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C++ FHitResult::GetComponent方法代码示例

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


在下文中一共展示了FHitResult::GetComponent方法的13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: RMouseDownSelectTarget

void ALMPlayerController::RMouseDownSelectTarget()
{
    FHitResult HitRes = FHitResult();
    TArray<TEnumAsByte<EObjectTypeQuery>> ObjectType;
    //只检测一下对象
    ObjectType.Add(EOBJECTTYPEQUERY_SELECTACTOR);

    if (GetHitResultUnderCursorForObjects(ObjectType,false,HitRes))
    {
        if (HitRes.GetComponent() == pCurSelectedComponent)
        {
            return;
        }
        else
        {
            if (pCurSelectedComponent != nullptr)
                pCurSelectedComponent->SetRenderCustomDepth(false);

            pCurSelectedComponent = HitRes.GetComponent();

            pCurSelectedComponent->SetRenderCustomDepth(true);

        }

    }
}
开发者ID:willcong,项目名称:LonelyMen,代码行数:26,代码来源:LMPlayerController.cpp

示例2: Interact

void AKIMCharacter::Interact() {
	if (IsInRoationState && PickedUpItem) {
			((AKIMInteractionActor*)PickedUpItem)->LayBack(this);
			return;
	}

	FHitResult outHit;
	FCollisionQueryParams params;
	params.AddIgnoredActor(this);
	params.AddIgnoredActor(PickedUpItem);

	FVector TraceStart = CameraComponent->GetComponentLocation();
	FVector TraceEnd = TraceStart + (CameraComponent->GetForwardVector() * InteractionDistance);

	GetWorld()->LineTraceSingleByChannel(outHit, TraceStart, TraceEnd, ECollisionChannel::ECC_PhysicsBody, params);

	if (outHit.GetActor() != NULL && outHit.GetActor()->GetClass()->IsChildOf(AKIMInteractionActor::StaticClass())) {
		AKIMInteractionActor* InteractionActor = ((AKIMInteractionActor*)outHit.GetActor());
		InteractionActor->Interacted(this, outHit.GetComponent());
		UE_LOG(LogClass, Warning, TEXT("Interacted with %s"), *outHit.GetActor()->GetName());
		UE_LOG(LogClass, Warning, TEXT("(%s)"), *outHit.GetComponent()->GetName());
	}
	else if (outHit.GetActor() == NULL && PickedUpItem) {
		PickedUpItem->DetachRootComponentFromParent(true);
		((AKIMInteractionActor*)PickedUpItem)->Droped();
		((AKIMInteractionActor*)PickedUpItem)->InteractionType = EKIMInteractionTypes::OnPickUp;
		UE_LOG(LogClass, Warning, TEXT("Droped %s"), *PickedUpItem->GetName());
		PickedUpItem = NULL;
	}
}
开发者ID:JackHarb89,项目名称:KIM,代码行数:30,代码来源:KIMCharacter.cpp

示例3: ActivateButton

//USE BUTTON CODE//
void APlayerCharacter::ActivateButton()
{

	UPeterAnimInstance* PeterAnimInstance = Cast<UPeterAnimInstance>(GetMesh()->GetAnimInstance());

	if (PeterAnimInstance)
	{
		PeterAnimInstance->bIsInteracting = true;
	}

	if (PhysicsHandleActive)
	{
		PhysicsHandleActive = false;
	}
	else if (!PhysicsHandleActive)
	{
		PhysicsHandleActive = true;
	}

	bool TraceSuccess;

	FHitResult OutHit;

	//Uses Trace Channel: PlayerTrace 
	TraceSuccess = this->TraceFromSelf(OutHit, 300.f, ECollisionChannel::ECC_GameTraceChannel6);

	if (TraceSuccess)
	{
		
		AInteractable* InteractableObject = NULL;

