本文整理汇总了C++中FVector函数的典型用法代码示例。如果您正苦于以下问题:C++ FVector函数的具体用法?C++ FVector怎么用?C++ FVector使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了FVector函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: UE_LOG
void UCheatManager::Summon( const FString& ClassName )
{
UE_LOG(LogCheatManager, Log, TEXT("Fabricate %s"), *ClassName );
bool bIsValidClassName = true;
FString FailureReason;
if ( ClassName.Contains(TEXT(" ")) )
{
FailureReason = FString::Printf(TEXT("ClassName contains a space."));
bIsValidClassName = false;
}
else if ( !FPackageName::IsShortPackageName(ClassName) )
{
if ( ClassName.Contains(TEXT(".")) )
{
FString PackageName;
FString ObjectName;
ClassName.Split(TEXT("."), &PackageName, &ObjectName);
const bool bIncludeReadOnlyRoots = true;
FText Reason;
if ( !FPackageName::IsValidLongPackageName(PackageName, bIncludeReadOnlyRoots, &Reason) )
{
FailureReason = Reason.ToString();
bIsValidClassName = false;
}
}
else
{
FailureReason = TEXT("Class names with a path must contain a dot. (i.e /Script/Engine.StaticMeshActor)");
bIsValidClassName = false;
}
}
bool bSpawnedActor = false;
if ( bIsValidClassName )
{
UClass* NewClass = NULL;
if ( FPackageName::IsShortPackageName(ClassName) )
{
NewClass = FindObject<UClass>(ANY_PACKAGE, *ClassName);
}
else
{
NewClass = FindObject<UClass>(NULL, *ClassName);
}
if( NewClass )
{
if ( NewClass->IsChildOf(AActor::StaticClass()) )
{
APlayerController* const MyPlayerController = GetOuterAPlayerController();
if(MyPlayerController)
{
FRotator const SpawnRot = MyPlayerController->GetControlRotation();
FVector SpawnLoc = MyPlayerController->GetFocalLocation();
SpawnLoc += 72.f * SpawnRot.Vector() + FVector(0.f, 0.f, 1.f) * 15.f;
FActorSpawnParameters SpawnInfo;
SpawnInfo.Instigator = MyPlayerController->Instigator;
AActor* Actor = GetWorld()->SpawnActor(NewClass, &SpawnLoc, &SpawnRot, SpawnInfo );
if ( Actor )
{
bSpawnedActor = true;
}
else
{
FailureReason = TEXT("SpawnActor failed.");
bSpawnedActor = false;
}
}
}
else
{
FailureReason = TEXT("Class is not derived from Actor.");
bSpawnedActor = false;
}
}
else
{
FailureReason = TEXT("Failed to find class.");
bSpawnedActor = false;
}
}
if ( !bSpawnedActor )
{
UE_LOG(LogCheatManager, Warning, TEXT("Failed to summon %s. Reason: %s"), *ClassName, *FailureReason);
}
}
示例2: FVector
FVector UKismetMathLibrary::Conv_FloatToVector(float InFloat)
{
return FVector(InFloat);
}
示例3: PolyNormal
void UKismetMathLibrary::MinimumAreaRectangle(class UObject* WorldContextObject, const TArray<FVector>& InVerts, const FVector& SampleSurfaceNormal, FVector& OutRectCenter, FRotator& OutRectRotation, float& OutSideLengthX, float& OutSideLengthY, bool bDebugDraw)
{
float MinArea = -1.f;
float CurrentArea = -1.f;
FVector SupportVectorA, SupportVectorB;
FVector RectSideA, RectSideB;
float MinDotResultA, MinDotResultB, MaxDotResultA, MaxDotResultB;
FVector TestEdge;
float TestEdgeDot = 0.f;
FVector PolyNormal(0.f, 0.f, 1.f);
TArray<int32> PolyVertIndices;
// Bail if we receive an empty InVerts array
if( InVerts.Num() == 0 )
{
return;
}
// Compute the approximate normal of the poly, using the direction of SampleSurfaceNormal for guidance
PolyNormal = (InVerts[InVerts.Num() / 3] - InVerts[0]) ^ (InVerts[InVerts.Num() * 2 / 3] - InVerts[InVerts.Num() / 3]);
if( (PolyNormal | SampleSurfaceNormal) < 0.f )
{
PolyNormal = -PolyNormal;
}
// Transform the sample points to 2D
FMatrix SurfaceNormalMatrix = FRotationMatrix::MakeFromZX(PolyNormal, FVector(1.f, 0.f, 0.f));
TArray<FVector> TransformedVerts;
OutRectCenter = FVector(0.f);
for( int32 Idx = 0; Idx < InVerts.Num(); ++Idx )
{
OutRectCenter += InVerts[Idx];
TransformedVerts.Add(SurfaceNormalMatrix.InverseTransformVector(InVerts[Idx]));
}
OutRectCenter /= InVerts.Num();
