#include "Runtime/Engine/Classes/Kismet/KismetMathLibrary.h"
//省略大部分代码
void AMyFPS_Character::OnMoveingOrRot()
{
GetActorLocation();
//LineTraceSingle_NEW();
if (GEngine != nullptr)
{
FHitResult hit;
auto temp_startPos = GetActorLocation();
auto temp_rota = GetActorRotation();
auto temp_endPos = FRotationMatrix(temp_rota).GetScaledAxis(EAxis::X) * 500.0f; // +
//hit.
m_bodyInstance.LineTrace(hit, temp_startPos, temp_endPos, false, false);
if (hit.Actor != nullptr && hit.Actor != this)
{
m_operaTarget = hit.Actor;
}
}
}//Exa 2
//In player controller class
//location the PC is focused on
const FVector Start = GetFocalLocation();
//256 units in facing direction of PC (256 units in front of the camera)
const FVector End = Start + GetControlRotation().Vector() * 256;
//The trace data is stored here
FHitResult HitData(ForceInit);
//If Trace Hits anything
if( UMyStaticFunctionLibrary::Trace(GetWorld(),GetPawn(),Start,End,HitData) )
{
//Print out the name of the traced actor
if(HitData.GetActor())
{
ClientMessage(HitData.GetActor()->GetName());
//Print out distance from start of trace to impact point
ClientMessage("Trace Distance: " + FString::SanitizeFloat(HitData.Distance));
}
}
Q.高精度的射线捕获(使用UE::Geometry::*)对UE::Geometry::FDynamicMesh3进行射线捕获(Tri细度)
//
UE::Geometry::FDynamicMesh3 SourceMesh;
UE::Geometry::FDynamicMeshAABBTree3 MeshAABBTree;
bool *::RayHit(
FVector RayOrigin, FVector RayDirection, FVector& WorldHitPoint, float& HitDistance,
int& NearestTriangle, FVector& TriBaryCoords, float MaxDistance)
{
FTransform3d ActorToWorld(GetActorTransform());
FVector3d WorldDirection(RayDirection);
WorldDirection.Normalize();
FRay3d LocalRay(
ActorToWorld.InverseTransformPosition(static_cast<FVector3d>(RayOrigin)),
ActorToWorld.InverseTransformVector(WorldDirection));
UE::Geometry::IMeshSpatial::FQueryOptions QueryOptions;
if (MaxDistance > 0)
{
QueryOptions.MaxDistance = MaxDistance;
}
NearestTriangle = MeshAABBTree.FindNearestHitTriangle(LocalRay, QueryOptions);
if (SourceMesh.IsTriangle(NearestTriangle))
{
UE::Geometry::FIntrRay3Triangle3d InterQuery = UE::Geometry::TMeshQueries<FDynamicMesh3>::TriangleIntersection(
SourceMesh, NearestTriangle, LocalRay);
if (InterQuery.IntersectionType == EIntersectionType::Point)
{
HitDistance = InterQuery.RayParameter;
WorldHitPoint = static_cast<FVector>(ActorToWorld.TransformPosition(
LocalRay.PointAt(InterQuery.RayParameter)));
TriBaryCoords = static_cast<FVector>(InterQuery.TriangleBaryCoords);
return true;
}
}
return false;
原文链接: https://www.cnblogs.com/linqing/p/5029914.html
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