		InteractableObject = Cast<AInteractable>(OutHit.GetActor());

		if (Cast<ALiftableBox>(OutHit.GetActor()))
		{
			if (PhysicsHandleActive)
			{
				PickedUpBox = Cast<ALiftableBox>(OutHit.GetActor());

				if (PickedUpBox->bIsAbove(this) && PickedUpBox->CanBeLifted == true)
				{
					PhysicsHandler->GrabComponent(OutHit.GetComponent(), OutHit.BoneName, OutHit.Location, true);
				}
			}
			return;
		}
		else if (InteractableObject && InteractableObject->GetClass()->IsChildOf(ALightSwitch::StaticClass()) == false)
		{
			if (FVector::Dist(GetActorLocation(), InteractableObject->GetActorLocation()) < 250)
			{
				InteractableObject->Interact(this);
			}
		}
	}
}
开发者ID:Snowman5717,项目名称:SymphonyOfShadows,代码行数:56,代码来源:PlayerCharacter.cpp

示例4: OnFire

void AFP_FirstPersonCharacter::OnFire()
{
	// Play a sound if there is one
	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);
		}
	}

	// Now send a trace from the end of our gun to see if we should hit anything
	APlayerController* PlayerController = Cast<APlayerController>(GetController());
	
	// Calculate the direction of fire and the start location for trace
	FVector CamLoc;
	FRotator CamRot;
	PlayerController->GetPlayerViewPoint(CamLoc, CamRot);
	const FVector ShootDir = CamRot.Vector();

	FVector StartTrace = FVector::ZeroVector;
	if (PlayerController)
	{
		FRotator UnusedRot;
		PlayerController->GetPlayerViewPoint(StartTrace, UnusedRot);

		// Adjust trace so there is nothing blocking the ray between the camera and the pawn, and calculate distance from adjusted start
		StartTrace = StartTrace + ShootDir * ((GetActorLocation() - StartTrace) | ShootDir);
	}

	// Calculate endpoint of trace
	const FVector EndTrace = StartTrace + ShootDir * WeaponRange;

	// Check for impact
	const FHitResult Impact = WeaponTrace(StartTrace, EndTrace);

	// Deal with impact
	AActor* DamagedActor = Impact.GetActor();
	UPrimitiveComponent* DamagedComponent = Impact.GetComponent();

	// If we hit an actor, with a component that is simulating physics, apply an impulse
	if ((DamagedActor != NULL) && (DamagedActor != this) && (DamagedComponent != NULL) && DamagedComponent->IsSimulatingPhysics())
	{
		DamagedComponent->AddImpulseAtLocation(ShootDir*WeaponDamage, Impact.Location);
	}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:54,代码来源:FP_FirstPersonCharacter.cpp

示例5: UpdatePortalSearch

void AMagnetTile::UpdatePortalSearch( AActor* actor , const FHitResult& hit )
{
	auto portal = Cast<APortalTile>( actor );
	if ( portal != nullptr && CanSpawnSubMagnet() )
	{
		auto hitPortalTrigger = hit.GetComponent();
		FVector subMagnetTileDir , subMagnetTilePos;
		portal->GetMagnetPortalTransportedLocation( hitPortalTrigger , subMagnetTileDir , subMagnetTilePos );
		SpawnSubMagnet( subMagnetTilePos , subMagnetTileDir );
	}
}
开发者ID:pokelege,项目名称:ProjectTap_Code,代码行数:11,代码来源:MagnetTile.cpp

示例6: Grab

void UGrabber::Grab()
{
	UE_LOG(LogTemp, Warning, TEXT("Grab!!"));
	
	FHitResult hitResult = GetFirstPhysicsBodyInReach();
	auto ActorHit = hitResult.GetActor();

	if (ActorHit != nullptr) {
		auto ComponentToGrab = hitResult.GetComponent();
		//Try and reach any actors with physics body and then attach them	
		physicsHandle->GrabComponent(ComponentToGrab, NAME_None, ComponentToGrab->GetOwner()->GetActorLocation(), true);
	}
}
开发者ID:SuperMustard,项目名称:BuildingEscape,代码行数:13,代码来源:Grabber.cpp

