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C++ FVector类代码示例

本文整理汇总了C++中FVector的典型用法代码示例。如果您正苦于以下问题:C++ FVector类的具体用法?C++ FVector怎么用?C++ FVector使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了FVector类的15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: check

void FAnimNode_Trail::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
	check(OutBoneTransforms.Num() == 0);

	if( ChainLength < 2 )
	{
		return;
	}

	// The incoming BoneIndex is the 'end' of the spline chain. We need to find the 'start' by walking SplineLength bones up hierarchy.
	// Fail if we walk past the root bone.

	const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
	FCompactPoseBoneIndex WalkBoneIndex = TrailBone.GetCompactPoseIndex(BoneContainer);

	TArray<FCompactPoseBoneIndex> ChainBoneIndices;
	ChainBoneIndices.AddZeroed(ChainLength);

	ChainBoneIndices[ChainLength - 1] = WalkBoneIndex;

	for (int32 i = 1; i < ChainLength; i++)
	{
		// returns to avoid a crash
		// @TODO : shows an error message why failed
		if (WalkBoneIndex == 0)
		{
			return;
		}

		// Get parent bone.
		WalkBoneIndex = BoneContainer.GetParentBoneIndex(WalkBoneIndex);

		//Insert indices at the start of array, so that parents are before children in the array.
		int32 TransformIndex = ChainLength - (i + 1);
		ChainBoneIndices[TransformIndex] = WalkBoneIndex;
	}

	OutBoneTransforms.AddZeroed(ChainLength);

	// If we have >0 this frame, but didn't last time, record positions of all the bones.
	// Also do this if number has changed or array is zero.
	bool bHasValidStrength = (Alpha > 0.f);
	if(TrailBoneLocations.Num() != ChainLength || (bHasValidStrength && !bHadValidStrength))
	{
		TrailBoneLocations.Empty();
		TrailBoneLocations.AddZeroed(ChainLength);

		for(int32 i=0; i<ChainBoneIndices.Num(); i++)
		{
			FCompactPoseBoneIndex ChildIndex = ChainBoneIndices[i];
			const FTransform& ChainTransform = MeshBases.GetComponentSpaceTransform(ChildIndex);
			TrailBoneLocations[i] = ChainTransform.GetTranslation();
		}
		OldLocalToWorld = SkelComp->GetTransformMatrix();
	}
	bHadValidStrength = bHasValidStrength;

	// transform between last frame and now.
	FMatrix OldToNewTM = OldLocalToWorld * SkelComp->GetTransformMatrix().InverseFast();

	// Add fake velocity if present to all but root bone
	if(!FakeVelocity.IsZero())
	{
		FVector FakeMovement = -FakeVelocity * ThisTimstep;

		if (bActorSpaceFakeVel && SkelComp->GetOwner())
		{
			const FTransform BoneToWorld(SkelComp->GetOwner()->GetActorQuat(), SkelComp->GetOwner()->GetActorLocation());
			FakeMovement = BoneToWorld.TransformVector(FakeMovement);
		}

		FakeMovement = SkelComp->GetTransformMatrix().InverseTransformVector(FakeMovement);
		// Then add to each bone
		for(int32 i=1; i<TrailBoneLocations.Num(); i++)
		{
			TrailBoneLocations[i] += FakeMovement;
		}
	}

	// Root bone of trail is not modified.
	FCompactPoseBoneIndex RootIndex = ChainBoneIndices[0]; 
	const FTransform& ChainTransform = MeshBases.GetComponentSpaceTransform(RootIndex);
	OutBoneTransforms[0] = FBoneTransform(RootIndex, ChainTransform);
	TrailBoneLocations[0] = ChainTransform.GetTranslation();

	// Starting one below head of chain, move bones.
	for(int32 i=1; i<ChainBoneIndices.Num(); i++)
	{
		// Parent bone position in component space.
		FCompactPoseBoneIndex ParentIndex = ChainBoneIndices[i - 1];
		FVector ParentPos = TrailBoneLocations[i-1];
		FVector ParentAnimPos = MeshBases.GetComponentSpaceTransform(ParentIndex).GetTranslation();

