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

本文整理汇总了C++中FBodyInstance::ShouldInstanceSimulatingPhysics方法的典型用法代码示例。如果您正苦于以下问题:C++ FBodyInstance::ShouldInstanceSimulatingPhysics方法的具体用法?C++ FBodyInstance::ShouldInstanceSimulatingPhysics怎么用?C++ FBodyInstance::ShouldInstanceSimulatingPhysics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::ShouldInstanceSimulatingPhysics方法的1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: WeldToImplementation

bool UPrimitiveComponent::WeldToImplementation(USceneComponent * InParent, FName ParentSocketName /* = Name_None */, bool bWeldSimulatedChild /* = false */)
{
	//WeldToInternal assumes attachment is already done
	if (AttachParent != InParent || AttachSocketName != ParentSocketName)
	{
		return false;
	}

	//Check that we can actually our own socket name
	FBodyInstance* BI = GetBodyInstance(NAME_None, false);
	if (BI == NULL)
	{
		return false;
	}

	if (BI->ShouldInstanceSimulatingPhysics() && bWeldSimulatedChild == false)
	{
		return false;
	}

	UnWeldFromParent();	//make sure to unweld from wherever we currently are

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

	if (RootComponent)
	{
		if (FBodyInstance* RootBI = RootComponent->GetBodyInstance(SocketName, false))
		{
			if (BI->WeldParent == RootBI)	//already welded so stop
			{
				return true;
			}

			BI->bWelded = true;
			//There are multiple cases to handle:
			//Root is kinematic, simulated
			//Child is kinematic, simulated
			//Child always inherits from root

			//if root is kinematic simply set child to be kinematic and we're done
			if (RootComponent->IsSimulatingPhysics(SocketName) == false)
			{
				BI->WeldParent = NULL;
				SetSimulatePhysics(false);
				return false;	//return false because we need to continue with regular body initialization
			}

			//root is simulated so we actually weld the body
			FTransform RelativeTM = RootComponent == AttachParent ? GetRelativeTransform() : GetComponentToWorld().GetRelativeTransform(RootComponent->GetComponentToWorld());	//if direct parent we already have relative. Otherwise compute it
			RootBI->Weld(BI, GetComponentToWorld());
			BI->WeldParent = RootBI;

			return true;
		}
	}

	return false;
}
开发者ID:johndpope,项目名称:UE4,代码行数:59,代码来源:PrimitiveComponentPhysics.cpp


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