本文整理汇总了C++中PxRigidBody::getMass方法的典型用法代码示例。如果您正苦于以下问题:C++ PxRigidBody::getMass方法的具体用法?C++ PxRigidBody::getMass怎么用?C++ PxRigidBody::getMass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PxRigidBody
的用法示例。
在下文中一共展示了PxRigidBody::getMass方法的2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: AddRadialForceToPxRigidBody_AssumesLocked
void AddRadialForceToPxRigidBody_AssumesLocked(PxRigidBody& PRigidBody, const FVector& Origin, float Radius, float Strength, uint8 Falloff, bool bAccelChange)
{
#if WITH_PHYSX
if (!(PRigidBody.getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
{
float Mass = PRigidBody.getMass();
PxTransform PCOMTransform = PRigidBody.getGlobalPose().transform(PRigidBody.getCMassLocalPose());
PxVec3 PCOMPos = PCOMTransform.p; // center of mass in world space
PxVec3 POrigin = U2PVector(Origin); // origin of radial impulse, in world space
PxVec3 PDelta = PCOMPos - POrigin; // vector from
float Mag = PDelta.magnitude(); // Distance from COM to origin, in Unreal scale : @todo: do we still need conversion scale?
// If COM is outside radius, do nothing.
if (Mag > Radius)
{
return;
}
PDelta.normalize();
// If using linear falloff, scale with distance.
float ForceMag = Strength;
if (Falloff == RIF_Linear)
{
ForceMag *= (1.0f - (Mag / Radius));
}
// Apply force
PxVec3 PImpulse = PDelta * ForceMag;
PRigidBody.addForce(PImpulse, bAccelChange ? PxForceMode::eACCELERATION : PxForceMode::eFORCE);
}
#endif // WITH_PHYSX
}
示例2: AddRadialImpulseToPxRigidBody_AssumesLocked
void AddRadialImpulseToPxRigidBody_AssumesLocked(PxRigidBody& PRigidBody, const FVector& Origin, float Radius, float Strength, uint8 Falloff, bool bVelChange)
{
#if WITH_PHYSX
if (!(PRigidBody.getRigidBodyFlags() & PxRigidBodyFlag::eKINEMATIC))
{
float Mass = PRigidBody.getMass();
PxTransform PCOMTransform = PRigidBody.getGlobalPose().transform(PRigidBody.getCMassLocalPose());
PxVec3 PCOMPos = PCOMTransform.p; // center of mass in world space
PxVec3 POrigin = U2PVector(Origin); // origin of radial impulse, in world space
PxVec3 PDelta = PCOMPos - POrigin; // vector from origin to COM
float Mag = PDelta.magnitude(); // Distance from COM to origin, in Unreal scale : @todo: do we still need conversion scale?
// If COM is outside radius, do nothing.
if (Mag > Radius)
{
return;
}
PDelta.normalize();
// Scale by U2PScale here, because units are velocity * mass.
float ImpulseMag = Strength;
if (Falloff == RIF_Linear)
{
ImpulseMag *= (1.0f - (Mag / Radius));
}
PxVec3 PImpulse = PDelta * ImpulseMag;
PxForceMode::Enum Mode = bVelChange ? PxForceMode::eVELOCITY_CHANGE : PxForceMode::eIMPULSE;
PRigidBody.addForce(PImpulse, Mode);
}
#endif // WITH_PHYSX
}