示例7: GrabPressed

///Define the press grab key operation
void UGrabber::GrabPressed() {
	UE_LOG(LogTemp, Warning, TEXT("Grab Pressed!"));
	// Get the hit object with physical body 
	FHitResult HitObj = FindTheFirstReachingObject();
	auto GrabObjComponent = HitObj.GetComponent();
	auto GrabObjActor = HitObj.GetActor();

	// If hit a object, grab it by using grab component
	if (GrabObjActor) {
		PhysicalHandler->GrabComponent(
			GrabObjComponent,
			NAME_None,
			GrabObjComponent->GetOwner()->GetActorLocation(),
			true
		);
	}
}
开发者ID:YiqiaoLiu,项目名称:Unreal_Escape,代码行数:18,代码来源:Grabber.cpp

示例8: SpawnImpactFX

void AProjectile::SpawnImpactFX(const FHitResult& Hit)
{
	FRandomStream Stream; //random stream

	FRotator rotTemp = Hit.ImpactNormal.Rotation();

	rotTemp = FRotator(rotTemp.Pitch, rotTemp.Yaw, Stream.FRandRange(-180, 180)); //randomly rotate the effect

	//impact effects sound spawn
	UGameplayStatics::SpawnEmitterAtLocation(this, ImpactFX.Effect, Hit.ImpactPoint, rotTemp, true);

	//spawn decal effect on impact position
	UGameplayStatics::SpawnDecalAttached(ImpactFX.DecalMaterial, 
		FVector(ImpactFX.DecalSize, ImpactFX.DecalSize, 1.0F), 
		Hit.GetComponent(), 
		Hit.BoneName, 
		Hit.ImpactPoint, 
		rotTemp, 
		EAttachLocation::KeepWorldPosition, ImpactFX.DecalHealth);

}
开发者ID:vsharres,项目名称:ProjetoRogue,代码行数:21,代码来源:Projectile.cpp

示例9: GetSpringCollision

UPrimitiveComponent* UPhysicsSpringComponent::GetSpringCollision(const FVector& Start, const FVector& End, float& Time) const
{
	UWorld* World = GetWorld();
	AActor* IgnoreActor = bIgnoreSelf ? GetOwner() : nullptr;

	static FName NAME_Spring = FName(TEXT("SpringComponent"));
	FCollisionQueryParams QueryParams(NAME_Spring, true, IgnoreActor);
	FHitResult Hit;

	UPrimitiveComponent* CollidedComponent = nullptr;
	
	const FVector Delta = End - Start;
	const float DeltaSizeSqr = Delta.SizeSquared();
	if (DeltaSizeSqr > FMath::Square(SMALL_NUMBER))
	{
		if (bool bBlockingHit = World->SweepSingleByChannel(Hit, Start, End, FQuat::Identity, SpringChannel, FCollisionShape::MakeSphere(SpringRadius), QueryParams))
		{
			CollidedComponent = Hit.GetComponent();
			Time = CollidedComponent ? Hit.Time : 1.f;
		}
	}

	return CollidedComponent;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:24,代码来源:PhysicsSpring.cpp

示例10: ConvertQueryImpactHit

EConvertQueryResult ConvertQueryImpactHit(const UWorld* World, const PxLocationHit& PHit, FHitResult& OutResult, float CheckLength, const PxFilterData& QueryFilter, const FVector& StartLoc, const FVector& EndLoc, const PxGeometry* const Geom, const PxTransform& QueryTM, bool bReturnFaceIndex, bool bReturnPhysMat)
{
	SCOPE_CYCLE_COUNTER(STAT_ConvertQueryImpactHit);

