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