SawInteractable, InteractableScreenCapturer optimizations
This commit is contained in:
parent
8f702409c7
commit
2a5677656c
@ -7,12 +7,13 @@
|
||||
#include "InputMappingContext.h"
|
||||
|
||||
#include "CustomGameUserSettings.h"
|
||||
#include "Interactable/SawInteractable.h"
|
||||
#include "Interactable/UsableInteractable.h"
|
||||
|
||||
void UCustomGameInstanceBase::Init()
|
||||
{
|
||||
// IN FUTURE ASSIGN FROM CONTENT LOADER MEMBER
|
||||
interactionsCollection = { {UUsableInteractable::StaticClass()} };
|
||||
interactionsActivators = { {UUsableInteractable::StaticClass()}, {USawInteractable::StaticClass()} };
|
||||
|
||||
UGameInstance::Init();
|
||||
|
||||
|
@ -19,7 +19,7 @@ public:
|
||||
void ApplyMouseSettings();
|
||||
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
TArray<TSubclassOf<class UInteractableComponent>> interactionsCollection;
|
||||
TArray<TSubclassOf<class UInteractableComponent>> interactionsActivators;
|
||||
|
||||
protected:
|
||||
UPROPERTY(EditDefaultsOnly)
|
||||
|
@ -3,3 +3,48 @@
|
||||
|
||||
#include "Interactable/InCameraInteractableActivator.h"
|
||||
|
||||
#include "Interactable.h"
|
||||
#include "InteractableScreenCapturer.h"
|
||||
|
||||
UInCameraInteractableActivator::UInCameraInteractableActivator(const FObjectInitializer& ObjectInitializer)
|
||||
: UInteractableActivator(ObjectInitializer)
|
||||
{
|
||||
if(!world || !player)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_capturer = CreateDefaultSubobject<UInteractableScreenCapturer>(TEXT("UInCameraInteractableActivator_UInteractableScreenCapturer"));
|
||||
_capturer->interactableInScreenDelegate.BindUObject(this, &UInCameraInteractableActivator::NewSeenInteractable_Implementation);
|
||||
_capturer->SetupAttachment(this);
|
||||
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = false;
|
||||
}
|
||||
|
||||
void UInCameraInteractableActivator::OnRegister()
|
||||
{
|
||||
UInteractableActivator::OnRegister();
|
||||
_capturer->RegisterComponent();
|
||||
_capturer->Activate();
|
||||
}
|
||||
|
||||
void UInCameraInteractableActivator::NewSeenInteractable_Implementation(AInteractable* interactable)
|
||||
{
|
||||
_interactablesToActivate.Enqueue(interactable);
|
||||
SetComponentTickEnabled(true);
|
||||
}
|
||||
|
||||
void UInCameraInteractableActivator::Scan_Implementation()
|
||||
{
|
||||
SetComponentTickEnabled(false);
|
||||
while(!_interactablesToActivate.IsEmpty())
|
||||
{
|
||||
AInteractable* interactable;
|
||||
_interactablesToActivate.Dequeue(interactable);
|
||||
if(interactableActivatedDelegate.IsBound())
|
||||
{
|
||||
interactableActivatedDelegate.Execute(interactable);
|
||||
}
|
||||
}
|
||||
}
|
@ -3,13 +3,30 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableActivator.h"
|
||||
|
||||
#include "InCameraInteractableActivator.generated.h"
|
||||
|
||||
UCLASS()
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class UInCameraInteractableActivator : public UInteractableActivator
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UInCameraInteractableActivator(const FObjectInitializer& ObjectInitializer);
|
||||
|
||||
protected:
|
||||
virtual void OnRegister() override;
|
||||
|
||||
void Scan();
|
||||
virtual void Scan_Implementation() override;
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
void NewSeenInteractable(class AInteractable* interactable);
|
||||
virtual void NewSeenInteractable_Implementation(class AInteractable* interactable);
|
||||
|
||||
private:
|
||||
class UInteractableScreenCapturer* _capturer;
|
||||
TQueue<class AInteractable*> _interactablesToActivate;
|
||||
};
|
||||
|
@ -39,7 +39,6 @@ UInteractableActivator::UInteractableActivator(const FObjectInitializer& ObjectI