// Compute the convex hull of the sample points
ConvexHull2D::ComputeConvexHull(TransformedVerts, PolyVertIndices);
// Minimum area rectangle as computed by http://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf
for( int32 Idx = 1; Idx < PolyVertIndices.Num() - 1; ++Idx )
{
SupportVectorA = (TransformedVerts[PolyVertIndices[Idx]] - TransformedVerts[PolyVertIndices[Idx-1]]).GetSafeNormal();
SupportVectorA.Z = 0.f;
SupportVectorB.X = -SupportVectorA.Y;
SupportVectorB.Y = SupportVectorA.X;
SupportVectorB.Z = 0.f;
MinDotResultA = MinDotResultB = MaxDotResultA = MaxDotResultB = 0.f;
for (int TestVertIdx = 1; TestVertIdx < PolyVertIndices.Num(); ++TestVertIdx )
{
TestEdge = TransformedVerts[PolyVertIndices[TestVertIdx]] - TransformedVerts[PolyVertIndices[0]];
TestEdgeDot = SupportVectorA | TestEdge;
if( TestEdgeDot < MinDotResultA )
{
MinDotResultA = TestEdgeDot;
}
else if(TestEdgeDot > MaxDotResultA )
{
MaxDotResultA = TestEdgeDot;
}
TestEdgeDot = SupportVectorB | TestEdge;
if( TestEdgeDot < MinDotResultB )
{
MinDotResultB = TestEdgeDot;
}
else if( TestEdgeDot > MaxDotResultB )
{
MaxDotResultB = TestEdgeDot;
}
}
CurrentArea = (MaxDotResultA - MinDotResultA) * (MaxDotResultB - MinDotResultB);
if( MinArea < 0.f || CurrentArea < MinArea )
{
MinArea = CurrentArea;
RectSideA = SupportVectorA * (MaxDotResultA - MinDotResultA);
RectSideB = SupportVectorB * (MaxDotResultB - MinDotResultB);
}
}
RectSideA = SurfaceNormalMatrix.TransformVector(RectSideA);
RectSideB = SurfaceNormalMatrix.TransformVector(RectSideB);
OutRectRotation = FRotationMatrix::MakeFromZX(PolyNormal, RectSideA).Rotator();
OutSideLengthX = RectSideA.Size();
OutSideLengthY = RectSideB.Size();
if( bDebugDraw )
{
UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject);
if(World != nullptr)
{
DrawDebugSphere(World, OutRectCenter, 10.f, 12, FColor::Yellow, true);
DrawDebugCoordinateSystem(World, OutRectCenter, SurfaceNormalMatrix.Rotator(), 100.f, true);
DrawDebugLine(World, OutRectCenter - RectSideA * 0.5f + FVector(0,0,10.f), OutRectCenter + RectSideA * 0.5f + FVector(0,0,10.f), FColor::Green, true,-1, 0, 5.f);
DrawDebugLine(World, OutRectCenter - RectSideB * 0.5f + FVector(0,0,10.f), OutRectCenter + RectSideB * 0.5f + FVector(0,0,10.f), FColor::Blue, true,-1, 0, 5.f);
}
}
}
示例4: ClothingPress
void AJetpackItem::ClothingPress(APlayerCharacter *player) {
player1 = player;
isFlying = true;
player->GetCharacterMovement()->AddImpulse(FVector(0, 0, 350.0f));
}
示例5: Super
AARCharacter::AARCharacter(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
// Set size for collision capsule
CapsuleComponent->InitCapsuleSize(42.f, 96.0f);
IsCharacterTurningYaw = false;
//LowOffset = FVector(-380.0f, 35.0f, 15.0f);
//MidOffset = FVector(-380.0f, 35.0f, 60.0f);
//HighOffset = FVector(-380.0f, 35.0f, 150.0f); //x,y,z
CameraBoom = PCIP.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));
CameraBoom->AttachTo(CapsuleComponent);
CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character
CameraBoom->bUseControllerViewRotation = true; // Rotate the arm based on the controller
CameraBoom->SocketOffset = FVector(0.0f, 50.0f, 100.0f);
// Create a follow camera
FollowCamera = PCIP.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FollowCamera"));
FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
FollowCamera->bUseControllerViewRotation = false; // Camera does not rotate relative to arm
bReplicates = true;
// Don't rotate when the controller rotates. Let that just affect the camera.
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = true;
bUseControllerRotationRoll = false;
// Configure character movement
CharacterMovement->bOrientRotationToMovement = true; // Character moves in the direction of input...
