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C++ FVector::HeadingAngle方法代码示例

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


在下文中一共展示了FVector::HeadingAngle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: GetRadianHeading

float AMinimapActor::GetRadianHeading() const
{
	FVector vec;
	FRotator rot;
	float radians;

	//only need a vector with this actor's 
	rot.Yaw = GetActorRotation().Yaw;
	vec = rot.Vector();

	radians = vec.HeadingAngle();
	radians = FMath::UnwindRadians(radians);

	while (radians < 0.f)
		radians += PI * 2.0f;

	return radians;
}
开发者ID:weelcheel,项目名称:Mythos-Realm,代码行数:18,代码来源:MinimapActor.cpp

示例2: GetUnitHeading

float APlayerHUD::GetUnitHeading(AGameCharacter* unit) const
{
	if (!IsValid(unit))
		return -1.f;

	FVector vec;
	FRotator rot;
	float radians;

	//only need a vector with this actor's 
	rot.Yaw = unit->GetActorRotation().Yaw;
	vec = rot.Vector();

	radians = vec.HeadingAngle();
	radians = FMath::UnwindRadians(radians);

	while (radians < 0.f)
		radians += PI * 2.0f;

	return radians;
}
开发者ID:weelcheel,项目名称:Mythos-Realm,代码行数:21,代码来源:PlayerHUD.cpp

示例3: GetAvoidanceVelocity_Internal


//.........这里部分代码省略.........
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
				if (DebugMode)
				{
//					DrawDebugDirectionalArrow(MyWorld, EffectiveVelocityB + PointAWorld, PointPlane[0] + PointAWorld, 50.0f, FColor(64,64,64), true, 0.05f, SDPG_MAX);
//					DrawDebugLine(MyWorld, PointAWorld, EffectiveVelocityB + PointAWorld, FColor(64,64,64), true, 0.05f, SDPG_MAX, 5.0f);
				}
#endif

				//Make the right plane
				PointPlane[0] = EffectiveVelocityB + (PointBRelative - (SidewaysFromB * RadiusB));
				PointPlane[1].Set(PointPlane[0].X, PointPlane[0].Y, PointPlane[0].Z - 100.0f);
				NewCone.ConePlane[1] = FPlane(EffectiveVelocityB, PointPlane[0], PointPlane[1]);		//First point is relative to A, which is ZeroVector in this implementation
				checkSlow((((PointBRelative+EffectiveVelocityB)|NewCone.ConePlane[1]) - NewCone.ConePlane[1].W) > 0.0f);
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
				if (DebugMode)
				{
//					DrawDebugDirectionalArrow(MyWorld, EffectiveVelocityB + PointAWorld, PointPlane[0] + PointAWorld, 50.0f, FColor(64,64,64), true, 0.05f, SDPG_MAX);
				}
#endif

				if ((((ReturnVelocity|NewCone.ConePlane[0]) - NewCone.ConePlane[0].W) > 0.0f)
					&& (((ReturnVelocity|NewCone.ConePlane[1]) - NewCone.ConePlane[1].W) > 0.0f))
				{
					Unobstructed = false;
				}

				AllCones.Add(NewCone);
			}
		}
	}
	if (Unobstructed)
	{
		//Trivial case, our ideal velocity is available.
		return inAvoidanceData.Velocity;
	}

	TArray<FNavEdgeSegment> NavEdges;
	if (EdgeProviderOb.IsValid())
	{
		DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Avoidance: collect nav edges"), STAT_AIAvoidanceEdgeCollect, STATGROUP_AI);
		EdgeProviderInterface->GetEdges(inAvoidanceData.Center, inAvoidanceData.TestRadius2D, NavEdges);
	}

	//Find a good velocity that isn't inside a cone.
	if (AllCones.Num())
	{
		float AngleCurrent;
		float AngleF = ReturnVelocity.HeadingAngle();
		float BestScore = 0.0f;
		float BestScorePotential;
		FVector BestVelocity = FVector::ZeroVector;		//Worst case is we just stand completely still. Should we also allow backing up? Should we test standing still?
		const int AngleCount = 4;		//Every angle will be tested both right and left.
		float AngleOffset[AngleCount] = {FMath::DegreesToRadians<float>(23.0f), FMath::DegreesToRadians<float>(40.0f), FMath::DegreesToRadians<float>(55.0f), FMath::DegreesToRadians<float>(85.0f)};
		FVector AngleVector[AngleCount<<1];

		//Determine check angles
		for (int i = 0; i < AngleCount; ++i)
		{
			AngleCurrent = AngleF - AngleOffset[i];
			AngleVector[(i<<1)].Set(FMath::Cos(AngleCurrent), FMath::Sin(AngleCurrent), 0.0f);
			AngleCurrent = AngleF + AngleOffset[i];
			AngleVector[(i<<1) + 1].Set(FMath::Cos(AngleCurrent), FMath::Sin(AngleCurrent), 0.0f);
		}

		//Sample velocity-space destination points and drag them back to form lines
		for (int AngleToCheck = 0; AngleToCheck < (AngleCount<<1); ++AngleToCheck)
		{
			FVector VelSpacePoint = AngleVector[AngleToCheck] * MaxSpeed;

			//Skip testing if we know we can't possibly get a better score than what we have already.
			//Note: This assumes the furthest point is the highest-scoring value (i.e. VelSpacePoint is not moving backward relative to ReturnVelocity)
			BestScorePotential = (VelSpacePoint|ReturnVelocity) * (VelSpacePoint|VelSpacePoint);
			if (BestScorePotential > BestScore)
			{
				const bool bAvoidsNavEdges = NavEdges.Num() > 0 ? AvoidsNavEdges(inAvoidanceData.Center, VelSpacePoint, NavEdges, inAvoidanceData.HalfHeight) : true;
				if (bAvoidsNavEdges)
				{
					FVector CandidateVelocity = AvoidCones(AllCones, FVector::ZeroVector, VelSpacePoint, AllCones.Num());
					float CandidateScore = (CandidateVelocity|ReturnVelocity) * (CandidateVelocity|CandidateVelocity);

					//Vectors are rated by their length and their overall forward movement.
					if (CandidateScore > BestScore)
					{
						BestScore = CandidateScore;
						BestVelocity = CandidateVelocity;
					}
				}
			}
		}
		ReturnVelocity = BestVelocity;
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
		if (DebugMode)
		{
			DrawDebugDirectionalArrow(MyWorld, inAvoidanceData.Center + inAvoidanceData.Velocity, inAvoidanceData.Center + (ReturnVelocity / DeltaTime), 75.0f, FColor(64,255,64), true, 2.0f, SDPG_MAX);
		}
#endif
	}

	return ReturnVelocity / DeltaTime;		//Remove prediction-time scaling
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:AvoidanceManager.cpp


注:本文中的FVector::HeadingAngle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。