Updated observation logic
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@@ -134,40 +134,63 @@ UAISense_Sight::EVisibilityResult ANakedDesireCharacter::CanBeSeenFrom(const FCa
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FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerformed, int32& OutNumberOfAsyncLosCheckRequested,
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float& OutSightStrength, int32* UserData, const FOnPendingVisibilityQueryProcessedDelegate* Delegate)
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{
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const FVector StartLocation = Context.ObserverLocation;
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const FVector BoobsBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("boobs_root")));
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const FVector PelvisBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("pelvis")));
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OutNumberOfLoSChecksPerformed++;
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FHitResult BoobsHitResult;
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const bool BoobsHit = CheckSight(StartLocation, BoobsBoneLocation, BoobsHitResult, Context.IgnoreActor);
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FHitResult PelvisHitResult;
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const bool PelvisHit = CheckSight(StartLocation, PelvisBoneLocation, PelvisHitResult, Context.IgnoreActor);
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bool bTopVisible = false;
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bool bBottomVisible = false;
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const float Exposure = ComputeObservedExposure(Context.ObserverLocation, Context.IgnoreActor, bTopVisible, bBottomVisible);
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if ((!BoobsHit || BoobsHitResult.GetActor() == this) && ClothingManager->IsBodyPartExposed(EBodyPart::Boobs))
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// An observer perceives the player only when a revealing body part is within their line of sight.
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if (Exposure > 0.0f)
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{
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UE_LOG(LogTemp, Warning, TEXT("Boobs hit"));
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OutSeenLocation = BoobsBoneLocation;
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const bool bSeenTop = bTopVisible && RevealAmount(EBodyPart::Boobs) > 0.0f;
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OutSeenLocation = GetMesh()->GetBoneLocation(FName(bSeenTop ? TEXT("boobs_root") : TEXT("pelvis")));
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OutSightStrength = 1.0f;
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return UAISense_Sight::EVisibilityResult::Visible;
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}
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if ((!PelvisHit || PelvisHitResult.GetActor() == this) &&
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(ClothingManager->IsBodyPartExposed(EBodyPart::Ass) || ClothingManager->IsBodyPartExposed(EBodyPart::Genitals)))
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{
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UE_LOG(LogTemp, Warning, TEXT("Pelvis hit"));
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OutSeenLocation = PelvisBoneLocation;
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OutSightStrength = 1.0f;
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return UAISense_Sight::EVisibilityResult::Visible;
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}
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UE_LOG(LogTemp, Warning, TEXT("Not visoble"));
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return UAISense_Sight::EVisibilityResult::NotVisible;
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}
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float ANakedDesireCharacter::GetObservedExposureFrom(const FVector& ObserverLocation, const AActor* IgnoreActor)
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{
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bool bTopVisible = false;
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bool bBottomVisible = false;
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return ComputeObservedExposure(ObserverLocation, IgnoreActor, bTopVisible, bBottomVisible);
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}
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float ANakedDesireCharacter::ComputeObservedExposure(const FVector& ObserverLocation, const AActor* IgnoreActor,
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bool& bOutTopVisible, bool& bOutBottomVisible)
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{
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const FVector BoobsBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("boobs_root")));
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const FVector PelvisBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("pelvis")));
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float Exposure = 0.0f;
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// Top region -> Boobs. A region is "visible" when its LOS trace is unobstructed (or only hits self).
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FHitResult TopHit;
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bOutTopVisible = !CheckSight(ObserverLocation, BoobsBoneLocation, TopHit, IgnoreActor) || TopHit.GetActor() == this;
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if (bOutTopVisible)
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Exposure += RevealAmount(EBodyPart::Boobs);
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// Bottom region (pelvis) -> Ass + Genitals; one trace gates both lower parts.
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FHitResult BottomHit;
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bOutBottomVisible = !CheckSight(ObserverLocation, PelvisBoneLocation, BottomHit, IgnoreActor) || BottomHit.GetActor() == this;
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if (bOutBottomVisible)
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{
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Exposure += RevealAmount(EBodyPart::Ass);
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Exposure += RevealAmount(EBodyPart::Genitals);
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}
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return Exposure;
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}
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float ANakedDesireCharacter::RevealAmount(const EBodyPart BodyPart)
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{
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const float Coverage = ClothingManager->GetEffectiveCoverage(BodyPart);
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return Coverage < ObservationRevealThreshold ? (1.0f - Coverage) : 0.0f;
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}
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bool ANakedDesireCharacter::CheckSight(const FVector& StartLocation, const FVector& EndLocation, FHitResult& HitResult,
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const AActor* IgnoreActor)
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{
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