		// Child bone position in component space.
		FCompactPoseBoneIndex ChildIndex = ChainBoneIndices[i];
		FVector ChildPos = OldToNewTM.TransformPosition(TrailBoneLocations[i]); // move from 'last frames component' frame to 'this frames component' frame
		FVector ChildAnimPos = MeshBases.GetComponentSpaceTransform(ChildIndex).GetTranslation();

		// Desired parent->child offset.
		FVector TargetDelta = (ChildAnimPos - ParentAnimPos);
//.........这里部分代码省略.........
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:101,代码来源:AnimNode_Trail.cpp

示例2: GridSnap

FVector UTKMathFunctionLibrary::GridSnap(FVector A, float Grid)
{
	return A.GridSnap(Grid);
}
开发者ID:VulcanRav,项目名称:MainMenu,代码行数:4,代码来源:TKMathFunctionLibrary.cpp

示例3: direction

FVector ABxtAsteroidSpawner::GetRandomSpawnDirection() const
{
	const FVector direction(-1.0f, 0.0, 0.0f);
	const float angle = FMath::FRandRange(-45.0f, 45.0f);
	return direction.RotateAngleAxis(angle, FVector(0.0f, 0.0f, 1.0f));
}
开发者ID:enlight,项目名称:boxteroids,代码行数:6,代码来源:BxtAsteroidSpawner.cpp

示例4: PrintString

void AGameplayDebuggingHUDComponent::DrawEQSData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS
	PrintString(DefaultContext, TEXT("\n{green}EQS {white}[Use + key to switch query]\n"));

	if (DebugComponent->EQSLocalData.Num() == 0)
	{
		return;
	}

	const int32 EQSIndex = DebugComponent->EQSLocalData.Num() > 0 ? FMath::Clamp(DebugComponent->CurrentEQSIndex, 0, DebugComponent->EQSLocalData.Num() - 1) : INDEX_NONE;
	if (!DebugComponent->EQSLocalData.IsValidIndex(EQSIndex))
	{
		return;
	}

	{
		int32 Index = 0;
		PrintString(DefaultContext, TEXT("{white}Queries: "));
		for (auto CurrentQuery : DebugComponent->EQSLocalData)
		{
			if (EQSIndex == Index)
			{
				PrintString(DefaultContext, FString::Printf(TEXT("{green}%s, "), *CurrentQuery.Name));
			}
			else
			{
				PrintString(DefaultContext, FString::Printf(TEXT("{yellow}%s, "), *CurrentQuery.Name));
			}
			Index++;
		}
		PrintString(DefaultContext, TEXT("\n"));
	}

	auto& CurrentLocalData = DebugComponent->EQSLocalData[EQSIndex];

	/** find and draw item selection */
	int32 BestItemIndex = INDEX_NONE;
	{
		APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
		FVector CamLocation;
		FVector FireDir;
		if (!MyPC->GetSpectatorPawn())
		{
			FRotator CamRotation;
			MyPC->GetPlayerViewPoint(CamLocation, CamRotation);
			FireDir = CamRotation.Vector();
		}
		else
		{
			FireDir = DefaultContext.Canvas->SceneView->GetViewDirection();
			CamLocation = DefaultContext.Canvas->SceneView->ViewMatrices.ViewOrigin;
		}

		float bestAim = 0;
		for (int32 Index = 0; Index < CurrentLocalData.RenderDebugHelpers.Num(); ++Index)
		{
			auto& CurrentItem = CurrentLocalData.RenderDebugHelpers[Index];

			const FVector AimDir = CurrentItem.Location - CamLocation;
			float FireDist = AimDir.SizeSquared();

