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C++ GetActorForwardVector函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中GetActorForwardVector函数的典型用法代码示例。如果您正苦于以下问题:C++ GetActorForwardVector函数的具体用法?C++ GetActorForwardVector怎么用?C++ GetActorForwardVector使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了GetActorForwardVector函数的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: GetWorld

void AMagnetTile::PullBall( ABallPawn* ball )
{
	auto prim = Cast<UPrimitiveComponent>( ball->GetRootComponent() );
	UWorld* world = GetWorld();
	auto DeltaTime = world->DeltaTimeSeconds;
	AProjectTapGameState* gameState;
	if ( world != nullptr && ( gameState = world->GetGameState<AProjectTapGameState>() ) != nullptr && gameState->SetMagnetTile( this ) != this )
	{
		FVector angular = FVector::ZeroVector;
		prim->SetPhysicsAngularVelocity( angular );
		float distanceAtNormal = FVector::DotProduct( ball->GetActorLocation() - GetActorLocation() , GetActorForwardVector() );
		FVector normalLoc = ( distanceAtNormal * GetActorForwardVector() ) + GetActorLocation();
		FVector normalToBall = ball->GetActorLocation() - normalLoc;
		float dist = normalToBall.Size();
		if ( dist > centerTolerance )
		{
			FVector toAdd = dist * -normalToBall.GetSafeNormal();
			toAdd.Z = 0;
			prim->AddRelativeLocation( toAdd );
		}
	}
	if ( isVertical )
	{
		attractionSpeed *= verticalForceMultiplier;
	}
	float originalSpeed = prim->GetPhysicsLinearVelocity().Size();
	float newSpeed = attractionSpeed + originalSpeed;
	prim->SetPhysicsLinearVelocity(newSpeed * -GetActorForwardVector());
}
开发者ID:pokelege,项目名称:ProjectTap_Code,代码行数:29,代码来源:MagnetTile.cpp


示例2: GetWorld

void ACVehicleSpawner::OnTimer() {
	FTimerHandle Handle;
	if (!Active || Paused) {
		GetWorld()->GetTimerManager().SetTimer(Handle, this, &ACVehicleSpawner::OnTimer, GetTimeWait(), false);
		return;
	}

	if (Bucket.Num() == 0) {
		GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("You need to add Vehicle Types to the Vehicle Spawner"));
	}

	FVector StartTrace = GetActorLocation() - GetActorForwardVector() * 400 + FVector(0, 0, 100);
	FVector EndTrace = GetActorLocation() + GetActorForwardVector() * 400 + FVector(0, 0, 100);
	if (GetWorld()->LineTraceTest(
			StartTrace,
			EndTrace,
			ECollisionChannel::ECC_Vehicle,
			FCollisionQueryParams(),
			FCollisionResponseParams()
			)) {
		GetWorld()->GetTimerManager().SetTimer(Handle, this, &ACVehicleSpawner::OnTimer, 0.1f, false);
		return;
	}

	FActorSpawnParameters spawnParameters;
	spawnParameters.bNoCollisionFail = true;
	spawnParameters.Owner = this;
	spawnParameters.Instigator = NULL;
	spawnParameters.bDeferConstruction = false;

	int32 BucketIndex = FMath::RandRange(0, Bucket.Num() - 1);

	EVehicleType VehicleType = Bucket[BucketIndex];
	Bucket.RemoveAtSwap(BucketIndex);

	if (Bucket.Num() == 0) {
		TurnBucket();
	}

	TSubclassOf<class AFlockingVehicle> Type = VehicleTypeClass[(uint8)VehicleType];
	AFlockingVehicle* NewVehicle = GetWorld()->SpawnActor<AFlockingVehicle>(Type, GetActorLocation(), GetActorRotation(), spawnParameters);

	NewVehicle->SetFlockingState(FlockingState);
	NewVehicle->SpawnDefaultController();
	NewVehicle->GetMesh()->SetAllPhysicsLinearVelocity(GetActorForwardVector() * StartSpeed / 0.036);

	if (NewVehicle->VehicleType != VehicleType) {
		GEngine->AddOnScreenDebugMessage(-1, 15.f, FColor::Red, TEXT("Vehicle Type is not correct."));
	}

