UGKRayCasting_Less#
Defined in File GK_FoW_RayCasting_V3.h
Inheritance Relationships#
Base Type#
public UGKRayCasting_Triangle
(Class UGKRayCasting_Triangle)
Class Documentation#
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class UGKRayCasting_Less : public UGKRayCasting_Triangle#
Public Functions
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UGKRayCasting_Less()#
Public Members
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float Margin#
Margin for Actor Rays.
Protected Functions
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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
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void CastLinesFromAngles(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c, TArray<float> &Angles)#
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void FillMissingAngles(UGKFogOfWarComponent *c, TArray<float> &Angles)#
Make sure we do a full turn TODO: support field of view != 360
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void Generate3Triangles(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c, FVector4 const &Angles)#
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FGKLinePoints CastLineFromAngle(class AGKFogOfWarTeam *FactionFog, UGKFogOfWarComponent *c, float Angle)#
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void GenerateTriangle(UGKFogOfWarComponent *c, FVector Start, FVector End1, FVector End2)#
Protected Attributes
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TArray<FVector2D> Coverage#
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UGKRayCasting_Less()#