			FireDist = FMath::Sqrt(FireDist);
			float newAim = FireDir | AimDir;
			newAim = newAim / FireDist;
			if (newAim > bestAim)
			{
				BestItemIndex = Index;
				bestAim = newAim;
			}
		}

		if (BestItemIndex != INDEX_NONE)
		{
			DrawDebugSphere(World, CurrentLocalData.RenderDebugHelpers[BestItemIndex].Location, CurrentLocalData.RenderDebugHelpers[BestItemIndex].Radius, 8, FColor::Red, false);
			int32 FailedTestIndex = CurrentLocalData.RenderDebugHelpers[BestItemIndex].FailedTestIndex;
			if (FailedTestIndex != INDEX_NONE)
			{
				PrintString(DefaultContext, FString::Printf(TEXT("{red}Selected item failed with test %d: {yellow}%s {LightBlue}(%s)\n")
					, FailedTestIndex
					, *CurrentLocalData.Tests[FailedTestIndex].ShortName
					, *CurrentLocalData.Tests[FailedTestIndex].Detailed
					));
				PrintString(DefaultContext, FString::Printf(TEXT("{white}'%s' with score %3.3f\n\n"), *CurrentLocalData.RenderDebugHelpers[BestItemIndex].AdditionalInformation, CurrentLocalData.RenderDebugHelpers[BestItemIndex].FailedScore));
			}
		}
	}

	PrintString(DefaultContext, FString::Printf(TEXT("{white}Timestamp: {yellow}%.3f (%.2fs ago)\n")
		, CurrentLocalData.Timestamp, PC->GetWorld()->GetTimeSeconds() - CurrentLocalData.Timestamp
		));
	PrintString(DefaultContext, FString::Printf(TEXT("{white}Query ID: {yellow}%d\n")
		, CurrentLocalData.Id
		));

	PrintString(DefaultContext, FString::Printf(TEXT("{white}Query contains %d options: "), CurrentLocalData.Options.Num()));
	for (int32 OptionIndex = 0; OptionIndex < CurrentLocalData.Options.Num(); ++OptionIndex)
	{
		if (OptionIndex == CurrentLocalData.UsedOption)
		{
//.........这里部分代码省略.........
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:101,代码来源:GameplayDebuggingHUDComponent.cpp

示例5: dLogSum

static void
dLogSum(double g, const FVector &v, FVector &r)
{
  assert(v.size() <= r.size());
  dLogSum(g, v, r, v.size());
}
开发者ID:DavidGrangier,项目名称:svmsparse,代码行数:6,代码来源:crfasgd.cpp

示例6: GLevelEditorModeTools

/**
 * @return		true if the delta was handled by this editor mode tool.
 */
bool FModeTool_Texture::InputDelta(FEditorViewportClient* InViewportClient,FViewport* InViewport,FVector& InDrag,FRotator& InRot,FVector& InScale)
{
	if( InViewportClient->GetCurrentWidgetAxis() == EAxisList::None )
	{
		return false;
	}

	// calculate delta drag for this tick for the call to GEditor->polyTexPan below which is using relative (delta) mode
	FVector deltaDrag = InDrag;
	if (true == InViewportClient->IsPerspective())
	{
		// perspective viewports pass the absolute drag so subtract the last tick's drag value to get the delta
		deltaDrag -= PreviousInputDrag;
	}
	PreviousInputDrag = InDrag;

	if( !deltaDrag.IsZero() )
	{
		// Ensure each polygon has a unique base point index.
		for( FConstLevelIterator Iterator = InViewportClient->GetWorld()->GetLevelIterator(); Iterator; ++Iterator )
		{
			UModel* Model = (*Iterator)->Model;
			for(int32 SurfaceIndex = 0;SurfaceIndex < Model->Surfs.Num();SurfaceIndex++)
			{
				FBspSurf& Surf = Model->Surfs[SurfaceIndex];

				if(Surf.PolyFlags & PF_Selected)
				{
					const FVector Base = Model->Points[Surf.pBase];
					Surf.pBase = Model->Points.Add(Base);
				}
			}
			FMatrix Mat = GLevelEditorModeTools().GetCustomDrawingCoordinateSystem();
			FVector UVW = Mat.InverseTransformVector( deltaDrag );  // InverseTransformNormal because Mat is the transform from the surface/widget's coords to world coords
			GEditor->polyTexPan( Model, UVW.X, UVW.Y, 0 );  // 0 is relative mode because UVW is made from deltaDrag - the user input since the last tick
		}
	}

	if( !InRot.IsZero() )
	{
		const FRotationMatrix RotationMatrix( InRot );

		// Ensure each polygon has unique texture vector indices.
		for ( TSelectedSurfaceIterator<> It(InViewportClient->GetWorld()) ; It ; ++It )
		{
			FBspSurf* Surf = *It;
			UModel* Model = It.GetModel();

