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

本文整理汇总了C++中FBodyInstance::IsValidBodyInstance方法的典型用法代码示例。如果您正苦于以下问题:C++ FBodyInstance::IsValidBodyInstance方法的具体用法?C++ FBodyInstance::IsValidBodyInstance怎么用?C++ FBodyInstance::IsValidBodyInstance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::IsValidBodyInstance方法的9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: ReadConfig

bool UCollisionProfile::ReadConfig(FName ProfileName, FBodyInstance& BodyInstance) const
{
	FCollisionResponseTemplate Template;

	// first check redirect
	// if that fails, just get profile
	if ( CheckRedirect(ProfileName, BodyInstance, Template) ||
		GetProfileTemplate(ProfileName, Template) )
	{
		// note that this can be called during loading or run-time (because of the function)
		// from property, it just uses property handle to set all data
		// but we can't use functions - i.e. SetCollisionEnabled - 
		// which will reset ProfileName by default
		BodyInstance.CollisionEnabled = Template.CollisionEnabled;
		BodyInstance.ObjectType = Template.ObjectType;
		BodyInstance.CollisionResponses.SetCollisionResponseContainer(Template.ResponseToChannels);
		BodyInstance.ResponseToChannels_DEPRECATED = Template.ResponseToChannels;

		// if valid instance, make sure to update physics filter data
		if (BodyInstance.IsValidBodyInstance())
		{
			BodyInstance.UpdatePhysicsFilterData();
		}
		return true;
	}

	return false;
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:28,代码来源:CollisionProfile.cpp

示例2: GetVelocityAtPoint

FVector UTKMathFunctionLibrary::GetVelocityAtPoint(UPrimitiveComponent* Target, FVector Point, FName BoneName, bool DrawDebugInfo)
{
	
	//FTransform Transform = Target->GetComponentTransform();
	//FVector LocalLinearVelocity = Transform.InverseTransformVectorNoScale(Target->GetPhysicsLinearVelocity());
	//FVector LocalAngularVelocity = Transform.InverseTransformVectorNoScale(Target->GetPhysicsAngularVelocity());
	//FVector ResultPointVelocity = LocalLinearVelocity + FVector::CrossProduct(FVector::DegreesToRadians(LocalAngularVelocity), Transform.InverseTransformVectorNoScale(Point - Target->GetCenterOfMass()));
	

	if (!Target) return FVector::ZeroVector;

	//You can actually get it from the physx body instance instead.
	FBodyInstance* BI = Target->GetBodyInstance(BoneName);
	if (BI && BI->IsValidBodyInstance())
	{
		FVector PointVelocity = BI->GetUnrealWorldVelocityAtPoint(Point);

		UWorld* TheWorld = Target->GetWorld();
		if (DrawDebugInfo && TheWorld)
		{ 
			FColor DefaultColor(255,200,0);
			DrawDebugPoint(TheWorld, Point, 10, DefaultColor);
			DrawDebugString(TheWorld, Point, FString::SanitizeFloat(PointVelocity.Size()), NULL, FColor::White, 0.0f);
		}

		return PointVelocity;
	}
	return FVector::ZeroVector;
}
开发者ID:VulcanRav,项目名称:MainMenu,代码行数:29,代码来源:TKMathFunctionLibrary.cpp

示例3: 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4: GetVelocityAtPoint

FVector UBuoyancyComponent::GetVelocityAtPoint(UPrimitiveComponent* Target, FVector Point, FName BoneName)
{
	FBodyInstance* BI = Target->GetBodyInstance(BoneName);
	if (BI != NULL && BI->IsValidBodyInstance())
	{
		return BI->GetUnrealWorldVelocityAtPoint(Point);
	}
	return FVector::ZeroVector;
}
开发者ID:FrostByteGER,项目名称:AbyssRush,代码行数:9,代码来源:BuoyancyComponent.cpp

示例5: SetCenterOfMassOffset

void UTKMathFunctionLibrary::SetCenterOfMassOffset(UPrimitiveComponent* Target, FVector Offset, FName BoneName)
{
	if (!Target) return;

	FBodyInstance* BI = Target->GetBodyInstance(BoneName);
	if (BI && BI->IsValidBodyInstance())
	{
		BI->COMNudge = Offset;
		BI->UpdateMassProperties();
	}
}
开发者ID:VulcanRav,项目名称:MainMenu,代码行数:11,代码来源:TKMathFunctionLibrary.cpp

示例6: SyncComponentToRBPhysics

void UPrimitiveComponent::SyncComponentToRBPhysics()
{
	if(!IsRegistered())
	{
		UE_LOG(LogPhysics, Log, TEXT("SyncComponentToRBPhysics : Component not registered (%s)"), *GetPathName());
		return;
	}

