UE4判断是否在扇形中的官方代码(C++)

有时候我们需要判断某个物体是否在另一个物体的扇形范围内,可以参考一下UE4源码中的代码。
源码在**“AIHelpers.h”**
命名空间是 FAISystem


	//----------------------------------------------------------------------//
	// CheckIsTargetInSightCone
	//                     F
	//                   *****  
	//              *             *
	//          *                     *
	//       *                           *
	//     *                               *
	//   *                                   * 
	//    \                                 /
	//     \                               /
	//      \                             /
	//       \             X             /
	//        \                         /
	//         \          ***          /
	//          \     *    N    *     /
	//           \ *               * /
	//            N                 N
	//            
	//           
	//           
	//           
	//
	// 
	//                     B 
	//
	// X = StartLocation
	// B = Backward offset
	// N = Near Clipping Radius (from the StartLocation adjusted by Backward offset)
	// F = Far Clipping Radius (from the StartLocation adjusted by Backward offset)
	//----------------------------------------------------------------------//
	bool CheckIsTargetInSightCone(const FVector& StartLocation, const FVector& ConeDirectionNormal, float PeripheralVisionAngleCos,
		float ConeDirectionBackwardOffset, float NearClippingRadiusSq, float const FarClippingRadiusSq, const FVector& TargetLocation)
	{
    
    
		const FVector BaseLocation = FMath::IsNearlyZero(ConeDirectionBackwardOffset) ? StartLocation : StartLocation - ConeDirectionNormal * ConeDirectionBackwardOffset;
		const FVector ActorToTarget = TargetLocation - BaseLocation;
		const float DistToTargetSq = ActorToTarget.SizeSquared();
		if (DistToTargetSq <= FarClippingRadiusSq && DistToTargetSq >= NearClippingRadiusSq)
		{
    
    
			const FVector DirectionToTarget = ActorToTarget.GetUnsafeNormal();
			return FVector::DotProduct(DirectionToTarget, ConeDirectionNormal) > PeripheralVisionAngleCos;
		}

		return false;
	}

如果判断TargetLocation是否在Actor的AngleDegrees的扇形范围内:

//角度
float AngleDegrees=45.0f;
//Actor位置指向目标位置的向量
const FVector ActorToTarget = TargetLocation - GetActorLocation();
//cos的弧度
float CosRadians = FMath::Cos(FMath::Clamp(FMath::DegreesToRadians(AngleDegrees), 0.f, PI));
//归一化后的方向向量点乘得到Cos(角度/弧度)
if(FVector::DotProduct(ActorToTarget.GetUnsafeNormal(), GetActorForwardVector())>CosRadians)
{
    
    
	在内部;
}
else{
    
    
	未在内部;
}

注:为什么FVector::DotProduct(ActorToTarget.GetUnsafeNormal(), GetActorForwardVector())>CosRadians是大于,请自行查看余弦角度对照表

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转载自blog.csdn.net/qq_41487299/article/details/121476672
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