CharacterMovement->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate
CharacterMovement->JumpZVelocity = 600.f;
CharacterMovement->AirControl = 0.2f;
Attributes = PCIP.CreateDefaultSubobject<UARAttributeComponent>(this, TEXT("Attributes"));
Attributes->Activate();
Attributes->bAutoRegister = true;
Attributes->SetIsReplicated(true);
Equipment = PCIP.CreateDefaultSubobject<UAREquipmentComponent>(this, TEXT("Equipment"));
Equipment->Activate();
Equipment->bAutoRegister = true;
//Equipment->GetNetAddressable();
Equipment->SetIsReplicated(true);
Abilities = PCIP.CreateDefaultSubobject<UARAbilityComponent>(this, TEXT("Abilities"));
Abilities->Activate();
Abilities->bAutoRegister = true;
//Equipment->GetNetAddressable();
Abilities->SetIsReplicated(true);
HeadMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("HeadMesh"));
HeadMesh->AttachParent = Mesh;
HeadMesh->SetMasterPoseComponent(Mesh);
ShoulderMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("ShoulderMesh"));
ShoulderMesh->AttachParent = Mesh;
ShoulderMesh->SetMasterPoseComponent(Mesh);
ChestMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("ChestMesh"));
ChestMesh->AttachParent = Mesh;
ChestMesh->SetMasterPoseComponent(Mesh);
LegsMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("LegsMesh"));
LegsMesh->AttachParent = Mesh;
LegsMesh->SetMasterPoseComponent(Mesh);
HandsMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("HandsMesh"));
HandsMesh->AttachParent = Mesh;
HandsMesh->SetMasterPoseComponent(Mesh);
FootMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("FootMesh"));
FootMesh->AttachParent = Mesh;
FootMesh->SetMasterPoseComponent(Mesh);
//SetRootComponent(Mesh);
}
示例6: UE_LOG
void AWizardsCharacter::OnFire()
{
if (!mySpellBook.IsValidIndex(0)) {
UE_LOG(LogTemp, Warning, TEXT("Spell Gathering Needed!"));
newCharactersSpells();
}
if (Mana > mySpellBook[currSpell].spellCost) {
Mana -= mySpellBook[currSpell].spellCost;
// try and fire a projectile
if (mySpellBook[currSpell].spellType == 0)
{
const FRotator SpawnRotation = GetControlRotation();
const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);
UWorld* const World = GetWorld();
if (World)
{
// spawn the projectile at the muzzle
/*UParticleSystem* projParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];
UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + 5];
AWizardsProjectile* wizardsSpell = World->SpawnActor<AWizardsProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);// , myparams);
wizardsSpell->SpellCreation(&mySpellBook[currSpell], projParticle, blastParticle, this);*/
if (Role < ROLE_Authority)
{
ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);//mySpellBook[currSpell]);
}
else {
ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
}
}
}
else if (mySpellBook[currSpell].spellType == 1) {
const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation();
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset);
UWorld* const World = GetWorld();
if (World)
{
// spawn the projectile at the muzzle
/*UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];
AWizardsBlast* wizardsSpell = World->SpawnActor<AWizardsBlast>(BlastClass, SpawnLocation, SpawnRotation);// , myparams);
wizardsSpell->SpellCreation(blastParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this);
wizardsSpell->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks*/
if (Role < ROLE_Authority)
{
ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
}
else {
ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
}
}
}
else if (mySpellBook[currSpell].spellType == 2) {
const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation();
// MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position
const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset);
UWorld* const World = GetWorld();
if (World)
{
// spawn the projectile at the muzzle
/*UParticleSystem* coneParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];
AWizardsCone* wizardsCone = World->SpawnActor<AWizardsCone>(ConeClass, SpawnLocation, SpawnRotation);// , myparams);
wizardsCone->SpellCreation(coneParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this);
wizardsCone->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks
activeAttack = Cast<AActor>(wizardsCone);*/
if (Role < ROLE_Authority)
{
ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
}
else {
ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);
}
}
}
// God this sound is so annoying
/*if (FireSound != NULL)
{
UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());
}*/
// try and play a firing animation if specified
if (FireAnimation != NULL)
{
// Get the animation object for the arms mesh
UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();
if (AnimInstance != NULL)
{
AnimInstance->Montage_Play(FireAnimation, 1.f);
}
}
}
}
示例7: Pointify
void Pointify(const FInterpCurveVector& SplineInfo, TArray<FLandscapeSplineInterpPoint>& Points, int32 NumSubdivisions,
float StartFalloffFraction, float EndFalloffFraction,
const float StartWidth, const float EndWidth,
const float StartSideFalloff, const float EndSideFalloff,
const float StartRollDegrees, const float EndRollDegrees)
{
// Stop the start and end fall-off overlapping
const float TotalFalloff = StartFalloffFraction + EndFalloffFraction;
if (TotalFalloff > 1.0f)
{
StartFalloffFraction /= TotalFalloff;
EndFalloffFraction /= TotalFalloff;
}
const float StartRoll = FMath::DegreesToRadians(StartRollDegrees);
const float EndRoll = FMath::DegreesToRadians(EndRollDegrees);
float OldKeyTime = 0;
for (int32 i = 0; i < SplineInfo.Points.Num(); i++)
{
const float NewKeyTime = SplineInfo.Points[i].InVal;
const float NewKeyCosInterp = 0.5f - 0.5f * FMath::Cos(NewKeyTime * PI);
const float NewKeyWidth = FMath::Lerp(StartWidth, EndWidth, NewKeyCosInterp);
const float NewKeyFalloff = FMath::Lerp(StartSideFalloff, EndSideFalloff, NewKeyCosInterp);
const float NewKeyRoll = FMath::Lerp(StartRoll, EndRoll, NewKeyCosInterp);
const FVector NewKeyPos = SplineInfo.Eval(NewKeyTime, FVector::ZeroVector);
const FVector NewKeyTangent = SplineInfo.EvalDerivative(NewKeyTime, FVector::ZeroVector).GetSafeNormal();
const FVector NewKeyBiNormal = FQuat(NewKeyTangent, -NewKeyRoll).RotateVector((NewKeyTangent ^ FVector(0, 0, -1)).GetSafeNormal());
const FVector NewKeyLeftPos = NewKeyPos - NewKeyBiNormal * NewKeyWidth;
const FVector NewKeyRightPos = NewKeyPos + NewKeyBiNormal * NewKeyWidth;
const FVector NewKeyFalloffLeftPos = NewKeyPos - NewKeyBiNormal * (NewKeyWidth + NewKeyFalloff);
const FVector NewKeyFalloffRightPos = NewKeyPos + NewKeyBiNormal * (NewKeyWidth + NewKeyFalloff);
const float NewKeyStartEndFalloff = FMath::Min((StartFalloffFraction > 0 ? NewKeyTime / StartFalloffFraction : 1.0f), (EndFalloffFraction > 0 ? (1 - NewKeyTime) / EndFalloffFraction : 1.0f));
// If not the first keypoint, interp from the last keypoint.