|
||||
PrimaryComponentTick.TickInterval = 0.05f;
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = true;
|
||||
RegisterComponent();
|
||||
}
|
||||
|
||||
void UInteractableActivator::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
|
@ -32,6 +32,5 @@ protected:
|
||||
|
||||
class UWorld* world;
|
||||
class APlayerBase* player;
|
||||
bool isTrace = true;
|
||||
enum ECollisionChannel collisionChannel;
|
||||
};
|
||||
|
@ -7,29 +7,9 @@
|
||||
#include "UObject/Interface.h"
|
||||
|
||||
#include "InteractableActivator.h"
|
||||
#include "InteractableCaller.h"
|
||||
|
||||
#include "InteractableComponent.generated.h"
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FActivatorCallerPair
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
FActivatorCallerPair() {}
|
||||
|
||||
FActivatorCallerPair(TSubclassOf<UInteractableActivator> a, TSubclassOf<UInteractableCaller> c)
|
||||
: activator(a), caller(c)
|
||||
{}
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSubclassOf<UInteractableActivator> activator;
|
||||
|
||||
UPROPERTY(EditAnywhere)
|
||||
TSubclassOf<UInteractableCaller> caller;
|
||||
};
|
||||
|
||||
UCLASS(Abstract, Blueprintable, BlueprintType)
|
||||
class UInteractableComponent : public UActorComponent
|
||||
{
|
||||
@ -42,8 +22,8 @@ public:
|
||||
PURE_VIRTUAL(UInteractableComponent::GetInteractionName_Implementation, return "NONE";);
|
||||
|
||||
UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
|
||||
const TArray<FActivatorCallerPair> GetActivatorsAndCallers();
|
||||
virtual const TArray<FActivatorCallerPair> GetActivatorsAndCallers_Implementation()
|
||||
PURE_VIRTUAL(UInteractableComponent::GetActivatorsAndCallers_Implementation,
|
||||
TArray<FActivatorCallerPair> _activatorsAndCallers{}; return _activatorsAndCallers;);
|
||||
const TArray<TSubclassOf<UInteractableActivator>> GetActivators();
|
||||
virtual const TArray<TSubclassOf<UInteractableActivator>> GetActivators_Implementation()
|
||||
PURE_VIRTUAL(UInteractableComponent::GetActivatorsZ_Implementation,
|
||||
TArray<TSubclassOf<UInteractableActivator>> _activators{}; return _activators;);
|
||||
};
|
||||
|
@ -4,51 +4,39 @@
|
||||
#include "InteractableScreenCapturer.h"
|
||||
|
||||
#include "Engine/Texture.h"
|
||||
#include "Interactable.h"
|
||||
#include "Engine/TextureRenderTarget2D.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "opencv2/imgproc.hpp"
|
||||
#include "RHIResources.h"
|
||||
#include "SceneView.h"
|
||||
#include "TextureCompressorModule.h"
|
||||
|
||||
#include "Interactable.h"
|
||||
|
||||
constexpr float tickInterval = 1.0f / 5;
|
||||
constexpr float textureWidth = 1280 / 2;
|
||||
constexpr float textureHeight = 720 / 2;
|
||||
constexpr float rayDistance = 7000;
|
||||
|
||||
UInteractableScreenCapturer::UInteractableScreenCapturer(const FObjectInitializer& ObjectInitializer)
|
||||
: USceneCaptureComponent2D(ObjectInitializer)
|
||||
{
|
||||
//TextureTarget = CreateDefaultSubobject<UTextureRenderTarget2D>(TEXT("TextureTarget"));
|
||||
//TextureTarget->InitAutoFormat(textureWidth, textureHeight);
|
||||
//TextureTarget->RenderTargetFormat = ETextureRenderTargetFormat::RTF_RGBA16f;
|
||||
PrimaryComponentTick.bCanEverTick = false;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = false;
|
||||
|
||||
auto input = LoadObject<UTexture>(nullptr, TEXT("/Game/tempStaff/Input"));
|
||||
if(!input)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_capture = input->GetResource()->TextureRHI;
|
||||
if(!_capture)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
switch(_capture->GetFormat())
|
||||
{
|
||||
case EPixelFormat::PF_R8G8B8A8:
|
||||