			FVector	TextureU = Model->Vectors[Surf->vTextureU];
			FVector TextureV = Model->Vectors[Surf->vTextureV];

			TextureU = RotationMatrix.TransformPosition( TextureU );
			TextureV = RotationMatrix.TransformPosition( TextureV );

			Surf->vTextureU = Model->Vectors.Add(TextureU);
			Surf->vTextureV = Model->Vectors.Add(TextureV);

			const bool bUpdateTexCoords = true;
			const bool bOnlyRefreshSurfaceMaterials = true;
			GEditor->polyUpdateMaster(Model, It.GetSurfaceIndex(), bUpdateTexCoords, bOnlyRefreshSurfaceMaterials);
		}
	}

	if( !InScale.IsZero() )
	{
		float ScaleU = InScale.X / GEditor->GetGridSize();
		float ScaleV = InScale.Y / GEditor->GetGridSize();

		ScaleU = 1.f - (ScaleU / 100.f);
		ScaleV = 1.f - (ScaleV / 100.f);

		// Ensure each polygon has unique texture vector indices.
		for( FConstLevelIterator Iterator = InViewportClient->GetWorld()->GetLevelIterator(); Iterator; ++Iterator )
		{
			UModel* Model = (*Iterator)->Model;
			for(int32 SurfaceIndex = 0;SurfaceIndex < Model->Surfs.Num();SurfaceIndex++)
			{
				FBspSurf& Surf = Model->Surfs[SurfaceIndex];
				if(Surf.PolyFlags & PF_Selected)
				{
					const FVector TextureU = Model->Vectors[Surf.vTextureU];
					const FVector TextureV = Model->Vectors[Surf.vTextureV];

					Surf.vTextureU = Model->Vectors.Add(TextureU);
					Surf.vTextureV = Model->Vectors.Add(TextureV);
				}
			}
			GEditor->polyTexScale( Model, ScaleU, 0.f, 0.f, ScaleV, false );
		}

	}

	return true;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:97,代码来源:TextureAlignEdMode.cpp

示例7: OnCollision

void UFlareSpacecraftDamageSystem::OnCollision(class AActor* Other, FVector HitLocation, FVector NormalImpulse)
{
	// If receive hit from over actor, like a ship we must apply collision damages.
	// The applied damage energy is 0.2% of the kinetic energy of the other actor. The kinetic
	// energy is calculated from the relative speed between the 2 actors, and only with the relative
	// speed projected in the axis of the collision normal: if 2 very fast ship only slightly touch,
	// only few energy will be decipated by the impact.
	//
	// The damages are applied only to the current actor, the ReceiveHit method of the other actor
	// will also call an it will apply its collision damages itself.

	// If the other actor is a projectile, specific weapon damage code is done in the projectile hit
	// handler: in this case we ignore the collision
	AFlareShell* OtherProjectile = Cast<AFlareShell>(Other);
	if (OtherProjectile)
	{
		return;
	}

	// No primitive component, ignore
	UPrimitiveComponent* OtherRoot = Cast<UPrimitiveComponent>(Other->GetRootComponent());
	if (!OtherRoot)
	{
		return;
	}

	// Ignore debris
	AStaticMeshActor* OtherActor = Cast<AStaticMeshActor>(Other);
	if (OtherActor)
	{
		if (OtherActor->GetName().StartsWith("Debris"))
		{
			return;
		}
	}

	// Relative velocity
	FVector DeltaVelocity = ((OtherRoot->GetPhysicsLinearVelocity() - Spacecraft->Airframe->GetPhysicsLinearVelocity()) / 100);

	// Compute the relative velocity in the impact axis then compute kinetic energy
	/*float ImpactSpeed = DeltaVelocity.Size();
	float ImpactMass = FMath::Min(Spacecraft->GetSpacecraftMass(), OtherRoot->GetMass());
	*/

	//200 m /s -> 6301.873047 * 20000 -> 300 / 2 damage

	float ImpactSpeed = 0;
	float ImpactEnergy = 0;
	float ImpactMass = Spacecraft->GetSpacecraftMass();