if (i > 0)
{
const int32 NumSteps = FMath::CeilToInt((NewKeyTime - OldKeyTime) * NumSubdivisions);
const float DrawSubstep = (NewKeyTime - OldKeyTime) / NumSteps;
// Add a point for each substep, except the ends because that's the point added outside the interp'ing.
for (int32 j = 1; j < NumSteps; j++)
{
const float NewTime = OldKeyTime + j*DrawSubstep;
const float NewCosInterp = 0.5f - 0.5f * FMath::Cos(NewTime * PI);
const float NewWidth = FMath::Lerp(StartWidth, EndWidth, NewCosInterp);
const float NewFalloff = FMath::Lerp(StartSideFalloff, EndSideFalloff, NewCosInterp);
const float NewRoll = FMath::Lerp(StartRoll, EndRoll, NewCosInterp);
const FVector NewPos = SplineInfo.Eval(NewTime, FVector::ZeroVector);
const FVector NewTangent = SplineInfo.EvalDerivative(NewTime, FVector::ZeroVector).GetSafeNormal();
const FVector NewBiNormal = FQuat(NewTangent, -NewRoll).RotateVector((NewTangent ^ FVector(0, 0, -1)).GetSafeNormal());
const FVector NewLeftPos = NewPos - NewBiNormal * NewWidth;
const FVector NewRightPos = NewPos + NewBiNormal * NewWidth;
const FVector NewFalloffLeftPos = NewPos - NewBiNormal * (NewWidth + NewFalloff);
const FVector NewFalloffRightPos = NewPos + NewBiNormal * (NewWidth + NewFalloff);
const float NewStartEndFalloff = FMath::Min((StartFalloffFraction > 0 ? NewTime / StartFalloffFraction : 1.0f), (EndFalloffFraction > 0 ? (1 - NewTime) / EndFalloffFraction : 1.0f));
Points.Emplace(NewPos, NewLeftPos, NewRightPos, NewFalloffLeftPos, NewFalloffRightPos, NewStartEndFalloff);
}
}
Points.Emplace(NewKeyPos, NewKeyLeftPos, NewKeyRightPos, NewKeyFalloffLeftPos, NewKeyFalloffRightPos, NewKeyStartEndFalloff);
OldKeyTime = NewKeyTime;
}
// Handle self-intersection errors due to tight turns
FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::Left);
FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::Right);
FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::FalloffLeft);
FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::FalloffRight);
}
示例8: rightSensorPosition
float AWheeledVehicleAIController::CalcStreeringValue(FVector &direction)
{
float steering = 0;
FVector BoxExtent = Vehicle->GetVehicleBoundsExtent();
FVector forward = Vehicle->GetActorForwardVector();
FVector rightSensorPosition(BoxExtent.X / 2.0f, (BoxExtent.Y / 2.0f) + 100.0f, 0.0f);
FVector leftSensorPosition(BoxExtent.X / 2.0f, -(BoxExtent.Y / 2.0f) - 100.0f, 0.0f);
float forwardMagnitude = BoxExtent.X / 2.0f;
float Magnitude = (float) sqrt(pow((double) leftSensorPosition.X, 2.0) + pow((double) leftSensorPosition.Y, 2.0));
//same for the right and left
float offset = FGenericPlatformMath::Acos(forwardMagnitude / Magnitude);
float actorAngle = forward.UnitCartesianToSpherical().Y;
float sinR = FGenericPlatformMath::Sin(actorAngle + offset);
float cosR = FGenericPlatformMath::Cos(actorAngle + offset);
float sinL = FGenericPlatformMath::Sin(actorAngle - offset);
float cosL = FGenericPlatformMath::Cos(actorAngle - offset);
rightSensorPosition.Y = sinR * Magnitude;
rightSensorPosition.X = cosR * Magnitude;
leftSensorPosition.Y = sinL * Magnitude;
leftSensorPosition.X = cosL * Magnitude;
FVector rightPositon = GetPawn()->GetActorLocation() + FVector(rightSensorPosition.X, rightSensorPosition.Y, 0.0f);
FVector leftPosition = GetPawn()->GetActorLocation() + FVector(leftSensorPosition.X, leftSensorPosition.Y, 0.0f);
FRoadMapPixelData rightRoadData = RoadMap->GetDataAt(rightPositon);
if (!rightRoadData.IsRoad()) { steering -= 0.2f;}
FRoadMapPixelData leftRoadData = RoadMap->GetDataAt(leftPosition);
if (!leftRoadData.IsRoad()) { steering += 0.2f;}
FRoadMapPixelData roadData = RoadMap->GetDataAt(GetPawn()->GetActorLocation());