case EPixelFormat::PF_B8G8R8A8:
|
||||
break;
|
||||
default:
|
||||
return;
|
||||
}
|
||||
|
||||
_world = GetWorld();
|
||||
TextureTarget = LoadObject<UTextureRenderTarget2D>(this, TEXT("/Game/tempStaff/Input"));
|
||||
//TextureTarget = ObjectInitializer.CreateDefaultSubobject<UTextureRenderTarget2D>(this, TEXT("UInteractableScreenCapturer_TextureRenderTarget"));
|
||||
//TextureTarget->RenderTargetFormat = ETextureRenderTargetFormat::RTF_RGBA8;
|
||||
//TextureTarget->ClearColor = FLinearColor::Black;
|
||||
//TextureTarget->bAutoGenerateMips = false;
|
||||
//TextureTarget->bCanCreateUAV = false;
|
||||
//TextureTarget->InitAutoFormat(textureWidth, textureHeight);
|
||||
//TextureTarget->UpdateResourceImmediate(true);
|
||||
|
||||
PrimitiveRenderMode = ESceneCapturePrimitiveRenderMode::PRM_LegacySceneCapture;
|
||||
bCaptureEveryFrame = 0;
|
||||
bCaptureOnMovement = 0;
|
||||
LODDistanceFactor = 100;
|
||||
LODDistanceFactor = 10000;
|
||||
bUseRayTracingIfEnabled = false;
|
||||
CaptureSource = ESceneCaptureSource::SCS_BaseColor;
|
||||
|
||||
@ -102,10 +90,10 @@ void UInteractableScreenCapturer::Process()
|
||||
running = true;
|
||||
ENQUEUE_RENDER_COMMAND(GetInteractablesFromScreen)(
|
||||
[
|
||||
capture = _capture,
|
||||
output = _output,
|
||||
world = _world,
|
||||
view = _view
|
||||
capture = TextureTarget->GetResource()->TextureRHI,
|
||||
world = GetWorld(),
|
||||
view = _view,
|
||||
this
|
||||
]
|
||||
(FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
@ -113,7 +101,6 @@ void UInteractableScreenCapturer::Process()
|
||||
static FIntPoint _extent = capture->GetDesc().Extent;
|
||||
static uint32 _size = _extent.X * _extent.Y;
|
||||
|
||||
static TArray<FColor> _capturePixels;
|
||||
static uint8* _bitMap = new uint8[_size]; // cv::Mat allocation is weird sometimes...
|
||||
|
||||
uint32 stride = 0;
|
||||
@ -180,7 +167,7 @@ void UInteractableScreenCapturer::Process()
|
||||
* (FInverseRotationMatrix(view.Rotation) * FMatrix(FPlane(0, 0, 1, 0), FPlane(1, 0, 0, 0), FPlane(0, 1, 0, 0), FPlane(0, 0, 0, 1)))
|
||||
* view.CalculateProjectionMatrix())
|
||||
.InverseFast();
|
||||
|
||||
GEngine->AddOnScreenDebugMessage(60, 0.5f, FColor::Yellow, FString::Printf(TEXT("x:%f, y:%f"), view.Rotation.Yaw, view.Rotation.Roll));
|
||||
FVector worldLoc, worldDir;
|
||||
for(int i = 1; i < components; ++i)
|
||||
{
|
||||
@ -190,38 +177,33 @@ void UInteractableScreenCapturer::Process()
|
||||
|
||||
FHitResult result{};
|
||||
FVector startLocation = view.Location;
|
||||
FVector endLocation = worldLoc + worldDir * 1000000;
|
||||
FVector endLocation = worldLoc + worldDir * rayDistance;
|
||||
world->LineTraceSingleByChannel(
|
||||
result,
|
||||
startLocation,
|
||||
endLocation,
|
||||
ECC_GameTraceChannel1
|
||||
);
|
||||
static AInteractable* _last = nullptr;
|
||||
static bool _activated = false;
|
||||
if(result.bBlockingHit)
|
||||
{
|
||||
if(_last != result.GetActor())
|
||||
if(auto interactable = Cast<AInteractable>(result.GetActor()))
|
||||
{
|
||||
_activated = true;
|
||||
if(auto interactable = Cast<AInteractable>(result.GetActor()))
|
||||
if(!_sawInteractables.Contains(interactable))
|
||||
{
|
||||
_last = interactable;
|
||||
GEngine->AddOnScreenDebugMessage(10 + i, 0.5f, FColor::Yellow, interactable->GetName());
|
||||
_sawInteractables.Add(interactable);
|
||||
AsyncTask(ENamedThreads::GameThread, [=, this]()
|
||||
{
|
||||
interactableInScreenDelegate.Execute(interactable);
|
||||
});
|
||||
}
|
||||
//GEngine->AddOnScreenDebugMessage(10 + i, 0.5f, FColor::Yellow, interactable->GetName());
|
||||
GEngine->AddOnScreenDebugMessage(20 + i, 0.5f, FColor::Yellow, FString::Printf(TEXT("dist:%f"), (view.Location - interactable->GetActorLocation()).Length()));
