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#pragma once
#include "Engine/World.h"
#include "GameplayTagContainer.h"
#include "LyraCameraMode.generated.h"
#define UE_API LYRAGAME_API
class AActor;
class UCanvas;
class ULyraCameraComponent;
/**
* ELyraCameraModeBlendFunction
*
* Blend function used for transitioning between camera modes.
*/
UENUM(BlueprintType)
enum class ELyraCameraModeBlendFunction : uint8
{
// Does a simple linear interpolation.
Linear,
// Immediately accelerates, but smoothly decelerates into the target. Ease amount controlled by the exponent.
EaseIn,
// Smoothly accelerates, but does not decelerate into the target. Ease amount controlled by the exponent.
EaseOut,
// Smoothly accelerates and decelerates. Ease amount controlled by the exponent.
EaseInOut,
COUNT UMETA(Hidden)
};
/**
* FLyraCameraModeView
*
* View data produced by the camera mode that is used to blend camera modes.
*/
struct FLyraCameraModeView
{
public:
FLyraCameraModeView();
void Blend(const FLyraCameraModeView& Other, float OtherWeight);
public:
FVector Location;
FRotator Rotation;
FRotator ControlRotation;
float FieldOfView;
};
/**
* ULyraCameraMode
*
* Base class for all camera modes.
*/
UCLASS(MinimalAPI, Abstract, NotBlueprintable)
class ULyraCameraMode : public UObject
{
GENERATED_BODY()
public:
UE_API ULyraCameraMode();
UE_API ULyraCameraComponent* GetLyraCameraComponent() const;
UE_API virtual UWorld* GetWorld() const override;
UE_API AActor* GetTargetActor() const;
const FLyraCameraModeView& GetCameraModeView() const { return View; }
// Called when this camera mode is activated on the camera mode stack.
virtual void OnActivation() {};
// Called when this camera mode is deactivated on the camera mode stack.
virtual void OnDeactivation() {};
UE_API void UpdateCameraMode(float DeltaTime);
float GetBlendTime() const { return BlendTime; }
float GetBlendWeight() const { return BlendWeight; }
UE_API void SetBlendWeight(float Weight);
FGameplayTag GetCameraTypeTag() const
{
return CameraTypeTag;
}
UE_API virtual void DrawDebug(UCanvas* Canvas) const;
protected:
UE_API virtual FVector GetPivotLocation() const;
UE_API virtual FRotator GetPivotRotation() const;
UE_API virtual void UpdateView(float DeltaTime);
UE_API virtual void UpdateBlending(float DeltaTime);
protected:
// A tag that can be queried by gameplay code that cares when a kind of camera mode is active
// without having to ask about a specific mode (e.g., when aiming downsights to get more accuracy)
UPROPERTY(EditDefaultsOnly, Category = "Blending")
FGameplayTag CameraTypeTag;
// View output produced by the camera mode.
FLyraCameraModeView View;
// The horizontal field of view (in degrees).
UPROPERTY(EditDefaultsOnly, Category = "View", Meta = (UIMin = "5.0", UIMax = "170", ClampMin = "5.0", ClampMax = "170.0"))
float FieldOfView;
// Minimum view pitch (in degrees).
UPROPERTY(EditDefaultsOnly, Category = "View", Meta = (UIMin = "-89.9", UIMax = "89.9", ClampMin = "-89.9", ClampMax = "89.9"))
float ViewPitchMin;
// Maximum view pitch (in degrees).
UPROPERTY(EditDefaultsOnly, Category = "View", Meta = (UIMin = "-89.9", UIMax = "89.9", ClampMin = "-89.9", ClampMax = "89.9"))
float ViewPitchMax;
// How long it takes to blend in this mode.
UPROPERTY(EditDefaultsOnly, Category = "Blending")
float BlendTime;
// Function used for blending.
UPROPERTY(EditDefaultsOnly, Category = "Blending")
ELyraCameraModeBlendFunction BlendFunction;
// Exponent used by blend functions to control the shape of the curve.
UPROPERTY(EditDefaultsOnly, Category = "Blending")
float BlendExponent;
// Linear blend alpha used to determine the blend weight.
float BlendAlpha;
// Blend weight calculated using the blend alpha and function.
float BlendWeight;
protected:
/** If true, skips all interpolation and puts camera in ideal location. Automatically set to false next frame. */
UPROPERTY(transient)
uint32 bResetInterpolation:1;
};
/**
* ULyraCameraModeStack
*
* Stack used for blending camera modes.
*/
UCLASS()
class ULyraCameraModeStack : public UObject
{
GENERATED_BODY()
public:
ULyraCameraModeStack();
void ActivateStack();
void DeactivateStack();
bool IsStackActivate() const { return bIsActive; }
void PushCameraMode(TSubclassOf<ULyraCameraMode> CameraModeClass);
bool EvaluateStack(float DeltaTime, FLyraCameraModeView& OutCameraModeView);
void DrawDebug(UCanvas* Canvas) const;
// Gets the tag associated with the top layer and the blend weight of it
void GetBlendInfo(float& OutWeightOfTopLayer, FGameplayTag& OutTagOfTopLayer) const;
protected:
ULyraCameraMode* GetCameraModeInstance(TSubclassOf<ULyraCameraMode> CameraModeClass);
void UpdateStack(float DeltaTime);
void BlendStack(FLyraCameraModeView& OutCameraModeView) const;
protected:
bool bIsActive;
UPROPERTY()
TArray<TObjectPtr<ULyraCameraMode>> CameraModeInstances;
UPROPERTY()
TArray<TObjectPtr<ULyraCameraMode>> CameraModeStack;
};
#undef UE_API
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