if (!roadData.IsRoad()) {
steering = -1;
} else if (roadData.HasDirection()) {
direction = roadData.GetDirection();
FVector right = rightRoadData.GetDirection();
FVector left = leftRoadData.GetDirection();
forward.Z = 0.0f;
float dirAngle = direction.UnitCartesianToSpherical().Y;
float rightAngle = right.UnitCartesianToSpherical().Y;
float leftAngle = left.UnitCartesianToSpherical().Y;
dirAngle *= (180.0f / PI);
rightAngle *= (180.0 / PI);
leftAngle *= (180.0 / PI);
actorAngle *= (180.0 / PI);
float min = dirAngle - 90.0f;
if (min < -180.0f) { min = 180.0f + (min + 180.0f);}
float max = dirAngle + 90.0f;
if (max > 180.0f) { max = -180.0f + (max - 180.0f);}
if (dirAngle < -90.0 || dirAngle > 90.0) {
if (rightAngle < min && rightAngle > max) { steering -= 0.2f;}
if (leftAngle < min && leftAngle > max) { steering += 0.2f;}
} else {
if (rightAngle < min || rightAngle > max) { steering -= 0.2f;}
if (leftAngle < min || leftAngle > max) { steering += 0.2f;}
}
float angle = dirAngle - actorAngle;
if (angle > 180.0f) { angle -= 360.0f;} else if (angle < -180.0f) {
angle += 360.0f;
}
if (angle < -MaximumSteerAngle) {
steering = -1.0f;
} else if (angle > MaximumSteerAngle) {
steering = 1.0f;
} else {
steering += angle / MaximumSteerAngle;
}
}
Vehicle->SetAIVehicleState(ECarlaWheeledVehicleState::FreeDriving);
return steering;
}
示例9: RasterizeSegmentHeight
void RasterizeSegmentHeight(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY, FLandscapeEditDataInterface& LandscapeEdit, const TArray<FLandscapeSplineInterpPoint>& Points, bool bRaiseTerrain, bool bLowerTerrain, TSet<ULandscapeComponent*>& ModifiedComponents)
{
if (!(bRaiseTerrain || bLowerTerrain))
{
return;
}
if (MinX > MaxX || MinY > MaxY)
{
return;
}
TArray<uint16> Data;
Data.AddZeroed((1 + MaxY - MinY) * (1 + MaxX - MinX));
int32 ValidMinX = MinX;
int32 ValidMinY = MinY;
int32 ValidMaxX = MaxX;
int32 ValidMaxY = MaxY;
LandscapeEdit.GetHeightData(ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data.GetData(), 0);
if (ValidMinX > ValidMaxX || ValidMinY > ValidMaxY)
{
// The segment's bounds don't intersect any data, so skip it
MinX = ValidMinX;
MinY = ValidMinY;
MaxX = ValidMaxX;
MaxY = ValidMaxY;
return;
}
FLandscapeEditDataInterface::ShrinkData(Data, MinX, MinY, MaxX, MaxY, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY);
MinX = ValidMinX;
MinY = ValidMinY;
MaxX = ValidMaxX;
MaxY = ValidMaxY;
FTriangleRasterizer<FLandscapeSplineHeightsRasterPolicy> Rasterizer(
FLandscapeSplineHeightsRasterPolicy(Data, MinX, MinY, MaxX, MaxY, bRaiseTerrain, bLowerTerrain));
for (int32 j = 1; j < Points.Num(); j++)
{
// Middle
FVector2D Left0Pos = FVector2D(Points[j - 1].Left);
FVector2D Right0Pos = FVector2D(Points[j - 1].Right);
FVector2D Left1Pos = FVector2D(Points[j].Left);
FVector2D Right1Pos = FVector2D(Points[j].Right);
FVector Left0 = FVector(1.0f, Points[j - 1].StartEndFalloff, Points[j - 1].Left.Z);
FVector Right0 = FVector(1.0f, Points[j - 1].StartEndFalloff, Points[j - 1].Right.Z);
FVector Left1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Left.Z);
FVector Right1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Right.Z);
Rasterizer.DrawTriangle(Left0, Right0, Left1, Left0Pos, Right0Pos, Left1Pos, false);
Rasterizer.DrawTriangle(Right0, Left1, Right1, Right0Pos, Left1Pos, Right1Pos, false);
// Left Falloff
FVector2D FalloffLeft0Pos = FVector2D(Points[j - 1].FalloffLeft);
FVector2D FalloffLeft1Pos = FVector2D(Points[j].FalloffLeft);
FVector FalloffLeft0 = FVector(0.0f, Points[j - 1].StartEndFalloff, Points[j - 1].FalloffLeft.Z);
FVector FalloffLeft1 = FVector(0.0f, Points[j].StartEndFalloff, Points[j].FalloffLeft.Z);