	// Check if the mass was set and is valid
	if (ImpactMass > KINDA_SMALL_NUMBER)
	{
		ImpactSpeed = NormalImpulse.Size() / (ImpactMass * 100.f);
		ImpactEnergy = ImpactMass * ImpactSpeed / 8402.f;
	}

	float  Radius = 0.2 + FMath::Sqrt(ImpactEnergy) * 0.11;
	//FLOGV("OnCollision %s", *Spacecraft->GetImmatriculation().ToString());
	//FLOGV("  OtherRoot->GetPhysicsLinearVelocity()=%s", *OtherRoot->GetPhysicsLinearVelocity().ToString());
	//FLOGV("  OtherRoot->GetPhysicsLinearVelocity().Size()=%f", OtherRoot->GetPhysicsLinearVelocity().Size());
	//FLOGV("  Spacecraft->Airframe->GetPhysicsLinearVelocity()=%s", *Spacecraft->Airframe->GetPhysicsLinearVelocity().ToString());
	//FLOGV("  Spacecraft->Airframe->GetPhysicsLinearVelocity().Size()=%f", Spacecraft->Airframe->GetPhysicsLinearVelocity().Size());
	//FLOGV("  dot=%f", FVector::DotProduct(DeltaVelocity.GetUnsafeNormal(), HitNormal.GetUnsafeNormal()));
	/*FLOGV("  DeltaVelocity=%s", *DeltaVelocity.ToString());
	FLOGV("  ImpactSpeed=%f", ImpactSpeed);
	FLOGV("  ImpactMass=%f", ImpactMass);
	FLOGV("  ImpactEnergy=%f", ImpactEnergy);
	FLOGV("  Radius=%f", Radius);*/



	bool HasHit = false;
	FHitResult BestHitResult;
	float BestHitDistance = 0;

	for (int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
	{
		UFlareSpacecraftComponent* Component = Cast<UFlareSpacecraftComponent>(Components[ComponentIndex]);
		if (Component)
		{
			FHitResult HitResult(ForceInit);
			FCollisionQueryParams TraceParams(FName(TEXT("Fragment Trace")), true);
			TraceParams.bTraceComplex = true;
			TraceParams.bReturnPhysicalMaterial = false;
			Component->LineTraceComponent(HitResult, HitLocation, HitLocation + Spacecraft->GetLinearVelocity().GetUnsafeNormal() * 10000, TraceParams);

			if (HitResult.Actor.IsValid()){
				float HitDistance = (HitResult.Location - HitLocation).Size();
				if (!HasHit || HitDistance < BestHitDistance)
				{
					BestHitDistance = HitDistance;
					BestHitResult = HitResult;
				}

				//FLOGV("Collide hit %s at a distance=%f", *Component->GetReadableName(), HitDistance);
				HasHit = true;
			}
		}

//.........这里部分代码省略.........
开发者ID:YaSanBee,项目名称:HeliumRain,代码行数:101,代码来源:FlareSpacecraftDamageSystem.cpp

示例8: FindTriMeshOpposingNormal

static FVector FindTriMeshOpposingNormal(const PxLocationHit& PHit, const FVector& TraceDirectionDenorm, const FVector InNormal)
{
	if (IsInvalidFaceIndex(PHit.faceIndex))
	{
		return InNormal;
	}

	PxTriangleMeshGeometry PTriMeshGeom;
	bool bSuccess = PHit.shape->getTriangleMeshGeometry(PTriMeshGeom);
	check(bSuccess);	//this function should only be called when we have a trimesh

	if (PTriMeshGeom.triangleMesh)
	{
		check(PHit.faceIndex < PTriMeshGeom.triangleMesh->getNbTriangles());

		const PxU32 TriIndex = PHit.faceIndex;
		const void* Triangles = PTriMeshGeom.triangleMesh->getTriangles();