	 // BodyInstance we are going to sync the component to
	FBodyInstance* UseBI = GetBodyInstance();
	if(UseBI == NULL || !UseBI->IsValidBodyInstance())
	{
		UE_LOG(LogPhysics, Log, TEXT("SyncComponentToRBPhysics : Missing or invalid BodyInstance (%s)"), *GetPathName());
		return;
	}

	AActor* Owner = GetOwner();
	if(Owner != NULL)
	{
		if (Owner->IsPendingKill() || !Owner->CheckStillInWorld())
		{
			return;
		}
	}

	if (IsPendingKill() || !IsSimulatingPhysics())
	{
		return;
	}

	// See if the transform is actually different, and if so, move the component to match physics
	const FTransform NewTransform = GetComponentTransformFromBodyInstance(UseBI);	
	if(!NewTransform.EqualsNoScale(ComponentToWorld))
	{
		const FVector MoveBy = NewTransform.GetLocation() - ComponentToWorld.GetLocation();
		const FQuat NewRotation = NewTransform.GetRotation();

		//@warning: do not reference BodyInstance again after calling MoveComponent() - events from the move could have made it unusable (destroying the actor, SetPhysics(), etc)
		MoveComponent(MoveBy, NewRotation, false, NULL, MOVECOMP_SkipPhysicsMove);
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:41,代码来源:PrimitiveComponentPhysics.cpp

示例7: TickComponent

void UBuoyancyForceComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	// If disabled or we are not attached to a parent component, return.
	if (!bIsActive || !GetAttachParent()) return;

	if (!OceanManager) return;

	UPrimitiveComponent* BasePrimComp = Cast<UPrimitiveComponent>(GetAttachParent());
	if (!BasePrimComp) return;

	if (!BasePrimComp->IsSimulatingPhysics())
	{
		if (!SnapToSurfaceIfNoPhysics) return;

		UE_LOG(LogTemp, Warning, TEXT("Running in no physics mode.."));

		float waveHeight = OceanManager->GetWaveHeightValue(BasePrimComp->GetComponentLocation(), World, true, TwoGerstnerIterations).Z;
		BasePrimComp->SetWorldLocation(FVector(BasePrimComp->GetComponentLocation().X, BasePrimComp->GetComponentLocation().Y, waveHeight));
		return;
	}

	//Get gravity
	float Gravity = BasePrimComp->GetPhysicsVolume()->GetGravityZ();

	//--------------- If Skeletal ---------------
	USkeletalMeshComponent* SkeletalComp = Cast<USkeletalMeshComponent>(GetAttachParent());
	if (SkeletalComp && ApplyForceToBones)
	{
		TArray<FName> BoneNames;
		SkeletalComp->GetBoneNames(BoneNames);

		for (int32 Itr = 0; Itr < BoneNames.Num(); Itr++)
		{
			FBodyInstance* BI = SkeletalComp->GetBodyInstance(BoneNames[Itr], false);
			if (BI && BI->IsValidBodyInstance()
				&& BI->bEnableGravity) //Buoyancy doesn't exist without gravity
			{
				bool isUnderwater = false;
				//FVector worldBoneLoc = SkeletalComp->GetBoneLocation(BoneNames[Itr]);
				FVector worldBoneLoc = BI->GetCOMPosition(); //Use center of mass of the bone's physics body instead of bone's location
				FVector waveHeight = OceanManager->GetWaveHeightValue(worldBoneLoc, World, true, TwoGerstnerIterations);

				float BoneDensity = MeshDensity;
				float BoneTestRadius = FMath::Abs(TestPointRadius);
				float SignedBoneRadius = FMath::Sign(Gravity) * TestPointRadius; //Direction of radius (test radius is actually a Z offset, should probably rename it!). Just in case we need an upside down world.

				//Get density & radius from the override array, if available.
				for (int pointIndex = 0; pointIndex < BoneOverride.Num(); pointIndex++)
				{
					FStructBoneOverride Override = BoneOverride[pointIndex];

					if (Override.BoneName.IsEqual(BoneNames[Itr]))
					{
						BoneDensity = Override.Density;
						BoneTestRadius = FMath::Abs(Override.TestRadius);
						SignedBoneRadius = FMath::Sign(Gravity) * BoneTestRadius;
					}
				}

