSetup)
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{
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// lower the setup flag
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bSetup = false;
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// initialize the camera viewpoint and return
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OutVT.POV.Location.X = CurrentActorLocation.X;
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OutVT.POV.Location.Y = CurrentY;
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OutVT.POV.Location.Z = CurrentActorLocation.Z + CameraZOffset;
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// save the current camera height
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CurrentZ = OutVT.POV.Location.Z;
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// skip the rest of the calculations
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return;
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}
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// check if the camera needs to update its height
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bool bZUpdate = false;
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// is the character moving vertically?
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if (FMath::IsNearlyZero(TargetPawn->GetVelocity().Z))
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{
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// determine if we need to do a height update
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bZUpdate = FMath::IsNearlyEqual(CurrentZ, CurrentCameraLocation.Z, 25.0f);
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} else {
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// run a trace below the character to determine if we need to do a height update
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FHitResult OutHit;
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const FVector End = CurrentActorLocation + FVector(0.0f, 0.0f, -1000.0f);
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FCollisionQueryParams QueryParams;
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QueryParams.AddIgnoredActor(TargetPawn);
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// only update height if we're not about to hit ground
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bZUpdate = !GetWorld()->LineTraceSingleByChannel(OutHit, CurrentActorLocation, End, ECC_Visibility, QueryParams);
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}
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// do we need to do a height update?
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if (bZUpdate)
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{
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// set the height goal from the actor location
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CurrentZ = CurrentActorLocation.Z;
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} else {
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// are we close enough to the target height?
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if (FMath::IsNearlyEqual(CurrentZ, CurrentActorLocation.Z, 100.0f))
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{
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// set the height goal from the actor location
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CurrentZ = CurrentActorLocation.Z;
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} else {
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// blend the height towards the actor location
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CurrentZ = FMath::FInterpTo(CurrentZ, CurrentActorLocation.Z, DeltaTime, 2.0f);
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}
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}
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// clamp the X axis to the min and max camera bounds
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float CurrentX = FMath::Clamp(CurrentActorLocation.X, CameraXMinBounds, CameraXMaxBounds);
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// blend towards the new camera location and update the output
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FVector TargetCameraLocation(CurrentX, CurrentY, CurrentZ);
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OutVT.POV.Location = FMath::VInterpTo(CurrentCameraLocation, TargetCameraLocation, DeltaTime, 2.0f);
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}
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}
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