Files
Tactica/Source/Tactica/Private/TacticaCameraPawn.cpp
T

80 lines
2.6 KiB
C++

#include "TacticaCameraPawn.h"
#include "Camera/CameraComponent.h"
#include "GridManager.h"
#include "Engine/GameViewportClient.h"
#include "Engine/World.h"
#include "Kismet/GameplayStatics.h"
DEFINE_LOG_CATEGORY_STATIC(LogTacticaCamera, Log, All);
ATacticaCameraPawn::ATacticaCameraPawn()
{
PrimaryActorTick.bCanEverTick = false;
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
SetRootComponent(Camera);
}
void ATacticaCameraPawn::BeginPlay()
{
Super::BeginPlay();
const AGridManager* Grid = Cast<AGridManager>(
UGameplayStatics::GetActorOfClass(this, AGridManager::StaticClass()));
if (!Grid)
{
UE_LOG(LogTacticaCamera, Warning, TEXT("AGridManager が見つかりません。カメラは配置されません"));
return;
}
const FRotator Rotation(Pitch, 0.0f, 0.0f);
const FVector Center = Grid->GetGridCenter();
// 画面の縦横比(取れなければカメラの既定値)
float Aspect = Camera->AspectRatio;
if (const UWorld* World = GetWorld())
{
if (const UGameViewportClient* Viewport = World->GetGameViewport())
{
FVector2D Size;
Viewport->GetViewportSize(Size);
if (Size.X > 1.0f && Size.Y > 1.0f)
{
Aspect = Size.X / Size.Y;
}
}
}
// 横方向・縦方向の画角の半分のtan(余白の分だけ狭めて使う)
const float TanH = FMath::Tan(FMath::DegreesToRadians(Camera->FieldOfView * 0.5f)) / MarginScale;
const float TanV = TanH / FMath::Max(Aspect, 0.1f);
// グリッドの四隅が画面に収まる最小の距離を求める。
// 斜めに見下ろすので、手前の辺は近く、奥の辺は遠い(深さが違う)ことを考慮する
const FRotationMatrix RotMatrix(Rotation);
const FVector ViewDir = RotMatrix.GetUnitAxis(EAxis::X);
const FVector Right = RotMatrix.GetUnitAxis(EAxis::Y);
const FVector Up = RotMatrix.GetUnitAxis(EAxis::Z);
const float HalfX = Grid->GridSizeX * Grid->CellSize * 0.5f;
const float HalfY = Grid->GridSizeY * Grid->CellSize * 0.5f;
float Distance = 0.0f;
for (int32 SignX = -1; SignX <= 1; SignX += 2)
{
for (int32 SignY = -1; SignY <= 1; SignY += 2)
{
const FVector Offset(SignX * HalfX, SignY * HalfY, 0.0f);
const float Depth = FVector::DotProduct(Offset, ViewDir); // 中心からの奥行きのずれ
const float Lateral = FMath::Abs(FVector::DotProduct(Offset, Right));
const float Vertical = FMath::Abs(FVector::DotProduct(Offset, Up));
// 条件: Lateral <= (Distance + Depth) * TanH, Vertical <= (Distance + Depth) * TanV
Distance = FMath::Max(Distance, Lateral / TanH - Depth);
Distance = FMath::Max(Distance, Vertical / TanV - Depth);
}
}
SetActorLocationAndRotation(Center - ViewDir * Distance, Rotation);
}