本文整理汇总了C++中USkeletalMeshComponent类的典型用法代码示例。如果您正苦于以下问题:C++ USkeletalMeshComponent类的具体用法?C++ USkeletalMeshComponent怎么用?C++ USkeletalMeshComponent使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了USkeletalMeshComponent类的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: ClearAllAnimSetLinkupCaches
void UAnimSet::ClearAllAnimSetLinkupCaches()
{
double Start = FPlatformTime::Seconds();
TArray<UAnimSet*> AnimSets;
TArray<USkeletalMeshComponent*> SkelComps;
// Find all AnimSets and SkeletalMeshComponents (just do one iterator)
for(TObjectIterator<UObject> It;It;++It)
{
UAnimSet* AnimSet = Cast<UAnimSet>(*It);
if(AnimSet && !AnimSet->IsPendingKill() && !AnimSet->IsTemplate())
{
AnimSets.Add(AnimSet);
}
USkeletalMeshComponent* SkelComp = Cast<USkeletalMeshComponent>(*It);
if(SkelComp && !SkelComp->IsPendingKill() && !SkelComp->IsTemplate())
{
SkelComps.Add(SkelComp);
}
}
// For all AnimSets, empty their linkup cache
for(int32 i=0; i<AnimSets.Num(); i++)
{
AnimSets[i]->LinkupCache.Empty();
AnimSets[i]->SkelMesh2LinkupCache.Empty();
}
UE_LOG(LogAnimation, Log, TEXT("ClearAllAnimSetLinkupCaches - Took %3.2fms"), (FPlatformTime::Seconds() - Start)*1000.f);
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:31,代码来源:AnimSet.cpp
示例2: Super
ACVehicleSpawner::ACVehicleSpawner(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer){
USkeletalMeshComponent* Mesh = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("Mesh"));
static ConstructorHelpers::FObjectFinder<USkeletalMesh> PlaceHolderMesh(TEXT("SkeletalMesh'/Game/Spawner/placeholder_vehicle.placeholder_vehicle'"));
Mesh->SetSkeletalMesh(PlaceHolderMesh.Object);
RootComponent = Mesh;
SetActorHiddenInGame(true);
static ConstructorHelpers::FClassFinder<AFlockingVehicle> CarFinder(TEXT("/Game/Vehicle/FlockingCar"));
static ConstructorHelpers::FClassFinder<AFlockingVehicle> SedanFinder(TEXT("/Game/Vehicle/FlockingSedan"));
static ConstructorHelpers::FClassFinder<AFlockingVehicle> EmergencyFinder(TEXT("/Game/Vehicle/EmergencyVehicle"));
static ConstructorHelpers::FClassFinder<AFlockingVehicle> BusFinder(TEXT("/Game/Vehicle/FlockingBus"));
static ConstructorHelpers::FObjectFinder<UMaterial> Yellow(TEXT("Material'/Game/Sedan/Materials/M_Vehicle_Sedan_yelllo.M_Vehicle_Sedan_yelllo'"));
static ConstructorHelpers::FObjectFinder<UMaterial> Blue(TEXT("Material'/Game/Sedan/Materials/M_Vehicle_Sedan.M_Vehicle_Sedan'"));
static ConstructorHelpers::FObjectFinder<UMaterial> Green(TEXT("Material'/Game/Sedan/Materials/M_Vehicle_Sedan_green.M_Vehicle_Sedan_green'"));
VehicleTypeClass.Add((uint8)EVehicleType::VT_Car, CarFinder.Class);
VehicleTypeClass.Add((uint8)EVehicleType::VT_Sedan, SedanFinder.Class);
VehicleTypeClass.Add((uint8)EVehicleType::VT_Bus, BusFinder.Class);
VehicleTypeClass.Add((uint8)EVehicleType::VT_Emergency, EmergencyFinder.Class);
TArray<UMaterial*> Materials;
Materials.Add(Yellow.Object);
Materials.Add(Blue.Object);
Materials.Add(Green.Object);
VehicleTypeMaterials.Add((uint8)EVehicleType::VT_Car, Materials);
VehicleTypeMaterials.Add((uint8)EVehicleType::VT_Sedan, Materials);
}