	GetWorld()->GetTimerManager().SetTimer(Handle, this, &ACVehicleSpawner::OnTimer, GetTimeWait(), false);

	if (VehicleTypeMaterials.Contains((uint8)VehicleType)) {
		auto Materials = VehicleTypeMaterials[(uint8)VehicleType];
		int32 Index = FMath::RandRange(0, Materials.Num() - 1);
		UMaterial* Material = Materials[Index];
		NewVehicle->GetMesh()->SetMaterial(2, Material);
		NewVehicle->ColorMaterialIndex = Index;
	}
}
开发者ID:HighwayFlocking,项目名称:HighwayFlocking,代码行数:60,代码来源:CVehicleSpawner.cpp


示例3: GetNearbySocket

void ACoverActor::DetermineMovementDirection(FVector& MovementDirection, FRotator& FacingDirection)
{
	FName NearbySocket = GetNearbySocket();
	
	AActor* Char = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);

	//Determine the movement and facing direction of the player, based on the described logic
	//The way that we're deciding the facing direction is similar to the way we've decided
	//the movement direction
	if (NearbySocket.IsEqual("ForwardSocket"))
	{
		MovementDirection = -GetActorRightVector();
		FacingDirection = GetActorRotation();
	}
	else if (NearbySocket.IsEqual("BackwardSocket"))
	{
		MovementDirection = GetActorRightVector();
		FacingDirection = GetActorRotation() + FRotator(0, 180, 0);
	}
	else if (NearbySocket.IsEqual("RightSocket"))
	{
		MovementDirection = GetActorForwardVector();
		FacingDirection = GetActorRotation() + FRotator(0, 90, 0);
	}
	else
	{
		MovementDirection = -GetActorForwardVector();
		FacingDirection = GetActorRotation() + FRotator(0, -90.f, 0);
	}
}
开发者ID:orfeasel,项目名称:UE4-Game-Systems,代码行数:30,代码来源:CoverActor.cpp


示例4: GetActorLocation

void AGameplayAbilityWorldReticle::FaceTowardSource(bool bFaceIn2D)
{
	if (TargetingActor)
	{
		if (bFaceIn2D)
		{
			FVector FacingVector = (TargetingActor->StartLocation.GetTargetingTransform().GetLocation() - GetActorLocation()).GetSafeNormal2D();
			if (FacingVector.IsZero())
			{
				FacingVector = -GetActorForwardVector().GetSafeNormal2D();
			}
			if (!FacingVector.IsZero())
			{
				SetActorRotation(FacingVector.Rotation());
			}
		}
		else
		{
			FVector FacingVector = (TargetingActor->StartLocation.GetTargetingTransform().GetLocation() - GetActorLocation()).GetSafeNormal();
			if (FacingVector.IsZero())
			{
				FacingVector = -GetActorForwardVector().GetSafeNormal();
			}
			SetActorRotation(FacingVector.Rotation());
		}
	}
}
开发者ID:stoneStyle,项目名称:Unreal4,代码行数:27,代码来源:GameplayAbilityWorldReticle.cpp


示例5: GetActorForwardVector

bool ABaseCharacter::CanCharacterSprint()const
{
	FVector ForwardVector = GetActorForwardVector(); //normalized forward direction of the player
	FVector VelocityVector = GetCharacterMovement()->Velocity.GetSafeNormal(); //the normalized direction in which the player is moving
	
	bool IsMovingForward = false;
	bool IsMovingOnRightVector = false;

	float p = FVector::DotProduct(ForwardVector, VelocityVector); //cosine of angle between forward vector and velocity vector

	//p = 1 if player is moving forward
	//p = -1 if player is moving backward
	//p = 0 if player is moving right or left

	//we don't get exact values due to limited precision so check if p is nearly equal to 1, -1 or 0

	if (p > 0.7f) //check if dot product is nearly one
		IsMovingForward = true;

	if (p < 0.1f) //check if dot product is nearly zero
		IsMovingOnRightVector = true;
	

	return !bIsCrouched && //Is not crouching
		!GetCharacterMovement()->IsFalling() && //Is not Falling
		(GetCharacterMovement()->Velocity.SizeSquared() != 0.0f) && //Is not sationary
		IsMovingForward && //Is moving forward and not backward
		!IsMovingOnRightVector; //Is NOT moving right or left
	
