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C++ UPrimitiveComponent::GetCollisionShape方法代码示例

本文整理汇总了C++中UPrimitiveComponent::GetCollisionShape方法的典型用法代码示例。如果您正苦于以下问题:C++ UPrimitiveComponent::GetCollisionShape方法的具体用法?C++ UPrimitiveComponent::GetCollisionShape怎么用?C++ UPrimitiveComponent::GetCollisionShape使用的例子?那么恭喜您, 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UPrimitiveComponent的用法示例。


在下文中一共展示了UPrimitiveComponent::GetCollisionShape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: TickGrip


//.........这里部分代码省略.........
						else
						{
							GrippedActors[i].bColliding = false;

							if (actor->bReplicateMovement)
								actor->SetReplicateMovement(false);
						}
					}
					else
					{
						if (!GrippedActors[i].bColliding)
						{
							root->SetWorldTransform(WorldTransform, true);
						}
					}
				}
				else if (GrippedActors[i].GripCollisionType == EGripCollisionType::InteractiveHybridCollisionWithSweep)
				{
					// Need to use without teleport so that the physics velocity is updated for when the actor is released to throw
					//if (bIsServer)
					//{
					FBPActorPhysicsHandleInformation * GripHandle = GetPhysicsGrip(GrippedActors[i]);
					if (!GrippedActors[i].bColliding)
					{
						// Make sure that there is no collision on course before turning off collision and snapping to controller
						if (bIsServer && actor && actor->bReplicateMovement)
						{
							FCollisionQueryParams QueryParams(NAME_None, false, this->GetOwner());
							FCollisionResponseParams ResponseParam;
							root->InitSweepCollisionParams(QueryParams, ResponseParam);
							QueryParams.AddIgnoredActor(actor);
							QueryParams.AddIgnoredActors(root->MoveIgnoreActors);

							if (GetWorld()->SweepTestByChannel(root->GetComponentLocation(), WorldTransform.GetLocation(), root->GetComponentQuat(), ECollisionChannel::ECC_Visibility, root->GetCollisionShape(), QueryParams, ResponseParam))
							{
								GrippedActors[i].bColliding = true;
							}
							else
							{
								GrippedActors[i].bColliding = false;
							}
						}
						
						// If still not colliding
						if (!GrippedActors[i].bColliding)
						{
							if (bIsServer && actor->bReplicateMovement) // So we don't call on on change event over and over locally
								actor->SetReplicateMovement(false);

							if (bIsServer && GripHandle)
							{
								DestroyPhysicsHandle(GrippedActors[i]);

								if(GrippedActors[i].Actor)
									GrippedActors[i].Actor->DisableComponentsSimulatePhysics();
								else
									root->SetSimulatePhysics(false);
							}

							root->SetWorldTransform(WorldTransform, false);
						}
						else
						{
							if (bIsServer && GrippedActors[i].bColliding && GripHandle)
								UpdatePhysicsHandleTransform(GrippedActors[i], WorldTransform);
						}
开发者ID:ProteusVR,项目名称:SteamVR_Template,代码行数:67,代码来源:GripMotionControllerComponent.cpp


注:本文中的UPrimitiveComponent::GetCollisionShape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。