Rasterizer.DrawTriangle(FalloffLeft0, Left0, FalloffLeft1, FalloffLeft0Pos, Left0Pos, FalloffLeft1Pos, false);
Rasterizer.DrawTriangle(Left0, FalloffLeft1, Left1, Left0Pos, FalloffLeft1Pos, Left1Pos, false);
// Right Falloff
FVector2D FalloffRight0Pos = FVector2D(Points[j - 1].FalloffRight);
FVector2D FalloffRight1Pos = FVector2D(Points[j].FalloffRight);
FVector FalloffRight0 = FVector(0.0f, Points[j - 1].StartEndFalloff, Points[j - 1].FalloffRight.Z);
FVector FalloffRight1 = FVector(0.0f, Points[j].StartEndFalloff, Points[j].FalloffRight.Z);
Rasterizer.DrawTriangle(Right0, FalloffRight0, Right1, Right0Pos, FalloffRight0Pos, Right1Pos, false);
Rasterizer.DrawTriangle(FalloffRight0, Right1, FalloffRight1, FalloffRight0Pos, Right1Pos, FalloffRight1Pos, false);
}
LandscapeEdit.SetHeightData(MinX, MinY, MaxX, MaxY, Data.GetData(), 0, true);
LandscapeEdit.GetComponentsInRegion(MinX, MinY, MaxX, MaxY, &ModifiedComponents);
}
示例10: RasterizeSegmentAlpha
void RasterizeSegmentAlpha(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY, FLandscapeEditDataInterface& LandscapeEdit, const TArray<FLandscapeSplineInterpPoint>& Points, ULandscapeLayerInfoObject* LayerInfo, TSet<ULandscapeComponent*>& ModifiedComponents)
{
if (LayerInfo == nullptr)
{
return;
}
if (MinX > MaxX || MinY > MaxY)
{
return;
}
TArray<uint8> Data;
Data.AddZeroed((1 + MaxY - MinY) * (1 + MaxX - MinX));
int32 ValidMinX = MinX;
int32 ValidMinY = MinY;
int32 ValidMaxX = MaxX;
int32 ValidMaxY = MaxY;
LandscapeEdit.GetWeightData(LayerInfo, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data.GetData(), 0);
if (ValidMinX > ValidMaxX || ValidMinY > ValidMaxY)
{
// The segment's bounds don't intersect any data, so skip it
MinX = ValidMinX;
MinY = ValidMinY;
MaxX = ValidMaxX;
MaxY = ValidMaxY;
return;
}
FLandscapeEditDataInterface::ShrinkData(Data, MinX, MinY, MaxX, MaxY, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY);
MinX = ValidMinX;
MinY = ValidMinY;
MaxX = ValidMaxX;
MaxY = ValidMaxY;
FTriangleRasterizer<FLandscapeSplineBlendmaskRasterPolicy> Rasterizer(
FLandscapeSplineBlendmaskRasterPolicy(Data, MinX, MinY, MaxX, MaxY));
const float BlendValue = 255;
for (int32 j = 1; j < Points.Num(); j++)
{
// Middle
FVector2D Left0Pos = FVector2D(Points[j - 1].Left);
FVector2D Right0Pos = FVector2D(Points[j - 1].Right);
FVector2D Left1Pos = FVector2D(Points[j].Left);
FVector2D Right1Pos = FVector2D(Points[j].Right);
FVector Left0 = FVector(1.0f, Points[j - 1].StartEndFalloff, BlendValue);
FVector Right0 = FVector(1.0f, Points[j - 1].StartEndFalloff, BlendValue);
FVector Left1 = FVector(1.0f, Points[j].StartEndFalloff, BlendValue);
FVector Right1 = FVector(1.0f, Points[j].StartEndFalloff, BlendValue);
Rasterizer.DrawTriangle(Left0, Right0, Left1, Left0Pos, Right0Pos, Left1Pos, false);
Rasterizer.DrawTriangle(Right0, Left1, Right1, Right0Pos, Left1Pos, Right1Pos, false);
// Left Falloff
FVector2D FalloffLeft0Pos = FVector2D(Points[j - 1].FalloffLeft);
FVector2D FalloffLeft1Pos = FVector2D(Points[j].FalloffLeft);
FVector FalloffLeft0 = FVector(0.0f, Points[j - 1].StartEndFalloff, BlendValue);
FVector FalloffLeft1 = FVector(0.0f, Points[j].StartEndFalloff, BlendValue);
Rasterizer.DrawTriangle(FalloffLeft0, Left0, FalloffLeft1, FalloffLeft0Pos, Left0Pos, FalloffLeft1Pos, false);
Rasterizer.DrawTriangle(Left0, FalloffLeft1, Left1, Left0Pos, FalloffLeft1Pos, Left1Pos, false);
// Right Falloff
FVector2D FalloffRight0Pos = FVector2D(Points[j - 1].FalloffRight);
FVector2D FalloffRight1Pos = FVector2D(Points[j].FalloffRight);
FVector FalloffRight0 = FVector(0.0f, Points[j - 1].StartEndFalloff, BlendValue);