		// Grab triangle indices that we hit
		int32 I0, I1, I2;

		if (PTriMeshGeom.triangleMesh->getTriangleMeshFlags() & PxTriangleMeshFlag::eHAS_16BIT_TRIANGLE_INDICES)
		{
			PxU16* P16BitIndices = (PxU16*)Triangles;
			I0 = P16BitIndices[(TriIndex * 3) + 0];
			I1 = P16BitIndices[(TriIndex * 3) + 1];
			I2 = P16BitIndices[(TriIndex * 3) + 2];
		}
		else
		{
			PxU32* P32BitIndices = (PxU32*)Triangles;
			I0 = P32BitIndices[(TriIndex * 3) + 0];
			I1 = P32BitIndices[(TriIndex * 3) + 1];
			I2 = P32BitIndices[(TriIndex * 3) + 2];
		}

		// Get verts we hit (local space)
		const PxVec3* PVerts = PTriMeshGeom.triangleMesh->getVertices();
		const PxVec3 V0 = PVerts[I0];
		const PxVec3 V1 = PVerts[I1];
		const PxVec3 V2 = PVerts[I2];

		// Find normal of triangle (local space), and account for non-uniform scale
		const PxVec3 PTempNormal = ((V1 - V0).cross(V2 - V0)).getNormalized();
		const PxVec3 PLocalTriNormal = TransformNormalToShapeSpace(PTriMeshGeom.scale, PTempNormal);

		// Convert to world space
		const PxTransform PShapeWorldPose = PxShapeExt::getGlobalPose(*PHit.shape, *PHit.actor);
		const PxVec3 PWorldTriNormal = PShapeWorldPose.rotate(PLocalTriNormal);
		FVector OutNormal = P2UVector(PWorldTriNormal);

		if (PTriMeshGeom.meshFlags & PxMeshGeometryFlag::eDOUBLE_SIDED)
		{
			//double sided mesh so we need to consider direction of query
			const float sign = FVector::DotProduct(OutNormal, TraceDirectionDenorm) > 0.f ? -1.f : 1.f;
			OutNormal *= sign;
		}

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
		if (!OutNormal.IsNormalized())
		{
			UE_LOG(LogPhysics, Warning, TEXT("Non-normalized Normal (Hit shape is TriangleMesh): %s (V0:%s, V1:%s, V2:%s)"), *OutNormal.ToString(), *P2UVector(V0).ToString(), *P2UVector(V1).ToString(), *P2UVector(V2).ToString());
			UE_LOG(LogPhysics, Warning, TEXT("WorldTransform \n: %s"), *P2UTransform(PShapeWorldPose).ToString());
		}
#endif
		return OutNormal;
	}

	return InNormal;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:70,代码来源:CollisionConversions.cpp

示例9: CheckHitResultNormal

/* Validate Normal of OutResult. We're on hunt for invalid normal */
static void CheckHitResultNormal(const FHitResult& OutResult, const TCHAR* Message, const FVector& Start=FVector::ZeroVector, const FVector& End = FVector::ZeroVector, const PxGeometry* const Geom=NULL)
{
	if(!OutResult.bStartPenetrating && !OutResult.Normal.IsNormalized())
	{
		UE_LOG(LogPhysics, Warning, TEXT("(%s) Non-normalized OutResult.Normal from hit conversion: %s (Component- %s)"), Message, *OutResult.Normal.ToString(), *GetNameSafe(OutResult.Component.Get()));
		UE_LOG(LogPhysics, Warning, TEXT("Start Loc(%s), End Loc(%s), Hit Loc(%s), ImpactNormal(%s)"), *Start.ToString(), *End.ToString(), *OutResult.Location.ToString(), *OutResult.ImpactNormal.ToString() );
		if (Geom != NULL)
		{
			if (Geom->getType() == PxGeometryType::eCAPSULE)
			{
				const PxCapsuleGeometry * Capsule = (PxCapsuleGeometry*)Geom;
				UE_LOG(LogPhysics, Warning, TEXT("Capsule radius (%f), Capsule Halfheight (%f)"), Capsule->radius, Capsule->halfHeight);
			}
		}
		ensure(OutResult.Normal.IsNormalized());
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:18,代码来源:CollisionConversions.cpp

示例10: AddControlPointPosition

void UInterpToMovementComponent::AddControlPointPosition(FVector Pos)
{
	UE_LOG(LogInterpToMovementComponent, Warning, TEXT("Pos:%s"),*Pos.ToString());
	ControlPoints.Add( FInterpControlPoint(Pos));
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:5,代码来源:InterpToMovementComponent.cpp