				//If test point radius is below water surface, add buoyancy force.
				if (waveHeight.Z > (worldBoneLoc.Z + SignedBoneRadius))
				{
					isUnderwater = true;

					float DepthMultiplier = (waveHeight.Z - (worldBoneLoc.Z + SignedBoneRadius)) / (BoneTestRadius * 2);
					DepthMultiplier = FMath::Clamp(DepthMultiplier, 0.f, 1.f);

					float Mass = SkeletalComp->CalculateMass(BoneNames[Itr]); //Mass of this specific bone's physics body

					 /**
					* --------
					* Buoyancy force formula: (Volume(Mass / Density) * Fluid Density * -Gravity) / Total Points * Depth Multiplier
					* --------
					*/
					float BuoyancyForceZ = Mass / BoneDensity * FluidDensity * -Gravity * DepthMultiplier;

					//Velocity damping.
					FVector DampingForce = -BI->GetUnrealWorldVelocity() * VelocityDamper * Mass * DepthMultiplier;

					//Experimental xy wave force
					if (EnableWaveForces)
					{
						float waveVelocity = FMath::Clamp(BI->GetUnrealWorldVelocity().Z, -20.f, 150.f) * (1 - DepthMultiplier);
						DampingForce += FVector(OceanManager->GlobalWaveDirection.X, OceanManager->GlobalWaveDirection.Y, 0) * Mass * waveVelocity * WaveForceMultiplier;
					}

					//Add force to this bone
					BI->AddForce(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ));
					//BasePrimComp->AddForceAtLocation(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ), worldBoneLoc, BoneNames[Itr]);
				}

				//Apply fluid damping & clamp velocity
				if (isUnderwater)
				{
					BI->SetLinearVelocity(-BI->GetUnrealWorldVelocity() * (FluidLinearDamping / 10), true);
					BI->SetAngularVelocity(-BI->GetUnrealWorldAngularVelocity() * (FluidAngularDamping / 10), true);

					//Clamp the velocity to MaxUnderwaterVelocity
//.........这里部分代码省略.........
开发者ID:midgen,项目名称:cashgenUE,代码行数:101,代码来源:BuoyancyForceComponent.cpp

示例8: UnWeldFromParent

void UPrimitiveComponent::UnWeldFromParent()
{
	FBodyInstance* NewRootBI = GetBodyInstance(NAME_None, false);
	UWorld* CurrentWorld = GetWorld();
	if (NewRootBI == NULL || NewRootBI->bWelded == false || CurrentWorld == nullptr || IsPendingKill())
	{
		return;
	}

	FName SocketName;
	UPrimitiveComponent * RootComponent = GetRootWelded(this, AttachSocketName, &SocketName);

	if (RootComponent)
	{
		if (FBodyInstance* RootBI = RootComponent->GetBodyInstance(SocketName, false))
		{
			bool bRootIsBeingDeleted = RootComponent->HasAnyFlags(RF_PendingKill) || RootComponent->HasAnyFlags(RF_Unreachable);
			if (!bRootIsBeingDeleted)
			{
				//create new root
				RootBI->UnWeld(NewRootBI);	//don't bother fixing up shapes if RootComponent is about to be deleted
			}

			NewRootBI->bWelded = false;
			const FBodyInstance* PrevWeldParent = NewRootBI->WeldParent;
			NewRootBI->WeldParent = nullptr;

			bool bHasBodySetup = GetBodySetup() != nullptr;

			//if BodyInstance hasn't already been created we need to initialize it
			if (bHasBodySetup && NewRootBI->IsValidBodyInstance() == false)
			{
				bool bPrevAutoWeld = NewRootBI->bAutoWeld;
				NewRootBI->bAutoWeld = false;
				NewRootBI->InitBody(GetBodySetup(), GetComponentToWorld(), this, CurrentWorld->GetPhysicsScene());
				NewRootBI->bAutoWeld = bPrevAutoWeld;
			}

			if(PrevWeldParent == nullptr)	//our parent is kinematic so no need to do any unwelding/rewelding of children
			{
				return;
			}

			//now weld its children to it
			TArray<FBodyInstance*> ChildrenBodies;
			TArray<FName> ChildrenLabels;
			GetWeldedBodies(ChildrenBodies, ChildrenLabels);

			for (int32 ChildIdx = 0; ChildIdx < ChildrenBodies.Num(); ++ChildIdx)
			{
				FBodyInstance* ChildBI = ChildrenBodies[ChildIdx];
				if (ChildBI != NewRootBI)
				{
					if (!bRootIsBeingDeleted)
					{
						RootBI->UnWeld(ChildBI);
					}

					//At this point, NewRootBI must be kinematic because it's being unwelded. It's up to the code that simulates to call Weld on the children as needed
					ChildBI->WeldParent = nullptr;	//null because we are currently kinematic
				}
			}
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:65,代码来源:PrimitiveComponentPhysics.cpp