#if WITH_EDITOR
	if(bReturnFaceIndex && World->IsGameWorld())
	{
		if(!ensure(UPhysicsSettings::Get()->bSuppressFaceRemapTable == false))
		{
			UE_LOG(LogPhysics, Error, TEXT("A scene query is relying on face indices, but bSuppressFaceRemapTable is true."));
			bReturnFaceIndex = false;
		}
	}
#endif

	checkSlow(PHit.flags & PxHitFlag::eDISTANCE);
	const bool bInitialOverlap = PHit.hadInitialOverlap();
	if (bInitialOverlap && Geom != nullptr)
	{
		ConvertOverlappedShapeToImpactHit(World, PHit, StartLoc, EndLoc, OutResult, *Geom, QueryTM, QueryFilter, bReturnPhysMat);
		return EConvertQueryResult::Valid;
	}

	// See if this is a 'blocking' hit
	const PxFilterData PShapeFilter = PHit.shape->getQueryFilterData();
	const PxQueryHitType::Enum HitType = FPxQueryFilterCallback::CalcQueryHitType(QueryFilter, PShapeFilter);
	OutResult.bBlockingHit = (HitType == PxQueryHitType::eBLOCK); 
	OutResult.bStartPenetrating = bInitialOverlap;

	// calculate the hit time
	const float HitTime = PHit.distance/CheckLength;
	OutResult.Time = HitTime;
	OutResult.Distance = PHit.distance;

	// figure out where the the "safe" location for this shape is by moving from the startLoc toward the ImpactPoint
	const FVector TraceStartToEnd = EndLoc - StartLoc;
	const FVector SafeLocationToFitShape = StartLoc + (HitTime * TraceStartToEnd);
	OutResult.Location = SafeLocationToFitShape;

	const bool bUsePxPoint = ((PHit.flags & PxHitFlag::ePOSITION) && !bInitialOverlap);
	if (bUsePxPoint && !PHit.position.isFinite())
	{
#if ENABLE_NAN_DIAGNOSTIC
		SetHitResultFromShapeAndFaceIndex(PHit.shape, PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);
		UE_LOG(LogCore, Error, TEXT("ConvertQueryImpactHit() NaN details:\n>> Actor:%s (%s)\n>> Component:%s\n>> Item:%d\n>> BoneName:%s\n>> Time:%f\n>> Distance:%f\n>> Location:%s\n>> bIsBlocking:%d\n>> bStartPenetrating:%d"),
			*GetNameSafe(OutResult.GetActor()), OutResult.Actor.IsValid() ? *OutResult.GetActor()->GetPathName() : TEXT("no path"),
			*GetNameSafe(OutResult.GetComponent()), OutResult.Item, *OutResult.BoneName.ToString(),
			OutResult.Time, OutResult.Distance, *OutResult.Location.ToString(), OutResult.bBlockingHit ? 1 : 0, OutResult.bStartPenetrating ? 1 : 0);
#endif // ENABLE_NAN_DIAGNOSTIC

		OutResult.Reset();
		logOrEnsureNanError(TEXT("ConvertQueryImpactHit() received NaN/Inf for position: %.2f %.2f %.2f"), PHit.position.x, PHit.position.y, PHit.position.z);
		return EConvertQueryResult::Invalid;
	}

	OutResult.ImpactPoint = bUsePxPoint ? P2UVector(PHit.position) : StartLoc;
	
	// Caution: we may still have an initial overlap, but with null Geom. This is the case for RayCast results.
	const bool bUsePxNormal = ((PHit.flags & PxHitFlag::eNORMAL) && !bInitialOverlap);
	if (bUsePxNormal && !PHit.normal.isFinite())
	{
#if ENABLE_NAN_DIAGNOSTIC
		SetHitResultFromShapeAndFaceIndex(PHit.shape, PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);
		UE_LOG(LogCore, Error, TEXT("ConvertQueryImpactHit() NaN details:\n>> Actor:%s (%s)\n>> Component:%s\n>> Item:%d\n>> BoneName:%s\n>> Time:%f\n>> Distance:%f\n>> Location:%s\n>> bIsBlocking:%d\n>> bStartPenetrating:%d"),
			*GetNameSafe(OutResult.GetActor()), OutResult.Actor.IsValid() ? *OutResult.GetActor()->GetPathName() : TEXT("no path"),
			*GetNameSafe(OutResult.GetComponent()), OutResult.Item, *OutResult.BoneName.ToString(),
			OutResult.Time, OutResult.Distance, *OutResult.Location.ToString(), OutResult.bBlockingHit ? 1 : 0, OutResult.bStartPenetrating ? 1 : 0);
#endif // ENABLE_NAN_DIAGNOSTIC

