本文整理汇总了C++中FBodyInstance::IsInstanceAwake方法的典型用法代码示例。如果您正苦于以下问题:C++ FBodyInstance::IsInstanceAwake方法的具体用法?C++ FBodyInstance::IsInstanceAwake怎么用?C++ FBodyInstance::IsInstanceAwake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类FBodyInstance
的用法示例。
在下文中一共展示了FBodyInstance::IsInstanceAwake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: RigidBodyIsAwake
bool UPrimitiveComponent::RigidBodyIsAwake(FName BoneName)
{
FBodyInstance* BI = GetBodyInstance(BoneName);
if(BI)
{
return BI->IsInstanceAwake();
}
return false;
}
示例2: 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;
}
示例3: ApplyRigidBodyState
bool UPrimitiveComponent::ApplyRigidBodyState(const FRigidBodyState& NewState, const FRigidBodyErrorCorrection& ErrorCorrection, FVector& OutDeltaPos, FName BoneName)
{
bool bRestoredState = true;
FBodyInstance* BI = GetBodyInstance(BoneName);
if (BI && BI->IsInstanceSimulatingPhysics())
{
// failure cases
const float QuatSizeSqr = NewState.Quaternion.SizeSquared();
if (QuatSizeSqr < KINDA_SMALL_NUMBER)
{
UE_LOG(LogPhysics, Warning, TEXT("Invalid zero quaternion set for body. (%s:%s)"), *GetName(), *BoneName.ToString());
return bRestoredState;
}
else if (FMath::Abs(QuatSizeSqr - 1.f) > KINDA_SMALL_NUMBER)
{
UE_LOG(LogPhysics, Warning, TEXT("Quaternion (%f %f %f %f) with non-unit magnitude detected. (%s:%s)"),
NewState.Quaternion.X, NewState.Quaternion.Y, NewState.Quaternion.Z, NewState.Quaternion.W, *GetName(), *BoneName.ToString() );
return bRestoredState;
}
FRigidBodyState CurrentState;
GetRigidBodyState(CurrentState, BoneName);
const bool bShouldSleep = (NewState.Flags & ERigidBodyFlags::Sleeping) != 0;
/////// POSITION CORRECTION ///////
// Find out how much of a correction we are making
const FVector DeltaPos = NewState.Position - CurrentState.Position;
const float DeltaMagSq = DeltaPos.SizeSquared();
const float BodyLinearSpeedSq = CurrentState.LinVel.SizeSquared();
// Snap position by default (big correction, or we are moving too slowly)
FVector UpdatedPos = NewState.Position;
FVector FixLinVel = FVector::ZeroVector;
// If its a small correction and velocity is above threshold, only make a partial correction,
// and calculate a velocity that would fix it over 'fixTime'.
if (DeltaMagSq < ErrorCorrection.LinearDeltaThresholdSq &&
BodyLinearSpeedSq >= ErrorCorrection.BodySpeedThresholdSq)
{
UpdatedPos = FMath::Lerp(CurrentState.Position, NewState.Position, ErrorCorrection.LinearInterpAlpha);
FixLinVel = (NewState.Position - UpdatedPos) * ErrorCorrection.LinearRecipFixTime;
}
// Get the linear correction
OutDeltaPos = UpdatedPos - CurrentState.Position;
/////// ORIENTATION CORRECTION ///////
// Get quaternion that takes us from old to new
const FQuat InvCurrentQuat = CurrentState.Quaternion.Inverse();
const FQuat DeltaQuat = NewState.Quaternion * InvCurrentQuat;
FVector DeltaAxis;
float DeltaAng; // radians
DeltaQuat.ToAxisAndAngle(DeltaAxis, DeltaAng);
DeltaAng = FMath::UnwindRadians(DeltaAng);
// Snap rotation by default (big correction, or we are moving too slowly)
FQuat UpdatedQuat = NewState.Quaternion;
FVector FixAngVel = FVector::ZeroVector; // degrees per second
// If the error is small, and we are moving, try to move smoothly to it
if (FMath::Abs(DeltaAng) < ErrorCorrection.AngularDeltaThreshold )
{
UpdatedQuat = FMath::Lerp(CurrentState.Quaternion, NewState.Quaternion, ErrorCorrection.AngularInterpAlpha);
FixAngVel = DeltaAxis.GetSafeNormal() * FMath::RadiansToDegrees(DeltaAng) * (1.f - ErrorCorrection.AngularInterpAlpha) * ErrorCorrection.AngularRecipFixTime;
}
/////// BODY UPDATE ///////
BI->SetBodyTransform(FTransform(UpdatedQuat, UpdatedPos), true);
BI->SetLinearVelocity(NewState.LinVel + FixLinVel, false);
BI->SetAngularVelocity(NewState.AngVel + FixAngVel, false);
// state is restored when no velocity corrections are required
bRestoredState = (FixLinVel.SizeSquared() < KINDA_SMALL_NUMBER) && (FixAngVel.SizeSquared() < KINDA_SMALL_NUMBER);
/////// SLEEP UPDATE ///////
const bool bIsAwake = BI->IsInstanceAwake();
if (bIsAwake && (bShouldSleep && bRestoredState))
{
BI->PutInstanceToSleep();
}
else if (!bIsAwake)
{
BI->WakeInstance();
}
}
return bRestoredState;
}