}
开发者ID:TheComet93,项目名称:iceweasel,代码行数:30,代码来源:BaseCharacter.cpp


示例6: MoveForward

void APawnCharacter::MoveForward(float AxisValue)
{
	if (OurMovementComponent && (OurMovementComponent->UpdatedComponent == RootComponent))
	{
		OurMovementComponent->AddInputVector(GetActorForwardVector() * AxisValue);		
	}
}
开发者ID:EliseSpPrj,项目名称:Descend,代码行数:7,代码来源:PawnCharacter.cpp


示例7: TEXT

void ACloud10Character::bounceJump(float Value)
{
	float curJumpVelocity = Value;
	float jumpVelocity;
	GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, TEXT("bounceJump"));
	const FVector ForwardDir = GetActorForwardVector();
	/*bounceCount++;
	if(bounceCount > 1)
	{
		jumpVelocity = jumpVelocity * 1.3;
	}*/
	//if player has landed, reset jumpVelocity
	/*if (curJumpVelocity < baseJumpForce)
		jumpVelocity = baseJumpForce;*/

	//thresholds for jump velocity's that convert to force?
	//max jump?
	if (curJumpVelocity >= 3000)
	{
		curJumpVelocity = 3000;
	}
	//add only player's vertical speed to the last jump Velocity
	jumpVelocity = FMath().Abs(curJumpVelocity) + baseJumpForce;
	FVector AddForce = FVector(0, 0, 1) * jumpVelocity;
	//separate max walk speed from max fall speed
		//GetCharacterMovement()->MaxWalkSpeed = AddForce.Size();
	//convert float to string
	FString tempString = FString::SanitizeFloat(AddForce.Size());
	GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Yellow, *tempString);
	LaunchCharacter(AddForce, false, true);
	//bPressedJump = true;
	//jumpVelocity = 600;
}
开发者ID:KaroA,项目名称:Cloud-10,代码行数:33,代码来源:Cloud10Character.cpp


示例8: AddMovementInput

void AUModCharacter::MoveForward(float Value)
{
    if (Value != 0.0f)
    {
        AddMovementInput(GetActorForwardVector(), Value);
    }
}
开发者ID:TheModdersDen,项目名称:UMod,代码行数:7,代码来源:UModCharacter.cpp


示例9: FName

void ADuckTower::Shoot(float distance)
{
	/*
	const FName filename = FName(TEXT("Blueprint'/Game/Blueprints/PickUp.PickUp'"));
	FVector loc = GetAttachParentActor()->GetActorLocation();
	FRotator rot = GetAttachParentActor()->GetActorRotation();
	SpawnBP(GetWorld(), (UClass*)LoadObjFromPath<UBlueprint>(&filename), loc, rot);
	*/
	APawn *player = UGameplayStatics::GetPlayerController(GetWorld(), 1)->GetControlledPawn();
	int randomValue = distance / 10000;
	FVector vec = player->GetActorLocation() + FVector(FMath::RandRange(-randomValue, randomValue), FMath::RandRange(-randomValue, randomValue), 0.0f); //+ player->GetRootPrimitiveComponent()->GetPhysicsLinearVelocity() *DeltaSeconds * 10;
	FVector vec2 = GetActorLocation();
	FVector Direction = vec - vec2;
	FRotator test = FRotationMatrix::MakeFromX(Direction).Rotator();
	FRotator test2 = FRotator(1.0f, 0.0f, 0.0f);
	FRotator finalrot = FRotator(test.Quaternion() * test2.Quaternion());


	FVector forward = GetActorForwardVector();
	finalrot.Roll = -finalrot.Roll;
	finalrot.Yaw = -finalrot.Yaw;
	finalrot.Pitch = -finalrot.Pitch;
	FVector loc = GetActorLocation() + forward * 500.0f;
	FRotator rot = GetActorRotation();
	AActor* actor = GetWorld()->SpawnActor<AActor>(BulletBlueprint, loc, GetActorRotation());
	actor->SetActorScale3D(FVector(3.0f, 3.0f, 3.0f));
	//actor->GetRootPrimitiveComponent()->AddImpulse(actor->GetActorForwardVector()* 5000.0f);