开发者ID:HighwayFlocking,项目名称:HighwayFlocking,代码行数:30,代码来源:CVehicleSpawner.cpp
示例3: ResultBox
FBox UPhysicsConstraintComponent::GetBodyBoxInternal(EConstraintFrame::Type Frame, FName InBoneName) const
{
FBox ResultBox(0);
UPrimitiveComponent* PrimComp = GetComponentInternal(Frame);
// Skeletal case
USkeletalMeshComponent* SkelComp = Cast<USkeletalMeshComponent>(PrimComp);
if(SkelComp != NULL)
{
UPhysicsAsset * const PhysicsAsset = SkelComp->GetPhysicsAsset();
if (PhysicsAsset)
{
int32 BoneIndex = SkelComp->GetBoneIndex(InBoneName);
int32 BodyIndex = PhysicsAsset->FindBodyIndex(InBoneName);
if(BoneIndex != INDEX_NONE && BodyIndex != INDEX_NONE)
{
const FTransform BoneTransform = SkelComp->GetBoneTransform(BoneIndex);
ResultBox = PhysicsAsset->BodySetup[BodyIndex]->AggGeom.CalcAABB(BoneTransform);
}
}
}
else if(PrimComp != NULL)
{
ResultBox = PrimComp->Bounds.GetBox();
}
return ResultBox;
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:29,代码来源:PhysicsConstraintComponent.cpp
示例4: ResetAnimSet
void UAnimSet::ResetAnimSet()
{
#if WITH_EDITORONLY_DATA
// Make sure we handle AnimSequence references properly before emptying the array.
for(int32 i=0; i<Sequences.Num(); i++)
{
UAnimSequence* AnimSeq = Sequences[i];
if( AnimSeq )
{
AnimSeq->RecycleAnimSequence();
}
}
Sequences.Empty();
TrackBoneNames.Empty();
LinkupCache.Empty();
SkelMesh2LinkupCache.Empty();
// We need to re-init any skeleltal mesh components now, because they might still have references to linkups in this set.
for(TObjectIterator<USkeletalMeshComponent> It;It;++It)
{
USkeletalMeshComponent* SkelComp = *It;
if(!SkelComp->IsPendingKill() && !SkelComp->IsTemplate())
{
SkelComp->InitAnim(true);
}
}
#endif // WITH_EDITORONLY_DATA
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:28,代码来源:AnimSet.cpp
示例5: UpdateRefreshBones
void FMovieSceneSkeletalAnimationTrackInstance::RefreshInstance( const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance )
{
UpdateRefreshBones(RuntimeObjects);
// When not in preview playback we need to stop any running animations to prevent the animations from being advanced a frame when
// they are ticked by the engine.
for ( TWeakObjectPtr<UObject> RuntimeObjectPtr : RuntimeObjects )
{
if ( ShouldUsePreviewPlayback( Player, RuntimeObjectPtr.Get() ) == false )
{
USkeletalMeshComponent* SkeletalMeshComponent = GetSkeletalMeshComponentFromRuntimeObjectPtr( RuntimeObjectPtr );
if ( SkeletalMeshComponent != nullptr )
{
UAnimInstance* AnimInstance = SkeletalMeshComponent->GetAnimInstance();
if ( AnimInstance )
{
UAnimSingleNodeInstance * SingleNodeInstance = SkeletalMeshComponent->GetSingleNodeInstance();
if ( SingleNodeInstance )
{
SingleNodeInstance->SetPlaying( false );
}
// TODO: Anim montage?
}
}
}
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:27,代码来源:MovieSceneSkeletalAnimationTrackInstance.cpp
示例6: DetachMeshFromPawn
void AShooterWeapon::AttachMeshToPawn()
{
if (MyPawn)
{
// Remove and hide both first and third person meshes
DetachMeshFromPawn();
// For locally controller players we attach both weapons and let the bOnlyOwnerSee, bOwnerNoSee flags deal with visibility.
