本文整理汇总了C++中UStaticMeshComponent::AddImpulse方法的典型用法代码示例。如果您正苦于以下问题:C++ UStaticMeshComponent::AddImpulse方法的具体用法?C++ UStaticMeshComponent::AddImpulse怎么用?C++ UStaticMeshComponent::AddImpulse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UStaticMeshComponent
的用法示例。
在下文中一共展示了UStaticMeshComponent::AddImpulse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: Throw
void USCarryObjectComponent::Throw()
{
if (!GetIsCarryingActor())
return;
if (GetOwner()->Role < ROLE_Authority)
{
ServerThrow();
return;
}
/* Grab a reference to the MeshComp before dropping the object */
UStaticMeshComponent* MeshComp = GetCarriedMeshComp();
if (MeshComp)
{
/* Detach and re-enable collision */
OnDropMulticast();
APawn* OwningPawn = Cast<APawn>(GetOwner());
if (OwningPawn)
{
/* Re-map uint8 to 360 degrees */
const float PawnViewPitch = (OwningPawn->RemoteViewPitch / 255.f)*360.f;
FRotator NewRotation = GetComponentRotation();
NewRotation.Pitch = PawnViewPitch;
/* Apply physics impulse, ignores mass */
MeshComp->AddImpulse(NewRotation.Vector() * 1000, NAME_None, true);
}
}
}