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

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


在下文中一共展示了UPrimitiveComponent::GetRigidBodyState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: GatherCurrentMovement

void AActor::GatherCurrentMovement()
{
	UPrimitiveComponent* RootPrimComp = Cast<UPrimitiveComponent>(GetRootComponent());
	if (RootPrimComp && RootPrimComp->IsSimulatingPhysics())
	{
		FRigidBodyState RBState;
		RootPrimComp->GetRigidBodyState(RBState);

		ReplicatedMovement.FillFrom(RBState);
	}
	else if(RootComponent != NULL)
	{
		// If we are attached, don't replicate absolute position
		if( RootComponent->AttachParent != NULL )
		{
			// Networking for attachments assumes the RootComponent of the AttachParent actor. 
			// If that's not the case, we can't update this, as the client wouldn't be able to resolve the Component and would detach as a result.
			if( AttachmentReplication.AttachParent != NULL )
			{
				AttachmentReplication.LocationOffset = RootComponent->RelativeLocation;
				AttachmentReplication.RotationOffset = RootComponent->RelativeRotation;
				AttachmentReplication.RelativeScale3D = RootComponent->RelativeScale3D;
			}
		}
		else
		{
			ReplicatedMovement.Location = RootComponent->GetComponentLocation();
			ReplicatedMovement.Rotation = RootComponent->GetComponentRotation();
			ReplicatedMovement.LinearVelocity = GetVelocity();
			ReplicatedMovement.bRepPhysics = false;
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:33,代码来源:ActorReplication.cpp


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