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C++ UStaticMeshComponent::SetSimulatePhysics方法代码示例

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


在下文中一共展示了UStaticMeshComponent::SetSimulatePhysics方法的4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: OnDropMulticast_Implementation

void USCarryObjectComponent::OnDropMulticast_Implementation()
{
	AActor* CarriedActor = GetCarriedActor();
	if (CarriedActor)
	{
		/* Find the static mesh (if any) to re-enable physics simulation */
		UStaticMeshComponent* MeshComp = Cast<UStaticMeshComponent>(CarriedActor->GetComponentByClass(UStaticMeshComponent::StaticClass()));
		if (MeshComp)
		{
			MeshComp->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
			MeshComp->SetSimulatePhysics(true);
		}

		CarriedActor->GetRootComponent()->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);
	}
}
开发者ID:ntorkildson,项目名称:EpicSurvivalGameSeries,代码行数:16,代码来源:SCarryObjectComponent.cpp

示例2: OnPickupMulticast_Implementation

void USCarryObjectComponent::OnPickupMulticast_Implementation(AActor* FocusActor)
{
	if (FocusActor && FocusActor->IsRootComponentMovable())
	{
		/* Find the static mesh (if any) to disable physics simulation while carried
		Filter by objects that are physically simulated and can therefor be picked up */
		UStaticMeshComponent* MeshComp = Cast<UStaticMeshComponent>(FocusActor->GetComponentByClass(UStaticMeshComponent::StaticClass()));
		if (MeshComp && MeshComp->IsSimulatingPhysics())
		{
			MeshComp->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
			MeshComp->SetSimulatePhysics(false);
		}

		FocusActor->AttachToComponent(this, FAttachmentTransformRules::KeepWorldTransform);
	}
}
开发者ID:ntorkildson,项目名称:EpicSurvivalGameSeries,代码行数:16,代码来源:SCarryObjectComponent.cpp

示例3: DropWeapon

void ASCharacter::DropWeapon()
{
	if (Role < ROLE_Authority)
	{
		ServerDropWeapon();
		return;
	}

	if (CurrentWeapon)
	{
		FVector CamLoc;
		FRotator CamRot;

		if (Controller == nullptr)
			return;

		/* Find a location to drop the item, slightly in front of the player. */
		Controller->GetPlayerViewPoint(CamLoc, CamRot);
		const FVector Direction = CamRot.Vector();
		const FVector SpawnLocation = GetActorLocation() + (Direction * DropItemDistance);

		FActorSpawnParameters SpawnInfo;
		SpawnInfo.bNoCollisionFail = true;
		ASWeaponPickup* NewWeaponPickup = GetWorld()->SpawnActor<ASWeaponPickup>(CurrentWeapon->WeaponPickupClass, SpawnLocation, FRotator::ZeroRotator, SpawnInfo);

		if (NewWeaponPickup)
		{
			/* Apply torque to make it spin when dropped. */
			UStaticMeshComponent* MeshComp = NewWeaponPickup->GetMeshComponent();
			if (MeshComp)
			{
				MeshComp->SetSimulatePhysics(true);
				MeshComp->AddTorque(FVector(1, 1, 1) * 4000000);
			}
		}

		RemoveWeapon(CurrentWeapon);
	}
}
开发者ID:MarcioGeremia,项目名称:EpicSurvivalGameSeries,代码行数:39,代码来源:SCharacter.cpp

示例4: DropWeapon

void ASCharacter::DropWeapon()
{
	if (Role < ROLE_Authority)
	{
		ServerDropWeapon();
		return;
	}

	if (CurrentWeapon)
	{
		FVector CamLoc;
		FRotator CamRot;

		if (Controller == nullptr)
		{
			return;
		}		
		
		/* Find a location to drop the item, slightly in front of the player.
			Perform ray trace to check for blocking objects or walls and to make sure we don't drop any item through the level mesh */
		Controller->GetPlayerViewPoint(CamLoc, CamRot);
		FVector SpawnLocation;
		FRotator SpawnRotation = CamRot;

		const FVector Direction = CamRot.Vector();
		const FVector TraceStart = GetActorLocation();
		const FVector TraceEnd = GetActorLocation() + (Direction * DropWeaponMaxDistance);

		/* Setup the trace params, we are only interested in finding a valid drop position */
		FCollisionQueryParams TraceParams;
		TraceParams.bTraceComplex = false;
		TraceParams.bReturnPhysicalMaterial = false;
		TraceParams.AddIgnoredActor(this);

		FHitResult Hit;
		GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_WorldDynamic, TraceParams);

		/* Find farthest valid spawn location */
		if (Hit.bBlockingHit)
		{
			/* Slightly move away from impacted object */
			SpawnLocation = Hit.ImpactPoint + (Hit.ImpactNormal * 20);
		}
		else
		{
			SpawnLocation = TraceEnd;
		}

		/* Spawn the "dropped" weapon */
		FActorSpawnParameters SpawnInfo;
		SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
		ASWeaponPickup* NewWeaponPickup = GetWorld()->SpawnActor<ASWeaponPickup>(CurrentWeapon->WeaponPickupClass, SpawnLocation, FRotator::ZeroRotator, SpawnInfo);

		if (NewWeaponPickup)
		{
			/* Apply torque to make it spin when dropped. */
			UStaticMeshComponent* MeshComp = NewWeaponPickup->GetMeshComponent();
			if (MeshComp)
			{
				MeshComp->SetSimulatePhysics(true);
				MeshComp->AddTorque(FVector(1, 1, 1) * 4000000);
			}
		}

		RemoveWeapon(CurrentWeapon, true);
	}
}
开发者ID:Raynaron,项目名称:EpicSurvivalGameSeries,代码行数:67,代码来源:SCharacter.cpp


注:本文中的UStaticMeshComponent::SetSimulatePhysics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。