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C++ FBodyInstance::GetUnrealWorldTransform方法代码示例

本文整理汇总了C++中FBodyInstance::GetUnrealWorldTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ FBodyInstance::GetUnrealWorldTransform方法的具体用法?C++ FBodyInstance::GetUnrealWorldTransform怎么用?C++ FBodyInstance::GetUnrealWorldTransform使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FBodyInstance的用法示例。


在下文中一共展示了FBodyInstance::GetUnrealWorldTransform方法的3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: GetClosestCollidingRigidBodyLocation

FVector USkeletalMeshComponent::GetClosestCollidingRigidBodyLocation(const FVector& TestLocation) const
{
	float BestDistSq = BIG_NUMBER;
	FVector Best = TestLocation;

	UPhysicsAsset* PhysicsAsset = GetPhysicsAsset();
	if( PhysicsAsset )
	{
		for (int32 i=0; i<Bodies.Num(); i++)
		{
			FBodyInstance* BodyInstance = Bodies[i];
			if( BodyInstance && BodyInstance->IsValidBodyInstance() && (BodyInstance->GetCollisionEnabled() != ECollisionEnabled::NoCollision) )
			{
				const FVector BodyLocation = BodyInstance->GetUnrealWorldTransform().GetTranslation();
				const float DistSq = (BodyLocation - TestLocation).SizeSquared();
				if( DistSq < BestDistSq )
				{
					Best = BodyLocation;
					BestDistSq = DistSq;
				}
			}
		}
	}

	return Best;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,代码来源:SkeletalMeshComponent.cpp

示例2: SyncComponentsToBodies

void FPhysScene::SyncComponentsToBodies(uint32 SceneType)
{
#if WITH_PHYSX
	PxScene* PScene = GetPhysXScene(SceneType);
	check(PScene);
	SCENE_LOCK_READ(PScene);

	PxU32 NumTransforms = 0;
	const PxActiveTransform* PActiveTransforms = PScene->getActiveTransforms(NumTransforms);

	SCENE_UNLOCK_READ(PScene);


	for(PxU32 TransformIdx=0; TransformIdx<NumTransforms; TransformIdx++)
	{
		const PxActiveTransform& PActiveTransform = PActiveTransforms[TransformIdx];
		FBodyInstance* BodyInst = FPhysxUserData::Get<FBodyInstance>(PActiveTransform.userData);
		if(	BodyInst != NULL && 
			BodyInst->InstanceBodyIndex == INDEX_NONE && 
			BodyInst->OwnerComponent != NULL &&
			BodyInst->IsInstanceSimulatingPhysics() )
		{
			check(BodyInst->OwnerComponent->IsRegistered()); // shouldn't have a physics body for a non-registered component!

			AActor* Owner = BodyInst->OwnerComponent->GetOwner();

			// See if the transform is actually different, and if so, move the component to match physics
			const FTransform NewTransform = BodyInst->GetUnrealWorldTransform();	
			if(!NewTransform.EqualsNoScale(BodyInst->OwnerComponent->ComponentToWorld))
			{
				const FVector MoveBy = NewTransform.GetLocation() - BodyInst->OwnerComponent->ComponentToWorld.GetLocation();
				const FRotator NewRotation = NewTransform.Rotator();

				//UE_LOG(LogTemp, Log, TEXT("MOVING: %s"), *BodyInst->OwnerComponent->GetPathName());

				//@warning: do not reference BodyInstance again after calling MoveComponent() - events from the move could have made it unusable (destroying the actor, SetPhysics(), etc)
				BodyInst->OwnerComponent->MoveComponent(MoveBy, NewRotation, false, NULL, MOVECOMP_SkipPhysicsMove);
			}

			// Check if we didn't fall out of the world
			if(Owner != NULL && !Owner->IsPendingKill())
			{
				Owner->CheckStillInWorld();
			}
		}
	}
#endif
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:48,代码来源:PhysScene.cpp

示例3: GetRigidBodyState

bool UPrimitiveComponent::GetRigidBodyState(FRigidBodyState& OutState, FName BoneName)
{
	FBodyInstance* BI = GetBodyInstance(BoneName);
	if (BI && BI->IsInstanceSimulatingPhysics())
	{
		FTransform BodyTM = BI->GetUnrealWorldTransform();
		OutState.Position = BodyTM.GetTranslation();
		OutState.Quaternion = BodyTM.GetRotation();
		OutState.LinVel = BI->GetUnrealWorldVelocity();
		OutState.AngVel = BI->GetUnrealWorldAngularVelocity();
		OutState.Flags = (BI->IsInstanceAwake() ? ERigidBodyFlags::None : ERigidBodyFlags::Sleeping);
		return true;
	}

	return false;
}
开发者ID:johndpope,项目名称:UE4,代码行数:16,代码来源:PrimitiveComponentPhysics.cpp


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