本文整理汇总了C++中UPrimitiveComponent::GetComponentRotation方法的典型用法代码示例。如果您正苦于以下问题:C++ UPrimitiveComponent::GetComponentRotation方法的具体用法?C++ UPrimitiveComponent::GetComponentRotation怎么用?C++ UPrimitiveComponent::GetComponentRotation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类UPrimitiveComponent
的用法示例。
在下文中一共展示了UPrimitiveComponent::GetComponentRotation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: UpdateBones
void ALeapMotionHandActor::UpdateBones(float DeltaSeconds)
{
if (BoneActors.Num() == 0) { return; }
float CombinedScale = GetCombinedScale();
FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
if (Device && Device->IsConnected())
{
int BoneArrayIndex = 0;
for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
{
FVector TargetPosition;
FRotator TargetOrientation;
bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, TargetPosition, TargetOrientation);
if (Success)
{
// Offset target position & rotation by the SpawnReference actor's transform
FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
TargetPosition = RefQuat * TargetPosition * CombinedScale + GetRootComponent()->GetComponentLocation();
TargetOrientation = (RefQuat * TargetOrientation.Quaternion()).Rotator();
// Get current position & rotation
ALeapMotionBoneActor* BoneActor = BoneActors[BoneArrayIndex++];
UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(BoneActor->GetRootComponent());
if (PrimitiveComponent && PrimitiveComponent->IsSimulatingPhysics())
{
FVector CurrentPositon = PrimitiveComponent->GetComponentLocation();
FRotator CurrentRotation = PrimitiveComponent->GetComponentRotation();
// Compute linear velocity
FVector LinearVelocity = (TargetPosition - CurrentPositon) / DeltaSeconds;
// Compute angular velocity
FVector Axis;
float Angle;
ConvertDeltaRotationsToAxisAngle(CurrentRotation, TargetOrientation, Axis, Angle);
if (Angle > PI) { Angle -= 2 * PI; }
FVector AngularVelcity = Axis * (Angle / DeltaSeconds);
// Apply velocities
PrimitiveComponent->SetPhysicsLinearVelocity(LinearVelocity);
PrimitiveComponent->SetAllPhysicsAngularVelocity(AngularVelcity * 180.0f / PI);
}
}
}
}
}
示例2: TickGrip
//.........这里部分代码省略.........
}
// 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);
}
}
else if (GrippedActors[i].bColliding && !GripHandle)
{
if (bIsServer && !actor->bReplicateMovement)
actor->SetReplicateMovement(true);
root->SetSimulatePhysics(true);
if (bIsServer)
SetUpPhysicsHandle(GrippedActors[i]);
}
else
{
if (bIsServer && GrippedActors[i].bColliding && GripHandle)
UpdatePhysicsHandleTransform(GrippedActors[i], WorldTransform);
}
}
else if (GrippedActors[i].GripCollisionType == EGripCollisionType::SweepWithPhysics)
{
if (bIsServer)
{
FVector OriginalPosition(root->GetComponentLocation());
FRotator OriginalOrientation(root->GetComponentRotation());
FVector NewPosition(WorldTransform.GetTranslation());
FRotator NewOrientation(WorldTransform.GetRotation());
// Now sweep collision separately so we can get hits but not have the location altered
if (bUseWithoutTracking || NewPosition != OriginalPosition || NewOrientation != OriginalOrientation)
{
FVector move = NewPosition - OriginalPosition;
// ComponentSweepMulti does nothing if moving < KINDA_SMALL_NUMBER in distance, so it's important to not try to sweep distances smaller than that.
const float MinMovementDistSq = (FMath::Square(4.f*KINDA_SMALL_NUMBER));
if (bUseWithoutTracking || move.SizeSquared() > MinMovementDistSq || NewOrientation != OriginalOrientation)
{
if (CheckComponentWithSweep(root, move, NewOrientation, false))
{
}
}
}
// Move the actor, we are not offsetting by the hit result anyway
root->SetWorldTransform(WorldTransform, false);
}
else
{
// Move the actor, we are not offsetting by the hit result anyway
root->SetWorldTransform(WorldTransform, false);
}
}
else if (GrippedActors[i].GripCollisionType == EGripCollisionType::PhysicsOnly)
{
// Move the actor, we are not offsetting by the hit result anyway
root->SetWorldTransform(WorldTransform, false);
}
}
else
{
if (bIsServer)
{
DestroyPhysicsHandle(GrippedActors[i]);
GrippedActors.RemoveAt(i); // If it got garbage collected then just remove the pointer, won't happen with new uproperty use, but keeping it here anyway
}
}
}
}
}
示例3: RestoreReplicatedMove
bool ACharacter::RestoreReplicatedMove(const FSimulatedRootMotionReplicatedMove & RootMotionRepMove)
{
UPrimitiveComponent * ServerBase = RootMotionRepMove.RootMotion.MovementBase;
// Relative Position
if( RootMotionRepMove.RootMotion.bRelativePosition )
{
bool bSuccess = false;
if( MovementBaseUtility::UseRelativePosition(ServerBase) )
{
const FVector ServerLocation = ServerBase->GetComponentLocation() + RootMotionRepMove.RootMotion.Location;
const FRotator ServerRotation = (FRotationMatrix(RootMotionRepMove.RootMotion.Rotation) * FRotationMatrix(ServerBase->GetComponentRotation())).Rotator();
UpdateSimulatedPosition(ServerLocation, ServerRotation);
bSuccess = true;
}
// If we received local space position, but can't resolve parent, then move can't be used. :(
if( !bSuccess )
{
return false;
}
}
// Absolute position
else
{
UpdateSimulatedPosition(RootMotionRepMove.RootMotion.Location, RootMotionRepMove.RootMotion.Rotation);
}
// Set base
if( MovementBase != ServerBase )
{
SetBase( ServerBase );
}
// fixme laurent is this needed?
if( CharacterMovement )
{
CharacterMovement->bJustTeleported = false;
}
return true;
}