Actor 线轨迹(line trace)碰撞检测

接上一节教程,创建一个新的 actor,在这个例子中,我们将新建的 Actor 子类称为 ActorLineTrace

我们不需要在头文件中做任何事情。以防万一,下面是默认创建的头文件。

ActorLineTrace.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ActorLineTrace.generated.h"

UCLASS()
class UNREALCPP_API AActorLineTrace : public AActor
{
    GENERATED_BODY()

public: 
    // Sets default values for this actor's properties
    AActorLineTrace();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public: 
    // Called every frame
    virtual void Tick(float DeltaTime) override;
};

为了帮助我们可视化线轨迹,我们将包含 DrawDebugHelpers 头文件。这将允许我们绘制一条高亮的线轨迹。我们还将包含 ConstructorHelpers.h ,以立即向 actor 添加一个网格以实现可视化表示。通常首选在编辑器中添加一个网格(没有 ConstructorHelpers.h 帮助的情况下),但我们应该继续在 C++ 中尝试新的东西。

#include "ActorLineTrace.h"
// add these scripts to use their functions
#include "ConstructorHelpers.h"
#include "DrawDebugHelpers.h"

我们通过创建 UStaticMeshComponentDefaultSubobject 向 actor 添加一个立方体。然后,我们让新的立方体成为 actor 的根组件。我们通过从 ConstructorHelpers 调用 FObjectFinder,以编程方式向 actor 添加一个网格。在 FObjectFinder 中,我们提供了到网格的路径。在此处我们需要检查我们是否成功得到网格。如果我们成功获得了网格,我们就设置 actor 的 StaticMesh, RelativeLocationScale

下面是我们放入 actor 的构造函数中的代码。

AActorLineTrace::AActorLineTrace()
{
    // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    // add cube to root
    UStaticMeshComponent* Cube = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
    Cube->SetupAttachment(RootComponent);

    static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));

    if (CubeAsset.Succeeded())
    {
        Cube->SetStaticMesh(CubeAsset.Object);
        Cube->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
        Cube->SetWorldScale3D(FVector(1.f));
    }

    // add another component in the editor to the actor to overlap with the line trace to get the event to fire
}

接下来,在 actor 的 Tick 函数上,我们想要绘制线条轨迹,看看它是否碰到了什么东西。

对于本例,我们将检查同一 actor 内是否有其他对象。让我们先分别创建变量 HitResultStartingPosition

void AActorLineTrace::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    FHitResult OutHit;
    FVector Start = GetActorLocation();
}

起始位置是矢量,这意味着它有X,Y,Z三个分量。我想要向上移动线轨迹,让其更靠近网格的中心,同时又要让它和网格保持一定距离,这样它才不会与自己碰撞。那么上面的代码修改为

void AActorLineTrace::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    FHitResult OutHit;
    FVector Start = GetActorLocation();

    Start.Z += 50.f;
    Start.X += 200.f;
}

在那之后,让我们通过使用 GetActorForwardVector() 来获得网格的前向向量,以确保线轨迹是从网格的前面移动出来的。然后我们将创建 End 变量来告诉线轨迹到哪里结束。在这个例子中,行跟踪将从 50 个单位以上开始,向前 200 个单位,并从起点 500 个单位结束。

同时,我们还要为线轨迹函数创建碰撞参数变量。

void AActorLineTrace::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    FHitResult OutHit;
    FVector Start = GetActorLocation();

    Start.Z += 50.f;
    Start.X += 200.f;

    FVector ForwardVector = GetActorForwardVector();
    FVector End = ((ForwardVector * 500.f) + Start);
    FCollisionQueryParams CollisionParams;
}

在开发时,我们希望看到我们的线轨迹。通过上面的变量,我们将使用 DrawDebugLine 函数来画一条绿色的线。如果线轨迹接触到我们这个 actor 中的任何组件,将向屏幕打印一条消息。

void AActorLineTrace::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    FHitResult OutHit;
    FVector Start = GetActorLocation();

    Start.Z += 50.f;
    Start.X += 200.f;

    FVector ForwardVector = GetActorForwardVector();
    FVector End = ((ForwardVector * 500.f) + Start);
    FCollisionQueryParams CollisionParams;

    DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1, 0, 5);

    if(ActorLineTraceSingle(OutHit, Start, End, ECC_WorldStatic, CollisionParams))
    {
        GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Green, FString::Printf(TEXT("The Component Being Hit is: %s"), *OutHit.GetComponent()->GetName()));
    }
}

以下是完整的 cpp 代码

#include "ActorLineTrace.h"
#include "UObject/ConstructorHelpers.h"
#include "DrawDebugHelpers.h"

// Sets default values
AActorLineTrace::AActorLineTrace()
{
    // Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;

    // add cube to root
    UStaticMeshComponent* Cube = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("VisualRepresentation"));
    Cube->SetupAttachment(RootComponent);

    static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeAsset(TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));

    if (CubeAsset.Succeeded())
    {
        Cube->SetStaticMesh(CubeAsset.Object);
        Cube->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f)); ///< 根据自己的实际情况调整
        Cube->SetWorldScale3D(FVector(1.f));
    }

    // add another component in the editor to the actor to overlap with the line trace to get the event to fire

}

// Called when the game starts or when spawned
void AActorLineTrace::BeginPlay()
{
    Super::BeginPlay();

}

// Called every frame
void AActorLineTrace::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);

    FHitResult OutHit;
    FVector Start = GetActorLocation();

    Start.Z += 50.f;
    Start.X += 200.f; ///< 根据自己的实际情况调整

    FVector ForwardVector = GetActorForwardVector();
    FVector End = ((ForwardVector * 500.f) + Start);
    FCollisionQueryParams CollisionParams;

    DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1, 0, 5);

    if(ActorLineTraceSingle(OutHit, Start, End, ECC_WorldStatic, CollisionParams))
    {
        GEngine->AddOnScreenDebugMessage(-1, 1.f, FColor::Green, FString::Printf(TEXT("The Component Being Hit is: %s"), *OutHit.GetComponent()->GetName()));
    }

}

实际的运行效果如下

参考