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

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


//.........这里部分代码省略.........
					//BasePrimComp->AddForceAtLocation(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ), worldBoneLoc, BoneNames[Itr]);
				}

				//Apply fluid damping & clamp velocity
				if (isUnderwater)
				{
					BI->SetLinearVelocity(-BI->GetUnrealWorldVelocity() * (FluidLinearDamping / 10), true);
					BI->SetAngularVelocity(-BI->GetUnrealWorldAngularVelocity() * (FluidAngularDamping / 10), true);

					//Clamp the velocity to MaxUnderwaterVelocity
					if (ClampMaxVelocity && BI->GetUnrealWorldVelocity().Size() > MaxUnderwaterVelocity)
					{
						FVector	Velocity = BI->GetUnrealWorldVelocity().GetSafeNormal() * MaxUnderwaterVelocity;
						BI->SetLinearVelocity(Velocity, false);
					}
				}

				if (DrawDebugPoints)
				{
					FColor DebugColor = FLinearColor(0.8, 0.7, 0.2, 0.8).ToRGBE();
					if (isUnderwater) { DebugColor = FLinearColor(0, 0.2, 0.7, 0.8).ToRGBE(); } //Blue color underwater, yellow out of watter
					DrawDebugSphere(World, worldBoneLoc, BoneTestRadius, 8, DebugColor);
				}
			}
		}
		return;
	}
	//--------------------------------------------------------

	float TotalPoints = TestPoints.Num();
	if (TotalPoints < 1) return;

	int PointsUnderWater = 0;
	for (int pointIndex = 0; pointIndex < TotalPoints; pointIndex++)
	{
		if (!TestPoints.IsValidIndex(pointIndex)) return; //Array size changed during runtime

		bool isUnderwater = false;
		FVector testPoint = TestPoints[pointIndex];
		FVector worldTestPoint = BasePrimComp->GetComponentTransform().TransformPosition(testPoint);
		FVector waveHeight = OceanManager->GetWaveHeightValue(worldTestPoint, World, !EnableWaveForces, TwoGerstnerIterations);

		//Direction of radius (test radius is actually a Z offset, should probably rename it!). Just in case we need an upside down world.
		float SignedRadius = FMath::Sign(BasePrimComp->GetPhysicsVolume()->GetGravityZ()) * TestPointRadius;

		//If test point radius is below water surface, add buoyancy force.
		if (waveHeight.Z > (worldTestPoint.Z + SignedRadius)
			&& BasePrimComp->IsGravityEnabled()) //Buoyancy doesn't exist without gravity
		{
			PointsUnderWater++;
			isUnderwater = true;

			float DepthMultiplier = (waveHeight.Z - (worldTestPoint.Z + SignedRadius)) / (TestPointRadius * 2);
			DepthMultiplier = FMath::Clamp(DepthMultiplier, 0.f, 1.f);

			//If we have a point density override, use the overridden value instead of MeshDensity
			float PointDensity = PointDensityOverride.IsValidIndex(pointIndex) ? PointDensityOverride[pointIndex] : MeshDensity;

			/**
			* --------
			* Buoyancy force formula: (Volume(Mass / Density) * Fluid Density * -Gravity) / Total Points * Depth Multiplier
			* --------
			*/
			float BuoyancyForceZ = BasePrimComp->GetMass() / PointDensity * FluidDensity * -Gravity / TotalPoints * DepthMultiplier;

			//Experimental velocity damping using VelocityAtPoint.
			FVector DampingForce = -GetUnrealVelocityAtPoint(BasePrimComp, worldTestPoint) * VelocityDamper * BasePrimComp->GetMass() * DepthMultiplier;

			//Experimental xy wave force
			if (EnableWaveForces)
			{
				DampingForce += BasePrimComp->GetMass() * FVector2D(waveHeight.X, waveHeight.Y).Size() * FVector(OceanManager->GlobalWaveDirection.X, OceanManager->GlobalWaveDirection.Y, 0) * WaveForceMultiplier / TotalPoints;
				//float waveVelocity = FMath::Clamp(GetUnrealVelocityAtPoint(BasePrimComp, worldTestPoint).Z, -20.f, 150.f) * (1 - DepthMultiplier);
				//DampingForce += OceanManager->GlobalWaveDirection * BasePrimComp->GetMass() * waveVelocity * WaveForceMultiplier / TotalPoints;
			}

			//Add force for this test point
			BasePrimComp->AddForceAtLocation(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ), worldTestPoint);
		}

		if (DrawDebugPoints)
		{
			FColor DebugColor = FLinearColor(0.8, 0.7, 0.2, 0.8).ToRGBE();
			if (isUnderwater) { DebugColor = FLinearColor(0, 0.2, 0.7, 0.8).ToRGBE(); } //Blue color underwater, yellow out of watter
			DrawDebugSphere(World, worldTestPoint, TestPointRadius, 8, DebugColor);
		}
	}

	//Clamp the velocity to MaxUnderwaterVelocity if there is any point underwater
	if (ClampMaxVelocity && PointsUnderWater > 0
		&& BasePrimComp->GetPhysicsLinearVelocity().Size() > MaxUnderwaterVelocity)
	{
		FVector	Velocity = BasePrimComp->GetPhysicsLinearVelocity().GetSafeNormal() * MaxUnderwaterVelocity;
		BasePrimComp->SetPhysicsLinearVelocity(Velocity);
	}

	//Update damping based on number of underwater test points
	BasePrimComp->SetLinearDamping(_baseLinearDamping + FluidLinearDamping / TotalPoints * PointsUnderWater);
	BasePrimComp->SetAngularDamping(_baseAngularDamping + FluidAngularDamping / TotalPoints * PointsUnderWater);
}
开发者ID:midgen,项目名称:cashgenUE,代码行数:101,代码来源:BuoyancyForceComponent.cpp


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