|
||||
}
|
||||
|
||||
DrawDebugLine(world, startLocation, endLocation, FColor::Green, false, tickInterval, 0, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(_activated)
|
||||
{
|
||||
|
||||
_activated = false;
|
||||
_last = nullptr;
|
||||
}
|
||||
|
||||
DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 10, 0.5f);
|
||||
}
|
||||
//DrawDebugLine(world, startLocation, endLocation, FColor::Red, false, tickInterval, 0, 0.5f);
|
||||
|
@ -7,6 +7,8 @@
|
||||
|
||||
#include "InteractableScreenCapturer.generated.h"
|
||||
|
||||
DECLARE_DELEGATE_OneParam(FInteractableInScreen, class AInteractable*);
|
||||
|
||||
UCLASS(hidecategories = (Collision, Object, Physics, SceneComponent), ClassGroup = Rendering, editinlinenew, meta = (BlueprintSpawnableComponent), MinimalAPI)
|
||||
class UInteractableScreenCapturer : public USceneCaptureComponent2D
|
||||
{
|
||||
@ -16,12 +18,12 @@ public:
|
||||
UInteractableScreenCapturer(const FObjectInitializer& ObjectInitializer);
|
||||
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
FInteractableInScreen interactableInScreenDelegate;
|
||||
|
||||
protected:
|
||||
void Process();
|
||||
|
||||
private:
|
||||
FTextureRHIRef _capture;
|
||||
FBufferRHIRef _output;
|
||||
UWorld* _world;
|
||||
FMinimalViewInfo _view;
|
||||
TSet<class AInteractable*> _sawInteractables;
|
||||
};
|
||||
|
21
Source/Lost_Edge/Private/Interactable/SawInteractable.cpp
Normal file
21
Source/Lost_Edge/Private/Interactable/SawInteractable.cpp
Normal file
@ -0,0 +1,21 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
|
||||
#include "SawInteractable.h"
|
||||
|
||||
#include "InCameraInteractableActivator.h"
|
||||
#include "InteractableCaller.h"
|
||||
|
||||
const FString USawInteractable::GetName_Implementation()
|
||||
{
|
||||
static auto _name = TEXT("Saw");
|
||||
return _name;
|
||||
}
|
||||
|
||||
const TArray<TSubclassOf<UInteractableActivator>> USawInteractable::GetActivators_Implementation()
|
||||
{
|
||||
static TArray<TSubclassOf<UInteractableActivator>> _array = {
|
||||
{UInCameraInteractableActivator::StaticClass()}
|
||||
};
|
||||
return _array;
|
||||
}
|
23
Source/Lost_Edge/Private/Interactable/SawInteractable.h
Normal file
23
Source/Lost_Edge/Private/Interactable/SawInteractable.h
Normal file
@ -0,0 +1,23 @@
|
||||
// Oleg Petruny proprietary.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
|
||||
#include "InteractableComponent.h"
|
||||
|
||||
#include "SawInteractable.generated.h"
|
||||
|
||||
|
||||
UCLASS(Blueprintable, BlueprintType)
|
||||
class USawInteractable : public UInteractableComponent
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
const FString GetName();
|
||||
virtual const FString GetName_Implementation() override;
|
||||
|
||||
const TArray<TSubclassOf<UInteractableActivator>> GetActivators();
|
||||
virtual const TArray<TSubclassOf<UInteractableActivator>> GetActivators_Implementation() override;
|
||||
};
|
@ -3,7 +3,6 @@
|
||||
|
||||
#include "UsableInteractable.h"
|
||||
|
||||
#include "InteractableCaller.h"
|
||||
#include "RaycastInteractableActivator.h"
|
||||
|
||||
const FString UUsableInteractable::GetName_Implementation()
|
||||
@ -12,10 +11,10 @@ const FString UUsableInteractable::GetName_Implementation()
|
||||
return _name;
|
||||
}
|
||||
|
||||
const TArray<FActivatorCallerPair> UUsableInteractable::GetActivatorsAndCallers_Implementation()
|
||||
const TArray<TSubclassOf<UInteractableActivator>> UUsableInteractable::GetActivators_Implementation()
|
||||
{
|
||||
static TArray<FActivatorCallerPair> _array = {
|
||||