		OutResult.Reset();
		logOrEnsureNanError(TEXT("ConvertQueryImpactHit() received NaN/Inf for normal: %.2f %.2f %.2f"), PHit.normal.x, PHit.normal.y, PHit.normal.z);
		return EConvertQueryResult::Invalid;
	}

	FVector Normal = bUsePxNormal ? P2UVector(PHit.normal).GetSafeNormal() : -TraceStartToEnd.GetSafeNormal();
	OutResult.Normal = Normal;
	OutResult.ImpactNormal = Normal;

	OutResult.TraceStart = StartLoc;
	OutResult.TraceEnd = EndLoc;


#if ENABLE_CHECK_HIT_NORMAL
	CheckHitResultNormal(OutResult, TEXT("Invalid Normal from ConvertQueryImpactHit"), StartLoc, EndLoc, Geom);
#endif // ENABLE_CHECK_HIT_NORMAL

	if (bUsePxNormal && !Normal.IsNormalized())
	{
		// TraceStartToEnd should never be zero, because of the length restriction in the raycast and sweep tests.
		Normal = -TraceStartToEnd.GetSafeNormal();
		OutResult.Normal = Normal;
		OutResult.ImpactNormal = Normal;
	}

	const PxGeometryType::Enum SweptGeometryType = Geom ? Geom->getType() : PxGeometryType::eINVALID;
	OutResult.ImpactNormal = FindGeomOpposingNormal(SweptGeometryType, PHit, TraceStartToEnd, Normal);

	// Fill in Actor, Component, material, etc.
	SetHitResultFromShapeAndFaceIndex(PHit.shape, PHit.actor, PHit.faceIndex, OutResult, bReturnPhysMat);

//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:CollisionConversions.cpp

示例11: ResolvePenetrationImpl

bool UMovementComponent::ResolvePenetrationImpl(const FVector& ProposedAdjustment, const FHitResult& Hit, const FQuat& NewRotationQuat)
{
	// SceneComponent can't be in penetration, so this function really only applies to PrimitiveComponent.
	const FVector Adjustment = ConstrainDirectionToPlane(ProposedAdjustment);
	if (!Adjustment.IsZero() && UpdatedPrimitive)
	{
		// See if we can fit at the adjusted location without overlapping anything.
		AActor* ActorOwner = UpdatedComponent->GetOwner();
		if (!ActorOwner)
		{
			return false;
		}

		UE_LOG(LogMovement, Verbose, TEXT("ResolvePenetration: %s.%s at location %s inside %s.%s at location %s by %.3f (netmode: %d)"),
			   *ActorOwner->GetName(),
			   *UpdatedComponent->GetName(),
			   *UpdatedComponent->GetComponentLocation().ToString(),
			   *GetNameSafe(Hit.GetActor()),
			   *GetNameSafe(Hit.GetComponent()),
			   Hit.Component.IsValid() ? *Hit.GetComponent()->GetComponentLocation().ToString() : TEXT("<unknown>"),
			   Hit.PenetrationDepth,
			   (uint32)GetNetMode());

		// We really want to make sure that precision differences or differences between the overlap test and sweep tests don't put us into another overlap,
		// so make the overlap test a bit more restrictive.
		const float OverlapInflation = CVarPenetrationOverlapCheckInflation.GetValueOnGameThread();
		bool bEncroached = OverlapTest(Hit.TraceStart + Adjustment, NewRotationQuat, UpdatedPrimitive->GetCollisionObjectType(), UpdatedPrimitive->GetCollisionShape(OverlapInflation), ActorOwner);
		if (!bEncroached)
		{
			// Move without sweeping.
			MoveUpdatedComponent(Adjustment, NewRotationQuat, false, nullptr, ETeleportType::TeleportPhysics);
			UE_LOG(LogMovement, Verbose, TEXT("ResolvePenetration:   teleport by %s"), *Adjustment.ToString());
			return true;
		}
		else
		{
			// Disable MOVECOMP_NeverIgnoreBlockingOverlaps if it is enabled, otherwise we wouldn't be able to sweep out of the object to fix the penetration.
			TGuardValue<EMoveComponentFlags> ScopedFlagRestore(MoveComponentFlags, EMoveComponentFlags(MoveComponentFlags & (~MOVECOMP_NeverIgnoreBlockingOverlaps)));

