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

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

void UBuoyancyForceComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	// If disabled or we are not attached to a parent component, return.
	if (!bIsActive || !GetAttachParent()) return;

	if (!OceanManager) return;

	UPrimitiveComponent* BasePrimComp = Cast<UPrimitiveComponent>(GetAttachParent());
	if (!BasePrimComp) return;

	if (!BasePrimComp->IsSimulatingPhysics())
	{
		if (!SnapToSurfaceIfNoPhysics) return;

		UE_LOG(LogTemp, Warning, TEXT("Running in no physics mode.."));

		float waveHeight = OceanManager->GetWaveHeightValue(BasePrimComp->GetComponentLocation(), World, true, TwoGerstnerIterations).Z;
		BasePrimComp->SetWorldLocation(FVector(BasePrimComp->GetComponentLocation().X, BasePrimComp->GetComponentLocation().Y, waveHeight));
		return;
	}

	//Get gravity
	float Gravity = BasePrimComp->GetPhysicsVolume()->GetGravityZ();

	//--------------- If Skeletal ---------------
	USkeletalMeshComponent* SkeletalComp = Cast<USkeletalMeshComponent>(GetAttachParent());
	if (SkeletalComp && ApplyForceToBones)
	{
		TArray<FName> BoneNames;
		SkeletalComp->GetBoneNames(BoneNames);

		for (int32 Itr = 0; Itr < BoneNames.Num(); Itr++)
		{
			FBodyInstance* BI = SkeletalComp->GetBodyInstance(BoneNames[Itr], false);
			if (BI && BI->IsValidBodyInstance()
				&& BI->bEnableGravity) //Buoyancy doesn't exist without gravity
			{
				bool isUnderwater = false;
				//FVector worldBoneLoc = SkeletalComp->GetBoneLocation(BoneNames[Itr]);
				FVector worldBoneLoc = BI->GetCOMPosition(); //Use center of mass of the bone's physics body instead of bone's location
				FVector waveHeight = OceanManager->GetWaveHeightValue(worldBoneLoc, World, true, TwoGerstnerIterations);

				float BoneDensity = MeshDensity;
				float BoneTestRadius = FMath::Abs(TestPointRadius);
				float SignedBoneRadius = FMath::Sign(Gravity) * TestPointRadius; //Direction of radius (test radius is actually a Z offset, should probably rename it!). Just in case we need an upside down world.

				//Get density & radius from the override array, if available.
				for (int pointIndex = 0; pointIndex < BoneOverride.Num(); pointIndex++)
				{
					FStructBoneOverride Override = BoneOverride[pointIndex];

					if (Override.BoneName.IsEqual(BoneNames[Itr]))
					{
						BoneDensity = Override.Density;
						BoneTestRadius = FMath::Abs(Override.TestRadius);
						SignedBoneRadius = FMath::Sign(Gravity) * BoneTestRadius;
					}
				}

				//If test point radius is below water surface, add buoyancy force.
				if (waveHeight.Z > (worldBoneLoc.Z + SignedBoneRadius))
				{
					isUnderwater = true;

					float DepthMultiplier = (waveHeight.Z - (worldBoneLoc.Z + SignedBoneRadius)) / (BoneTestRadius * 2);
					DepthMultiplier = FMath::Clamp(DepthMultiplier, 0.f, 1.f);

					float Mass = SkeletalComp->CalculateMass(BoneNames[Itr]); //Mass of this specific bone's physics body

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

					//Velocity damping.
					FVector DampingForce = -BI->GetUnrealWorldVelocity() * VelocityDamper * Mass * DepthMultiplier;

					//Experimental xy wave force
					if (EnableWaveForces)
					{
						float waveVelocity = FMath::Clamp(BI->GetUnrealWorldVelocity().Z, -20.f, 150.f) * (1 - DepthMultiplier);
						DampingForce += FVector(OceanManager->GlobalWaveDirection.X, OceanManager->GlobalWaveDirection.Y, 0) * Mass * waveVelocity * WaveForceMultiplier;
					}

					//Add force to this bone
					BI->AddForce(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ));
					//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
//.........这里部分代码省略.........
开发者ID:midgen,项目名称:cashgenUE,代码行数:101,代码来源:BuoyancyForceComponent.cpp


注:本文中的UPrimitiveComponent::SetWorldLocation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。