本文整理汇总了C++中FVector::ToOrientationRotator方法的典型用法代码示例。如果您正苦于以下问题:C++ FVector::ToOrientationRotator方法的具体用法?C++ FVector::ToOrientationRotator怎么用?C++ FVector::ToOrientationRotator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类FVector
的用法示例。
在下文中一共展示了FVector::ToOrientationRotator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: FollowPathSegment
void UVehiclePathFollowingComponent::FollowPathSegment(float DeltaTime)
{
if (MovementComp)
{
UWheeledVehicleMovementComponent* VehicleMoveComp =
Cast<UWheeledVehicleMovementComponent>(MovementComp);
AWheeledVehicle* Owner = Cast<AWheeledVehicle>(VehicleMoveComp->GetOwner());
if (Owner && VehicleMoveComp)
{
if(DesiredVehicleSpeedInKMH == 0.0f)
VehicleMoveComp->SetHandbrakeInput(true);
else
VehicleMoveComp->SetHandbrakeInput(false);
FVector VehicleLocation = Owner->GetActorLocation();
FVector Destination = GetCurrentTargetLocation();
FVector DirectionToDestination = Destination - VehicleLocation; //Vector pointing to current destination (not necessarily the final destination)
//____STEERING____
float DesiredSteering = 0.f;
float DeltaYaw = (DirectionToDestination.ToOrientationRotator() - Owner->GetActorForwardVector().ToOrientationRotator()).Yaw;
bool DestinationToRight = DeltaYaw >= 0;
if (DeltaYaw > 180.f || DeltaYaw < -180.f) {
DestinationToRight = !DestinationToRight;
if (DestinationToRight && DeltaYaw >= -360.f + MaxSteeringAngle)
{
DesiredSteering = 1.f;
}
else if (!DestinationToRight && DeltaYaw <= 360.f - MaxSteeringAngle)
{
DesiredSteering = -1.f;
}
else if(DestinationToRight)
{
DesiredSteering = FMath::GetMappedRangeValueClamped(FVector2D(-360.f, -360.f + MaxSteeringAngle), FVector2D(0, 1.0f), DeltaYaw);
}
else
{
DesiredSteering = FMath::GetMappedRangeValueClamped(FVector2D(360.f - MaxSteeringAngle, 360.f), FVector2D(-1.f, 0.f), DeltaYaw);
}
}
else
{
if (DestinationToRight && DeltaYaw >= MaxSteeringAngle)
{
DesiredSteering = 1.f;
}
else if (!DestinationToRight && DeltaYaw <= -MaxSteeringAngle)
{
DesiredSteering = -1.f;
}
else
DesiredSteering = FMath::GetMappedRangeValueClamped(FVector2D(-MaxSteeringAngle, MaxSteeringAngle), FVector2D(-1.f, 1.f), DeltaYaw);
}
CurrentSteering = DesiredSteering;
VehicleMoveComp->SetSteeringInput(CurrentSteering);
//____END STEERING____
//____THROTTLE____
float CurrentSpeedInKMH = VehicleMoveComp->GetForwardSpeed() * 0.036f; //Convert to KM/H
//TODO: Allow speed to be 0, but never 0 if DesiredSpeed is > 0
float EstiamtedDesiredSpeed = DesiredVehicleSpeedInKMH - (FMath::Abs(CurrentSteering) * DesiredVehicleSpeedInKMH * 0.8);
CurrentThrottle += UPIDController::NextValue(VelocityController, EstiamtedDesiredSpeed - CurrentSpeedInKMH, DeltaTime);
CurrentThrottle = FMath::Clamp(CurrentThrottle, 0.f, 1.f);
VehicleMoveComp->SetThrottleInput(CurrentThrottle);
//____END THROTTLE____
//Direction the wheel is facing
DesiredMoveDirection = Owner->GetActorForwardVector().ToOrientationRotator().Add(0.f, FMath::GetMappedRangeValueClamped(FVector2D(-1.f, 1.f), FVector2D(-90.f, 90.f), CurrentSteering), 0.f).Vector();
ABikeV3Pawn* BikePawn = Cast<ABikeV3Pawn>(Owner);
if(BikePawn)
BikePawn->CurrentHandlingInput = CurrentSteering;
#ifdef NDEBUG
float DistanceToDestination = DirectionToDestination.Size();
DrawDebugPoint(GetWorld(), Destination, 50.0f, FColor::Blue);
DrawDebugLine(GetWorld(), VehicleLocation, VehicleLocation + DirectionToDestination, FColor::Yellow);
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(0, 1.0f, FColor::Cyan, FString::Printf(TEXT("Throttle %0.3f Steering: %0.3f"), CurrentThrottle, CurrentSteering));
GEngine->AddOnScreenDebugMessage(1, 1.0f, FColor::Cyan, FString::Printf(TEXT("Distance to destination: %0.2f"), DistanceToDestination));
GEngine->AddOnScreenDebugMessage(2, 1.0f, FColor::Cyan, FString::Printf(TEXT("Current Speed in KM/H: %0.2f"), CurrentSpeedInKMH));
GEngine->AddOnScreenDebugMessage(3, 1.0f, FColor::Cyan, FString::Printf(TEXT("DeltaYaw %0.3f"), DeltaYaw));
}
#endif
}
}
}
开发者ID:runeabrahams1,项目名称:Unreal-Engine-4-Bicycle-Simulator-with-AI,代码行数:95,代码来源:VehiclePathFollowingComponent.cpp