FName AttachPoint = MyPawn->GetWeaponAttachPoint();
if( MyPawn->IsLocallyControlled() == true )
{
USkeletalMeshComponent* PawnMesh1p = MyPawn->GetSpecifcPawnMesh(true);
USkeletalMeshComponent* PawnMesh3p = MyPawn->GetSpecifcPawnMesh(false);
Mesh1P->SetHiddenInGame( false );
Mesh3P->SetHiddenInGame( false );
Mesh1P->AttachTo(PawnMesh1p, AttachPoint);
Mesh3P->AttachTo(PawnMesh3p, AttachPoint);
}
else
{
USkeletalMeshComponent* UseWeaponMesh = GetWeaponMesh();
USkeletalMeshComponent* UsePawnMesh = MyPawn->GetPawnMesh();
UseWeaponMesh->AttachTo(UsePawnMesh, AttachPoint);
UseWeaponMesh->SetHiddenInGame( false );
}
}
}
开发者ID:t-p-tan,项目名称:CS4350-Die-Another-Day,代码行数:27,代码来源:ShooterWeapon.cpp
示例7: GetOwningComponent
void UAnimInstance::SetMorphTarget(FName MorphTargetName, float Value)
{
USkeletalMeshComponent * Component = GetOwningComponent();
if (Component)
{
Component->SetMorphTarget(MorphTargetName, Value);
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,代码来源:AnimInstance.cpp
示例8: GetMainWeaponMesh
FVector AARCharacter::GetMainWeaponSocket(const FName& Socket) const
{
USkeletalMeshComponent* Component = GetMainWeaponMesh();
if (!Component)
return GetMesh()->GetSocketLocation(TEXT("headSocket"));
return Component->GetSocketLocation(Socket);
}
开发者ID:iniside,项目名称:ActionRPGGame,代码行数:8,代码来源:ARCharacter.cpp
示例9: GetSkelMeshComponent
APawn* UAnimInstance::TryGetPawnOwner()
{
USkeletalMeshComponent* OwnerComponent = GetSkelMeshComponent();
if (AActor* OwnerActor = OwnerComponent->GetOwner())
{
return Cast<APawn>(OwnerActor);
}
return NULL;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,代码来源:AnimInstance.cpp
示例10: GetWeaponMesh
void ASFlashlight::BeginPlay()
{
Super::BeginPlay();
/* Create an instance unique to this actor instance to manipulate emissive intensity */
USkeletalMeshComponent* MeshComp = GetWeaponMesh();
if (MeshComp)
{
MatDynamic = MeshComp->CreateAndSetMaterialInstanceDynamic(0);
}
}
开发者ID:emotionalplague,项目名称:EpicSurvivalGameSeries,代码行数:11,代码来源:SFlashlight.cpp
示例11: GetAnimPreviewScene
FWidget::EWidgetMode FFabrikEditMode::GetWidgetMode() const
{
USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
int32 BoneIndex = SkelComp->GetBoneIndex(GraphNode->Node.EffectorTransformBone.BoneName);
if (BoneIndex != INDEX_NONE)
{
return FWidget::WM_Translate;
}
return FWidget::WM_None;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:12,代码来源:FabrikEditMode.cpp
示例12: OnDeath
void AGamePlayCharacter::OnDeath(float KillingDamage, FDamageEvent const& DamageEvent, APawn* PawnInstigator, AActor* DamageCauser)
{
Super::OnDeath(KillingDamage, DamageEvent, PawnInstigator, DamageCauser);
if (CurrentWeapon)
{
CurrentWeapon->GetRootComponent()->DetachFromParent();
USkeletalMeshComponent* WeaponMesh = CurrentWeapon->WeaponMesh;
if (WeaponMesh)
{
WeaponMesh->SetSimulatePhysics(true);
WeaponMesh->SetCollisionProfileName(TEXT("PhysicsActor"));
WeaponMesh->AddAngularImpulse(FVector(1000, 500, 0));
}
}
}
开发者ID:1992please,项目名称:Unreal_ShooterGame,代码行数:15,代码来源:GamePlayCharacter.cpp
示例13: RefreshLODChange
void FLODUtilities::RefreshLODChange(const USkeletalMesh* SkeletalMesh)
