UGKRayCasting_Less#
- Defined in File GK_FoW_RayCasting_V3.h 
Inheritance Relationships#
Base Type#
- public UGKRayCasting_Triangle(Class UGKRayCasting_Triangle)
Class Documentation#
- 
class UGKRayCasting_Less : public UGKRayCasting_Triangle#
- Public Functions - 
UGKRayCasting_Less()#
 - Public Members - 
float Margin#
- Margin for Actor Rays. 
 - Protected Functions - 
virtual void DrawObstructedLineOfSight(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c) override#
- V3 find all the obstacle and try to draw more traces neat the bounds There is a sorting problem, the angles behaves a bit strangely although they are sorted the triangles are not drawn correctly - * Generate minimum Line traces <----------------------------+ * Get all obstacle in a radius | * For each obstacle add 2 traces | * Add Line traces if angle between 2 traces are too wide <--+ * Generate triangles * Draw 
 - 
void CastLinesFromAngles(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c, TArray<float> &Angles)#
 - 
void FillMissingAngles(UGKFogOfWarComponent *c, TArray<float> &Angles)#
- Make sure we do a full turn TODO: support field of view != 360 
 - 
void Generate3Triangles(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c, FVector4 const &Angles)#
 - 
FGKLinePoints CastLineFromAngle(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c, float Angle)#
 - 
void GenerateTriangle(UGKFogOfWarComponent *c, FVector Start, FVector End1, FVector End2)#
 - Protected Attributes - 
TArray<FVector2D> Coverage#
 
- 
UGKRayCasting_Less()#