FVector FalloffRight1 = FVector(0.0f, Points[j].StartEndFalloff, BlendValue);
Rasterizer.DrawTriangle(Right0, FalloffRight0, Right1, Right0Pos, FalloffRight0Pos, Right1Pos, false);
Rasterizer.DrawTriangle(FalloffRight0, Right1, FalloffRight1, FalloffRight0Pos, Right1Pos, FalloffRight1Pos, false);
}
LandscapeEdit.SetAlphaData(LayerInfo, MinX, MinY, MaxX, MaxY, Data.GetData(), 0, ELandscapeLayerPaintingRestriction::None, !LayerInfo->bNoWeightBlend, false);
LandscapeEdit.GetComponentsInRegion(MinX, MinY, MaxX, MaxY, &ModifiedComponents);
}
示例11: RasterizeControlPointHeights
void RasterizeControlPointHeights(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY, FLandscapeEditDataInterface& LandscapeEdit, FVector ControlPointLocation, const TArray<FLandscapeSplineInterpPoint>& Points, bool bRaiseTerrain, bool bLowerTerrain, TSet<ULandscapeComponent*>& ModifiedComponents)
{
if (!(bRaiseTerrain || bLowerTerrain))
{
return;
}
if (MinX > MaxX || MinY > MaxY)
{
return;
}
TArray<uint16> Data;
Data.AddZeroed((1 + MaxY - MinY) * (1 + MaxX - MinX));
int32 ValidMinX = MinX;
int32 ValidMinY = MinY;
int32 ValidMaxX = MaxX;
int32 ValidMaxY = MaxY;
LandscapeEdit.GetHeightData(ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data.GetData(), 0);
if (ValidMinX > ValidMaxX || ValidMinY > ValidMaxY)
{
// The control point's bounds don't intersect any data, so skip it
MinX = ValidMinX;
MinY = ValidMinY;
MaxX = ValidMaxX;
MaxY = ValidMaxY;
return;
}
FLandscapeEditDataInterface::ShrinkData(Data, MinX, MinY, MaxX, MaxY, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY);
MinX = ValidMinX;
MinY = ValidMinY;
MaxX = ValidMaxX;
MaxY = ValidMaxY;
FTriangleRasterizer<FLandscapeSplineHeightsRasterPolicy> Rasterizer(
FLandscapeSplineHeightsRasterPolicy(Data, MinX, MinY, MaxX, MaxY, bRaiseTerrain, bLowerTerrain));
const FVector2D CenterPos = FVector2D(ControlPointLocation);
const FVector Center = FVector(1.0f, Points[0].StartEndFalloff, ControlPointLocation.Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue);
for (int32 i = Points.Num() - 1, j = 0; j < Points.Num(); i = j++)
{
// Solid center
const FVector2D Right0Pos = FVector2D(Points[i].Right);
const FVector2D Left1Pos = FVector2D(Points[j].Left);
const FVector2D Right1Pos = FVector2D(Points[j].Right);
const FVector Right0 = FVector(1.0f, Points[i].StartEndFalloff, Points[i].Right.Z);
const FVector Left1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Left.Z);
const FVector Right1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Right.Z);
Rasterizer.DrawTriangle(Center, Right0, Left1, CenterPos, Right0Pos, Left1Pos, false);
Rasterizer.DrawTriangle(Center, Left1, Right1, CenterPos, Left1Pos, Right1Pos, false);
// Falloff
FVector2D FalloffRight0Pos = FVector2D(Points[i].FalloffRight);
FVector2D FalloffLeft1Pos = FVector2D(Points[j].FalloffLeft);
FVector FalloffRight0 = FVector(0.0f, Points[i].StartEndFalloff, Points[i].FalloffRight.Z);
FVector FalloffLeft1 = FVector(0.0f, Points[j].StartEndFalloff, Points[j].FalloffLeft.Z);
Rasterizer.DrawTriangle(Right0, FalloffRight0, Left1, Right0Pos, FalloffRight0Pos, Left1Pos, false);
Rasterizer.DrawTriangle(FalloffRight0, Left1, FalloffLeft1, FalloffRight0Pos, Left1Pos, FalloffLeft1Pos, false);
}
LandscapeEdit.SetHeightData(MinX, MinY, MaxX, MaxY, Data.GetData(), 0, true);
LandscapeEdit.GetComponentsInRegion(MinX, MinY, MaxX, MaxY, &ModifiedComponents);
}
示例12: ServerDropWeapon
void ASCharacter::DropWeapon()
{
if (Role < ROLE_Authority)
{
ServerDropWeapon();
return;
}
if (CurrentWeapon)
{
FVector CamLoc;
FRotator CamRot;
if (Controller == nullptr)
{
return;
}
/* Find a location to drop the item, slightly in front of the player.