示例9: UpdateKinematicBonesToAnim

void USkeletalMeshComponent::UpdateKinematicBonesToAnim(const TArray<FTransform>& InSpaceBases, ETeleportType Teleport, bool bNeedsSkinning)
{
	SCOPE_CYCLE_COUNTER(STAT_UpdateRBBones);

	// This below code produces some interesting result here
	// - below codes update physics data, so if you don't update pose, the physics won't have the right result
	// - but if we just update physics bone without update current pose, it will have stale data
	// If desired, pass the animation data to the physics joints so they can be used by motors.
	// See if we are going to need to update kinematics
	const bool bUpdateKinematics = (KinematicBonesUpdateType != EKinematicBonesUpdateToPhysics::SkipAllBones);
	const bool bTeleport = Teleport == ETeleportType::TeleportPhysics;
	// If desired, update physics bodies associated with skeletal mesh component to match.
	if(!bUpdateKinematics && !(bTeleport && IsAnySimulatingPhysics()))
	{
		// nothing to do 
		return;
	}

	// Get the scene, and do nothing if we can't get one.
	FPhysScene* PhysScene = nullptr;
	if (GetWorld() != nullptr)
	{
		PhysScene = GetWorld()->GetPhysicsScene();
	}

	if(PhysScene == nullptr)
	{
		return;
	}

	const FTransform& CurrentLocalToWorld = ComponentToWorld;

	// Gracefully handle NaN
	if(CurrentLocalToWorld.ContainsNaN())
	{
		return;
	}

	// If desired, draw the skeleton at the point where we pass it to the physics.
	if (bShowPrePhysBones && SkeletalMesh && InSpaceBases.Num() == SkeletalMesh->RefSkeleton.GetNum())
	{
		for (int32 i = 1; i<InSpaceBases.Num(); i++)
		{
			FVector ThisPos = CurrentLocalToWorld.TransformPosition(InSpaceBases[i].GetLocation());

			int32 ParentIndex = SkeletalMesh->RefSkeleton.GetParentIndex(i);
			FVector ParentPos = CurrentLocalToWorld.TransformPosition(InSpaceBases[ParentIndex].GetLocation());

			GetWorld()->LineBatcher->DrawLine(ThisPos, ParentPos, AnimSkelDrawColor, SDPG_Foreground);
		}
	}

	// warn if it has non-uniform scale
	const FVector& MeshScale3D = CurrentLocalToWorld.GetScale3D();
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if( !MeshScale3D.IsUniform() )
	{
		UE_LOG(LogPhysics, Log, TEXT("USkeletalMeshComponent::UpdateKinematicBonesToAnim : Non-uniform scale factor (%s) can cause physics to mismatch for %s  SkelMesh: %s"), *MeshScale3D.ToString(), *GetFullName(), SkeletalMesh ? *SkeletalMesh->GetFullName() : TEXT("NULL"));
	}
#endif


	if (bEnablePerPolyCollision == false)
	{
		const UPhysicsAsset* const PhysicsAsset = GetPhysicsAsset();
		if (PhysicsAsset && SkeletalMesh && Bodies.Num() > 0)
		{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			if (!ensure(PhysicsAsset->BodySetup.Num() == Bodies.Num()))
			{
				// related to TTP 280315
				UE_LOG(LogPhysics, Warning, TEXT("Mesh (%s) has PhysicsAsset(%s), and BodySetup(%d) and Bodies(%d) don't match"),
					*SkeletalMesh->GetName(), *PhysicsAsset->GetName(), PhysicsAsset->BodySetup.Num(), Bodies.Num());
				return;
			}
#endif

#if WITH_PHYSX
			// Lock the scenes we need (flags set in InitArticulated)
			if(bHasBodiesInSyncScene)
			{
				SCENE_LOCK_WRITE(PhysScene->GetPhysXScene(PST_Sync))
			}

			if (bHasBodiesInAsyncScene)
			{
				SCENE_LOCK_WRITE(PhysScene->GetPhysXScene(PST_Async))
			}
#endif

			// Iterate over each body
			for (int32 i = 0; i < Bodies.Num(); i++)
			{
				// If we have a physics body, and its kinematic...
				FBodyInstance* BodyInst = Bodies[i];
				check(BodyInst);

				if (bTeleport || (BodyInst->IsValidBodyInstance() && !BodyInst->IsInstanceSimulatingPhysics()))
				{
					const int32 BoneIndex = BodyInst->InstanceBoneIndex;
//.........这里部分代码省略.........
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:101,代码来源:PhysAnim.cpp


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