			// Try sweeping as far as possible...
			FHitResult SweepOutHit(1.f);
			bool bMoved = MoveUpdatedComponent(Adjustment, NewRotationQuat, true, &SweepOutHit, ETeleportType::TeleportPhysics);
			UE_LOG(LogMovement, Verbose, TEXT("ResolvePenetration:   sweep by %s (success = %d)"), *Adjustment.ToString(), bMoved);
			
			// Still stuck?
			if (!bMoved && SweepOutHit.bStartPenetrating)
			{
				// Combine two MTD results to get a new direction that gets out of multiple surfaces.
				const FVector SecondMTD = GetPenetrationAdjustment(SweepOutHit);
				const FVector CombinedMTD = Adjustment + SecondMTD;
				if (SecondMTD != Adjustment && !CombinedMTD.IsZero())
				{
					bMoved = MoveUpdatedComponent(CombinedMTD, NewRotationQuat, true, nullptr, ETeleportType::TeleportPhysics);
					UE_LOG(LogMovement, Verbose, TEXT("ResolvePenetration:   sweep by %s (MTD combo success = %d)"), *CombinedMTD.ToString(), bMoved);
				}
			}

			// Still stuck?
			if (!bMoved)
			{
				// Try moving the proposed adjustment plus the attempted move direction. This can sometimes get out of penetrations with multiple objects
				const FVector MoveDelta = ConstrainDirectionToPlane(Hit.TraceEnd - Hit.TraceStart);
				if (!MoveDelta.IsZero())
				{
					bMoved = MoveUpdatedComponent(Adjustment + MoveDelta, NewRotationQuat, true, nullptr, ETeleportType::TeleportPhysics);
					UE_LOG(LogMovement, Verbose, TEXT("ResolvePenetration:   sweep by %s (adjusted attempt success = %d)"), *(Adjustment + MoveDelta).ToString(), bMoved);
				}
			}	

			return bMoved;
		}
	}

	return false;
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:75,代码来源:MovementComponent.cpp

示例12: TickComponent

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

	FHitResult HitResult;
	FHitResult ShapeTraceResult;
	FCollisionShape shape = FCollisionShape::MakeBox(FVector(0.72f*playerradius, 0.72f*playerradius,10.0f));

	FCollisionQueryParams Params;
	Params.bFindInitialOverlaps = true;
	Params.AddIgnoredActor(UpdatedComponent->GetAttachmentRootActor());

	// Telepads don't count.
	for (TActorIterator<ATelePad> ActorItr(GetWorld()); ActorItr; ++ActorItr) {
		Params.AddIgnoredActor(ActorItr.operator->());
	}

	// Neither do destructibles.
	for (TActorIterator<ADestructibleBox> ActorItr(GetWorld()); ActorItr; ++ActorItr) {
		// When they're broken, that is.
		if (ActorItr->fadetimer >= 0.0f) {
			Params.AddIgnoredActor(ActorItr.operator->());
		}
	}

	if (isclimbing) {
		return;
	}

	TArray<FHitResult> results;
	if (forceregiondirection.Z == 0.0f) {
		GetWorld()->SweepMultiByChannel(results, UpdatedComponent->GetComponentLocation() - 0.0f*45.0f*FVector::UpVector, UpdatedComponent->GetComponentLocation() - 1000.0f*FVector::UpVector, FQuat::Identity, ECC_Visibility, shape, Params); //100
		for (FHitResult r : results) {
			if (r.Normal.Z > 0.6f) {
				ShapeTraceResult = r;
				break;
			}
		}
		if (!ShapeTraceResult.IsValidBlockingHit()) {
			GetWorld()->LineTraceSingleByChannel(ShapeTraceResult, UpdatedComponent->GetComponentLocation(), UpdatedComponent->GetComponentLocation() - 1000.0f*FVector::UpVector, ECC_Visibility, Params);
		}
	}