{{URaycastInteractableActivator::StaticClass()}, {UInteractableCaller::StaticClass()}}
|
||||
static TArray<TSubclassOf<UInteractableActivator>> _array = {
|
||||
{URaycastInteractableActivator::StaticClass()}
|
||||
};
|
||||
return _array;
|
||||
}
|
@ -18,6 +18,6 @@ public:
|
||||
const FString GetName();
|
||||
virtual const FString GetName_Implementation() override;
|
||||
|
||||
const TArray<FActivatorCallerPair> GetActivatorsAndCallers();
|
||||
virtual const TArray<FActivatorCallerPair> GetActivatorsAndCallers_Implementation() override;
|
||||
const TArray<TSubclassOf<UInteractableActivator>> GetActivators();
|
||||
virtual const TArray<TSubclassOf<UInteractableActivator>> GetActivators_Implementation() override;
|
||||
};
|
@ -145,31 +145,18 @@ void APlayerBase::LoadInteractable()
|
||||
}
|
||||
|
||||
TSet<TSubclassOf<UInteractableActivator>> activators;
|
||||
TMap<TSubclassOf<UInteractableCaller>, UInteractableCaller*> callers;
|
||||
for(auto& interaction : GI->interactionsCollection)
|
||||
for(auto& interaction : GI->interactionsActivators)
|
||||
{
|
||||
auto actAndCallArray = interaction->GetDefaultObject<UInteractableComponent>()->GetActivatorsAndCallers_Implementation();
|
||||
for(auto& actAndCall : actAndCallArray)
|
||||
auto actArray = interaction->GetDefaultObject<UInteractableComponent>()->GetActivators_Implementation();
|
||||
for(auto& act : actArray)
|
||||
{
|
||||
if(!activators.Contains(actAndCall.activator))
|
||||
if(!activators.Contains(act))
|
||||
{
|
||||
activators.Add(actAndCall.activator);
|
||||
auto component = NewObject<UInteractableActivator>(this, actAndCall.activator);
|
||||
component->AttachToComponent(camera, FAttachmentTransformRules::SnapToTargetIncludingScale);
|
||||
activators.Add(act);
|
||||
auto component = NewObject<UInteractableActivator>(this, act);
|
||||
component->interactableActivatedDelegate.BindUObject(this, &APlayerBase::InteractableActivated);
|
||||
}
|
||||
|
||||
if(!callers.Contains(actAndCall.caller))
|
||||
{
|
||||
auto component = NewObject<UInteractableCaller>(this, actAndCall.caller);
|
||||
this->AddOwnedComponent(component);
|
||||
component->Init();
|
||||
callers.Add(actAndCall.caller, component);
|
||||
AddInteractionCallersMapping(interaction, component);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddInteractionCallersMapping(interaction, callers[actAndCall.caller]);
|
||||
component->SetupAttachment(camera);
|
||||
component->RegisterComponent();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -177,17 +164,5 @@ void APlayerBase::LoadInteractable()
|
||||
|
||||
void APlayerBase::InteractableActivated(AInteractable* interactable)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Yellow, interactable->GetName());
|
||||
}
|
||||
|
||||
void APlayerBase::AddInteractionCallersMapping(TSubclassOf<UInteractableComponent> interaction, UInteractableCaller* caller)
|
||||
{
|
||||
if(!_interactionsToCallers.Contains(interaction))
|
||||
{
|
||||
_interactionsToCallers.Add(interaction, { caller });
|
||||
}
|
||||
else
|
||||
{
|
||||
_interactionsToCallers[interaction].Add(caller);
|
||||
}
|
||||
GEngine->AddOnScreenDebugMessage(-1, 1.0f, FColor::Cyan, TEXT("Player activate: ") + interactable->GetName());
|
||||
}
|
@ -62,8 +62,4 @@ protected:
|
||||
private:
|
||||
void LoadInteractable();
|
||||
void InteractableActivated(class AInteractable* interactable);
|
||||
|
||||
void AddInteractionCallersMapping(TSubclassOf<class UInteractableComponent> interaction, class UInteractableCaller* caller);
|
||||
|
||||
TMap<TSubclassOf<class UInteractableComponent>, TSet<class UInteractableCaller*>> _interactionsToCallers;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user