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

本文整理汇总了C++中UPrimitiveComponent::SetAllPhysicsAngularVelocity方法的典型用法代码示例。如果您正苦于以下问题:C++ UPrimitiveComponent::SetAllPhysicsAngularVelocity方法的具体用法?C++ UPrimitiveComponent::SetAllPhysicsAngularVelocity怎么用?C++ UPrimitiveComponent::SetAllPhysicsAngularVelocity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::SetAllPhysicsAngularVelocity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: 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);
				}
			}
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:51,代码来源:LeapMotionHandActor.cpp


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