	//actor->GetRootPrimitiveComponent()->SetPhysicsLinearVelocity(actor->GetActorForwardVector()*10000.0f); //* (distance/10000 * 1.0f));
}
开发者ID:SlooBo,项目名称:RalliaPerkele,代码行数:30,代码来源:DuckTower.cpp


示例10: GetActorForwardVector

void APlayerOvi::CalculateOrientation(){
  FVector forward = GetActorForwardVector();
  FVector up = GetActorUpVector();

  float dotForward = FVector::DotProduct(GetActorLocation(), forward);

  if (dotForward > m_limit && m_state == States::RIGHT)
    Rotate(FVector(0, 0, -90));

  if (dotForward > m_limit && m_state == States::LEFT)
    Rotate(FVector(0, 0, 90));

  float dotUp = FVector::DotProduct(GetActorLocation(), up);
  float val = 0;

  if (dotUp > m_limit || dotUp < -m_limit) {
    bool toUp = dotUp > m_limit;

    val = (toUp) ? 90 : -90;

    if (m_state == States::RIGHT)
      Rotate(FVector(-val, 0, 0));
    else if (m_state == States::LEFT)
      Rotate(FVector(val, 0, 0));
  }

  AjustPosition();
}
开发者ID:alfreSosa,项目名称:TowardTheLight,代码行数:28,代码来源:PlayerOvi.cpp


示例11: AddMovementInput

void AUnreal4FPSGameCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:leiwen83,项目名称:Unreal4FPSGame,代码行数:8,代码来源:Unreal4FPSGameCharacter.cpp


示例12: AddMovementInput

void ASterlingResortsCharacter::MoveForward(float Value)
{
    if (Value != 0.0f)
    {
        // add movement in that direction
        AddMovementInput(GetActorForwardVector(), Value);
    }
}
开发者ID:mukund-dh,项目名称:SterlingResorts,代码行数:8,代码来源:SterlingResortsCharacter.cpp


示例13: AddMovementInput

void AGestureRecognizerCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:abhisheksagi,项目名称:UE4-GestureRecognizers,代码行数:8,代码来源:GestureRecognizerCharacter.cpp


示例14: AddMovementInpVR

void AGearVR_QSCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInpVR(GetActorForwardVector(), Value);
	}
}
开发者ID:LeeSeungJun,项目名称:VRModule-or-sample,代码行数:8,代码来源:GearVR_QSCharacter.cpp


示例15: AddMovementInput

void AInventoryPrototypeCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:drakemain,项目名称:UE4_Prototypes,代码行数:8,代码来源:InventoryPrototypeCharacter.cpp


示例16: AddMovementInput

void AShaderPluginDemoCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:alexgr,项目名称:UE4ShaderPluginDemo,代码行数:8,代码来源:ShaderPluginDemoCharacter.cpp


示例17: AddMovementInput

void AMiniJamJuly2015Character::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:vikpek,项目名称:BerlinMiniJamJuly2015,代码行数:8,代码来源:MiniJamJuly2015Character.cpp


示例18: AddMovementInput

void ASGJAM16_SPOOPYCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:KAGSme,项目名称:SGJAM16_SPOOPY,代码行数:8,代码来源:SGJAM16_SPOOPYCharacter.cpp


示例19: AddMovementInput

void AFP_FirstPersonCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// Add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:colwalder,项目名称:unrealengine,代码行数:8,代码来源:FP_FirstPersonCharacter.cpp


示例20: AddMovementInput

void AMobileOpenCVCharacter::MoveForward(float Value)
{
	if (Value != 0.0f)
	{
		// add movement in that direction
		AddMovementInput(GetActorForwardVector(), Value);
	}
}
开发者ID:brucelane,项目名称:UEMobileOpenCV,代码行数:8,代码来源:MobileOpenCVCharacter.cpp



注:本文中的GetActorForwardVector函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C++ GetActorLocation函数代码示例发布时间:2022-05-30
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C++ GetActor函数代码示例发布时间:2022-05-30
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