示例11: IsDebugOnForAll

//RickH - We could probably significantly improve speed if we put separate Z checks in place and did everything else in 2D.
FVector UAvoidanceManager::GetAvoidanceVelocity_Internal(const FNavAvoidanceData& inAvoidanceData, float DeltaTime, int32* inIgnoreThisUID)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	if (!bSystemActive)
	{
		return inAvoidanceData.Velocity;
	}
#endif
	if (DeltaTime <= 0.0f)
	{
		return inAvoidanceData.Velocity;
	}

	FVector ReturnVelocity = inAvoidanceData.Velocity * DeltaTime;
	float MaxSpeed = ReturnVelocity.Size2D();
	float CurrentTime;

	UWorld* MyWorld = Cast<UWorld>(GetOuter());
	if (MyWorld)
	{
		CurrentTime = MyWorld->TimeSeconds;
	}
	else
	{
		//No world? OK, just quietly back out and don't alter anything.
		return inAvoidanceData.Velocity;
	}

	bool Unobstructed = true;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	bool DebugMode = IsDebugOnForAll() || (inIgnoreThisUID ? IsDebugOnForUID(*inIgnoreThisUID) : false);
#endif

	//If we're moving very slowly, just push forward. Not sure it's worth avoiding at this speed, though I could be wrong.
	if (MaxSpeed < 0.01f)
	{
		return inAvoidanceData.Velocity;
	}
	AllCones.Empty(AllCones.Max());

	//DrawDebugDirectionalArrow(GetWorld(), inAvoidanceData.Center, inAvoidanceData.Center + inAvoidanceData.Velocity, 2.5f, FColor(0,255,255), true, 0.05f, SDPG_MAX);

	for (auto& AvoidanceObj : AvoidanceObjects)
	{
		if ((inIgnoreThisUID) && (*inIgnoreThisUID == AvoidanceObj.Key))
		{
			continue;
		}
		FNavAvoidanceData& OtherObject = AvoidanceObj.Value;

		//
		//Start with a few fast-rejects
		//

		//If the object has expired, ignore it
		if (OtherObject.ShouldBeIgnored())
		{
			continue;
		}

		//If other object is not in avoided group, ignore it
		if (inAvoidanceData.ShouldIgnoreGroup(OtherObject.GroupMask))
		{
			continue;
		}

		//RickH - We should have a max-radius parameter/option here, so I'm just going to hardcode one for now.
		//if ((OtherObject.Radius + _AvoidanceData.Radius + MaxSpeed + OtherObject.Velocity.Size2D()) < FVector::Dist(OtherObject.Center, _AvoidanceData.Center))
		if (FVector2D(OtherObject.Center - inAvoidanceData.Center).SizeSquared() > FMath::Square(TestRadius2D))
		{
			continue;
		}

		if (FMath::Abs(OtherObject.Center.Z - inAvoidanceData.Center.Z) > TestHeightDifference)
		{
			continue;
		}

		//If we are moving away from the obstacle, ignore it. Even if we're the slower one, let the other obstacle path around us.
		if ((ReturnVelocity | (OtherObject.Center - inAvoidanceData.Center)) <= 0.0f)
		{
			continue;
		}

		//Create data for the avoidance routine
		{
			FVector PointAWorld = inAvoidanceData.Center;
			FVector PointBRelative = OtherObject.Center - PointAWorld;
			FVector TowardB, SidewaysFromB;
			FVector VelAdjustment;
			FVector VelAfterAdjustment;
			float RadiusB = OtherObject.Radius + inAvoidanceData.Radius;

			PointBRelative.Z = 0.0f;
			TowardB = PointBRelative.SafeNormal2D();		//Don't care about height for this game. Rough height-checking will come in later, but even then it will be acceptable to do this.
			if (TowardB.IsZero())
			{
				//Already intersecting, or aligned vertically, scrap this whole object.
				continue;
//.........这里部分代码省略.........
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:101,代码来源:AvoidanceManager.cpp

