UGKRayCasting_Less#

Inheritance Relationships#

Base Type#

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#