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类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);
}
}
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);
}
}
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);
}
}
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);
}
}