示例12: check

bool FInstancedStaticMeshSCSEditorCustomization::HandleViewportDrag(class USceneComponent* InSceneComponent, class USceneComponent* InComponentTemplate, const FVector& InDeltaTranslation, const FRotator& InDeltaRotation, const FVector& InDeltaScale, const FVector& InPivot)
{
	check(InSceneComponent->IsA(UInstancedStaticMeshComponent::StaticClass()));

	UInstancedStaticMeshComponent* InstancedStaticMeshComponentScene = CastChecked<UInstancedStaticMeshComponent>(InSceneComponent);
	UInstancedStaticMeshComponent* InstancedStaticMeshComponentTemplate = CastChecked<UInstancedStaticMeshComponent>(InComponentTemplate);

	// transform pivot into component's space
	const FVector LocalPivot = InstancedStaticMeshComponentScene->GetComponentToWorld().InverseTransformPosition(InPivot);

	// Ensure that selected instances are up-to-date
	ValidateSelectedInstances(InstancedStaticMeshComponentScene);

	bool bMovedInstance = false;
	check(InstancedStaticMeshComponentScene->SelectedInstances.Num() == InstancedStaticMeshComponentScene->PerInstanceSMData.Num());
	for(int32 InstanceIndex = 0; InstanceIndex < InstancedStaticMeshComponentScene->SelectedInstances.Num(); InstanceIndex++)
	{
		if (InstancedStaticMeshComponentScene->SelectedInstances[InstanceIndex] && InstancedStaticMeshComponentTemplate->PerInstanceSMData.IsValidIndex(InstanceIndex))
		{
			const FMatrix& MatrixScene = InstancedStaticMeshComponentScene->PerInstanceSMData[InstanceIndex].Transform;

			FVector Translation = MatrixScene.GetOrigin();
			FRotator Rotation = MatrixScene.Rotator();
			FVector Scale = MatrixScene.GetScaleVector();

			FVector NewTranslation = Translation;
			FRotator NewRotation = Rotation;
			FVector NewScale = Scale;

			if( !InDeltaRotation.IsZero() )
			{
				NewRotation = FRotator( InDeltaRotation.Quaternion() * Rotation.Quaternion() );

				NewTranslation -= LocalPivot;
				NewTranslation = FRotationMatrix( InDeltaRotation ).TransformPosition( NewTranslation );
				NewTranslation += LocalPivot;
			}

			NewTranslation += InDeltaTranslation;

			if( !InDeltaScale.IsNearlyZero() )
			{
				const FScaleMatrix ScaleMatrix( InDeltaScale );

				FVector DeltaScale3D = ScaleMatrix.TransformPosition( Scale );
				NewScale = Scale + DeltaScale3D;

				NewTranslation -= LocalPivot;
				NewTranslation += ScaleMatrix.TransformPosition( NewTranslation );
				NewTranslation += LocalPivot;
			}

			InstancedStaticMeshComponentScene->UpdateInstanceTransform(InstanceIndex, FTransform(NewRotation, NewTranslation, NewScale));
			InstancedStaticMeshComponentTemplate->UpdateInstanceTransform(InstanceIndex, FTransform(NewRotation, NewTranslation, NewScale));

			bMovedInstance = true;
		}
	}

	return bMovedInstance;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:61,代码来源:InstancedStaticMeshSCSEditorCustomization.cpp

示例13: GetWorldDirectionAtTime

FRotator USplineComponent::GetWorldRotationAtTime(float Time, bool bUseConstantVelocity) const
{
	FVector WorldDir = GetWorldDirectionAtTime(Time, bUseConstantVelocity);
	return WorldDir.Rotation();
}
开发者ID:stoneStyle,项目名称:Unreal4,代码行数:5,代码来源:SplineComponent.cpp

示例14: GetWorldDirectionAtDistanceAlongSpline

FRotator USplineComponent::GetWorldRotationAtDistanceAlongSpline(float Distance) const
{
	const FVector Dir = GetWorldDirectionAtDistanceAlongSpline(Distance);
	return Dir.Rotation();
}
开发者ID:stoneStyle,项目名称:Unreal4,代码行数:5,代码来源:SplineComponent.cpp

示例15: Conv_VectorToString

FString UKismetStringLibrary::Conv_VectorToString(FVector InVec)
{
	return InVec.ToString();	
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:4,代码来源:KismetStringLibrary.cpp


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