	FVector PlayerCapsuleBottom = UpdatedComponent->GetComponentLocation() - 45.0f * FVector::UpVector; // 50
	float RequiredDistance = (onground ? 50.0f*grounddetecttfudgefactor : 10.0f)*FMath::Pow(playerhalfheight / 90.0f,4.0f) + playerhalfheight/2.0f; //50,1
	DistanceFromImpact = (PlayerCapsuleBottom - ShapeTraceResult.ImpactPoint).Z;
	overground = ShapeTraceResult.IsValidBlockingHit();

	FHitResult groundhitresult;
	GetWorld()->LineTraceSingleByChannel(groundhitresult, UpdatedComponent->GetComponentLocation(), UpdatedComponent->GetComponentLocation() - 10000.0f*FVector::UpVector, ECC_Visibility, Params);
	groundtracehit = groundhitresult.ImpactPoint;

	if (!onground) {
		offGroundTime += DeltaTime;
	}

	toosteep = false;
	if (enforcementtimer >= 0.0f) {
		enforcementtimer += DeltaTime;
		toosteep = true;
	}
	wasonground = onground;
	onground = false;
	prevgroundvelocity = groundvelocity;
	groundvelocity = FVector::ZeroVector;
	platformangularfrequency = 0.0f;
	platformspindir = 1;
	FloorNormal = FVector::ZeroVector;

	if ((enforcementtimer < timerlimit && ShapeTraceResult.Normal.Z>0.6f) && DistanceFromImpact < RequiredDistance && !justjumped) { // (PlayerVelocity.Z <= 0.0f || wasonground)
		if (ShapeTraceResult.Normal.Z < minnormalz) {
			if (enforcementtimer == -1.0f) {
				enforcementtimer = 0.0f;
			}
		} else {
			enforcementtimer = -1.0f;
		}

		FVector pvel;
		// Handle moving platforms.
		if (ShapeTraceResult.GetActor() != nullptr && ShapeTraceResult.GetComponent() != nullptr && ShapeTraceResult.GetComponent()->IsA(UStaticMeshComponent::StaticClass())) {
			
			// The motion of a point on a rigid body is the combination of its motion about the center of mass...
			FVector angvel = FMath::DegreesToRadians((((UStaticMeshComponent*)ShapeTraceResult.GetComponent())->GetPhysicsAngularVelocity()));
			FVector rr = GetActorLocation() - (((UStaticMeshComponent*)ShapeTraceResult.GetComponent())->GetComponentLocation());
			FVector rvel = FVector::CrossProduct(angvel, rr);

			// ...and the motion of the center of mass itself.
			FVector cmvel = (((UStaticMeshComponent*)ShapeTraceResult.GetComponent())->GetPhysicsLinearVelocity());
			
			groundvelocity = rvel + cmvel;
			platformangularfrequency = -angvel.Z;
		}

		if ((PlayerVelocity.Z <= groundvelocity.Z || wasonground)) {
			onground = true;
			offGroundTime = 0.0f;
		}
	}

//.........这里部分代码省略.........
开发者ID:chris-hamer,项目名称:shards,代码行数:101,代码来源:ShardsMovementComponent.cpp

示例13: checkLaserCollisions


//.........这里部分代码省略.........
						isFrame = true;
					}
				}
				//cut the laser length to make sure new sub laser start doesn't hit the same object
				if (typeFound && CanSpawnSubLaser()) SpawnSubLaser(hit.ImpactPoint + hit.ImpactNormal * 10.0f, hit.ImpactNormal);
			}