Perform ray trace to check for blocking objects or walls and to make sure we don't drop any item through the level mesh */
Controller->GetPlayerViewPoint(CamLoc, CamRot);
FVector SpawnLocation;
FRotator SpawnRotation = CamRot;
const FVector Direction = CamRot.Vector();
const FVector TraceStart = GetActorLocation();
const FVector TraceEnd = GetActorLocation() + (Direction * DropWeaponMaxDistance);
/* Setup the trace params, we are only interested in finding a valid drop position */
FCollisionQueryParams TraceParams;
TraceParams.bTraceComplex = false;
TraceParams.bReturnPhysicalMaterial = false;
TraceParams.AddIgnoredActor(this);
FHitResult Hit;
GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_WorldDynamic, TraceParams);
/* Find farthest valid spawn location */
if (Hit.bBlockingHit)
{
/* Slightly move away from impacted object */
SpawnLocation = Hit.ImpactPoint + (Hit.ImpactNormal * 20);
}
else
{
SpawnLocation = TraceEnd;
}
/* Spawn the "dropped" weapon */
FActorSpawnParameters SpawnInfo;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
ASWeaponPickup* NewWeaponPickup = GetWorld()->SpawnActor<ASWeaponPickup>(CurrentWeapon->WeaponPickupClass, SpawnLocation, FRotator::ZeroRotator, SpawnInfo);
if (NewWeaponPickup)
{
/* Apply torque to make it spin when dropped. */
UStaticMeshComponent* MeshComp = NewWeaponPickup->GetMeshComponent();
if (MeshComp)
{
MeshComp->SetSimulatePhysics(true);
MeshComp->AddTorque(FVector(1, 1, 1) * 4000000);
}
}
RemoveWeapon(CurrentWeapon, true);
}
}
示例13: FEditorViewportClient
FPhATEdPreviewViewportClient::FPhATEdPreviewViewportClient(TWeakPtr<FPhAT> InPhAT, TSharedPtr<FPhATSharedData> Data, const TSharedRef<SPhATPreviewViewport>& InPhATPreviewViewport)
: FEditorViewportClient(nullptr, &Data->PreviewScene, StaticCastSharedRef<SEditorViewport>(InPhATPreviewViewport))
, PhATPtr(InPhAT)
, SharedData(Data)
, MinPrimSize(0.5f)
, PhAT_TranslateSpeed(0.25f)
, PhAT_RotateSpeed(1.0 * (PI / 180.0))
, PhAT_LightRotSpeed(0.22f)
, SimGrabCheckDistance(5000.0f)
, SimHoldDistanceChangeDelta(20.0f)
, SimMinHoldDistance(10.0f)
, SimGrabMoveSpeed(1.0f)
{
check(PhATPtr.IsValid());
ModeTools->SetWidgetMode(FWidget::EWidgetMode::WM_Translate);
ModeTools->SetCoordSystem(COORD_Local);
bAllowedToMoveCamera = true;
// Setup defaults for the common draw helper.
DrawHelper.bDrawPivot = false;
DrawHelper.bDrawWorldBox = false;
DrawHelper.bDrawKillZ = false;
DrawHelper.GridColorAxis = FColor(80,80,80);
DrawHelper.GridColorMajor = FColor(72,72,72);
DrawHelper.GridColorMinor = FColor(64,64,64);
DrawHelper.PerspectiveGridSize = 32767;
PhATFont = GEngine->GetSmallFont();
check(PhATFont);
EngineShowFlags.DisableAdvancedFeatures();
EngineShowFlags.SetSeparateTranslucency(true);
EngineShowFlags.SetCompositeEditorPrimitives(true);
// Get actors asset collision bounding box, and move actor so its not intersection the floor plane at Z = 0.
FBox CollBox = SharedData->PhysicsAsset->CalcAABB(SharedData->EditorSkelComp, SharedData->EditorSkelComp->ComponentToWorld);
FVector SkelCompLocation = FVector(0, 0, -CollBox.Min.Z + SharedData->EditorSimOptions->FloorGap);
SharedData->EditorSkelComp->SetAbsolute(true, true, true);
SharedData->EditorSkelComp->SetRelativeLocation(SkelCompLocation);
SharedData->ResetTM = SharedData->EditorSkelComp->GetComponentToWorld();
// Get new bounding box and set view based on that.
CollBox = SharedData->PhysicsAsset->CalcAABB(SharedData->EditorSkelComp, SharedData->EditorSkelComp->ComponentToWorld);
FVector CollBoxExtent = CollBox.GetExtent();
// Take into account internal mesh translation/rotation/scaling etc.
FTransform LocalToWorld = SharedData->EditorSkelComp->ComponentToWorld;
FSphere WorldSphere = SharedData->EditorSkelMesh->GetImportedBounds().GetSphere().TransformBy(LocalToWorld);
CollBoxExtent = CollBox.GetExtent();
if (CollBoxExtent.X > CollBoxExtent.Y)
{
SetViewLocation( FVector(WorldSphere.Center.X, WorldSphere.Center.Y - 1.5*WorldSphere.W, WorldSphere.Center.Z) );
SetViewRotation( EditorViewportDefs::DefaultPerspectiveViewRotation );
}
else
{
SetViewLocation( FVector(WorldSphere.Center.X - 1.5*WorldSphere.W, WorldSphere.Center.Y, WorldSphere.Center.Z) );
SetViewRotation( FRotator::ZeroRotator );
}
SetViewLocationForOrbiting(FVector::ZeroVector);
SetViewModes(VMI_Lit, VMI_Lit);
SetCameraSpeedSetting(3);
bUsingOrbitCamera = true;
if (!FPhAT::IsPIERunning())
{
SetRealtime(true);
}
}
示例14: FVector
FVector ULeapImage::Warp(FVector xy) const
{
Leap::Vector vect = Leap::Vector(xy.X, xy.Y, xy.Z);
vect = _private->leapImage.warp(vect);
return FVector(vect.x, vect.y, vect.z);
}
示例15: FVector
FVector ADraggableMoveTile::calculateCurrentDir()
{
auto startNode = path[currNode];
return FVector();
}