			//if sub laser already exists then keep updating its rotation and position
			auto subLaserExistsHitDeflectiveTile = currentDepth < MAX_DEPTH && nextLaser != nullptr && tile != nullptr;
			if (subLaserExistsHitDeflectiveTile)
			{
				auto incomingVector = hit.ImpactPoint - GetActorLocation();

				//if the incoming vector's angle is too small then kill sublasers to avoid laser flickering
				auto dot = FVector::DotProduct(-incomingVector.GetSafeNormal(), hit.ImpactNormal);

				auto angle = FMath::RadiansToDegrees(FMath::Acos(dot));
				if (angle < 70.0f)
				{
					auto newDir = FMath::GetReflectionVector(incomingVector, hit.ImpactNormal);

					auto start = hit.ImpactPoint + newDir * 2.0f;
					nextLaser->SetActorLocation(hit.ImpactPoint);
					nextLaser->dir = newDir.IsNormalized() ? newDir : newDir.GetSafeNormal();
					nextLaser->laserParticle->EmitterInstances[0]->SetBeamSourcePoint(hit.ImpactPoint, 0);
					nextLaser->laserParticle->EmitterInstances[0]->SetBeamTargetPoint(start + newDir * length, 0);
				}
				else
				{
					KillSubLaser();
				}
			}

			//if the laser hits turret then kills it
			if (!typeFound)
			{
				auto turret = Cast<ATurretPawn>(hitActor);
				if (turret != nullptr)
				{
					typeFound = true;
					turret->Damage(2.0f);
				}
			}

			APortalTile* portal = nullptr;
			if (!typeFound)
			{
				portal = Cast<APortalTile>(hitActor);
				if (CanSpawnSubLaser() && portal != nullptr)
				{
					typeFound = true;
					auto relativePos = hit.ImpactPoint - hit.GetComponent()->GetComponentLocation();
					currHitPoint = relativePos + portal->GetActorLocation();
					SpawnSubLaser(currHitPoint, hit.ImpactNormal);
				}
			}

			auto subLaserExistsHitPortalTile = currentDepth < MAX_DEPTH && nextLaser != nullptr && portal != nullptr;
			if (subLaserExistsHitPortalTile)
			{
				FVector newSourcePos;
				portal->GetLaserPortalTransportedLocation(hit.GetComponent(), nextLaser->dir, newSourcePos);
				nextLaser->SetActorLocation(newSourcePos);
				nextLaser->laserParticle->EmitterInstances[0]->SetBeamSourcePoint(newSourcePos, 0);
				nextLaser->laserParticle->EmitterInstances[0]->SetBeamTargetPoint(newSourcePos + nextLaser->dir * length, 0);
			}

			bool notHitDeflectiveTile = tile == nullptr || isFrame;
			bool notHitPortal = portal == nullptr;
			if (notHitDeflectiveTile && notHitPortal)
			{
				KillSubLaser();
			}
		}
			laserSparkParticle->SetWorldLocation(currHitPoint);
			laserSparkParticle->SetWorldRotation(FVector(currHitPoint -
												 GetActorLocation()).GetSafeNormal().Rotation().Quaternion());
	}
	else
	{
		currHitPoint = laserVector;
		laserEmitter->SetBeamTargetPoint(pos + currHitPoint, 0);
		laserSparkParticle->SetWorldLocation( pos + currHitPoint );
		laserSparkParticle->SetWorldRotation( FVector( (pos + currHitPoint) -
			GetActorLocation() ).GetSafeNormal().Rotation().Quaternion() );
		KillSubLaser();
	}

	//only root laser can have an emitter mesh
	if (currentDepth != 0)
	{
		//update laser emitter rotation
		mesh->SetVisibility(false);
	}
	else
	{
		mesh->SetWorldRotation(dir.Rotation());
	}
}
开发者ID:pokelege,项目名称:ProjectTap_Code,代码行数:101,代码来源:Laser.cpp


注:本文中的FHitResult::GetComponent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。