{
for (FObjectIterator Iter(USkeletalMeshComponent::StaticClass()); Iter; ++Iter)
{
USkeletalMeshComponent* SkeletalMeshComponent = Cast<USkeletalMeshComponent>(*Iter);
if (SkeletalMeshComponent->SkeletalMesh == SkeletalMesh)
{
// it needs to recreate IF it already has been created
if (SkeletalMeshComponent->IsRegistered())
{
SkeletalMeshComponent->UpdateLODStatus();
SkeletalMeshComponent->MarkRenderStateDirty();
}
}
}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:16,代码来源:LODUtilities.cpp
示例14: GetAnimPreviewScene
FVector FObserveBoneEditMode::GetWidgetLocation() const
{
USkeletalMeshComponent* SkelComp = GetAnimPreviewScene().GetPreviewMeshComponent();
USkeleton* Skeleton = SkelComp->SkeletalMesh->Skeleton;
FVector WidgetLoc = FVector::ZeroVector;
int32 MeshBoneIndex = SkelComp->GetBoneIndex(GraphNode->Node.BoneToObserve.BoneName);
if (MeshBoneIndex != INDEX_NONE)
{
const FTransform BoneTM = SkelComp->GetBoneTransform(MeshBoneIndex);
WidgetLoc = BoneTM.GetLocation();
}
return WidgetLoc;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:16,代码来源:ObserveBoneEditMode.cpp
示例15: check
void FGameplayAbilityActorInfo::InitFromActor(AActor *InOwnerActor, AActor *InAvatarActor, UAbilitySystemComponent* InAbilitySystemComponent)
{
check(InOwnerActor);
check(InAbilitySystemComponent);
OwnerActor = InOwnerActor;
AvatarActor = InAvatarActor;
AbilitySystemComponent = InAbilitySystemComponent;
// Look for a player controller or pawn in the owner chain.
AActor *TestActor = InOwnerActor;
while (TestActor)
{
if (APlayerController * CastPC = Cast<APlayerController>(TestActor))
{
PlayerController = CastPC;
break;
}
if (APawn * Pawn = Cast<APawn>(TestActor))
{
PlayerController = Cast<APlayerController>(Pawn->GetController());
break;
}
TestActor = TestActor->GetOwner();
}
if (AvatarActor.Get())
{
// Grab Components that we care about
USkeletalMeshComponent * SkelMeshComponent = AvatarActor->FindComponentByClass<USkeletalMeshComponent>();
if (SkelMeshComponent)
{
this->AnimInstance = SkelMeshComponent->GetAnimInstance();
}
MovementComponent = AvatarActor->FindComponentByClass<UMovementComponent>();
}
else
{
MovementComponent = NULL;
AnimInstance = NULL;
}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:45,代码来源:GameplayAbilityTypes.cpp
示例16: ue_py_check
PyObject *py_ue_get_anim_instance(ue_PyUObject *self, PyObject * args)
{
ue_py_check(self);
if (!self->ue_object->IsA<USkeletalMeshComponent>())
return PyErr_Format(PyExc_Exception, "uobject is not a USkeletalMeshComponent");
USkeletalMeshComponent *skeletal = (USkeletalMeshComponent *)self->ue_object;
UAnimInstance *anim = skeletal->GetAnimInstance();
if (!anim)
{
Py_INCREF(Py_None);
return Py_None;
}
Py_RETURN_UOBJECT((UObject *)anim);
}
开发者ID:rdsgautier,项目名称:UnrealEnginePython,代码行数:19,代码来源:UEPySkeletal.cpp
示例17: AttachWeapon
//void AARWeapon::OnRep_WeaponOwner()
//{
// if (WeaponOwner)
// SetWeaponOwner(WeaponOwner);
//}
//void AARWeapon::SetWeaponOwner(AARCharacter* NewOwner)
//{
// WeaponOwner = NewOwner;
// SetOwner(NewOwner);
//}
void AARWeapon::AttachWeapon()
{
if (ARCharacterOwner)
{
// Remove and hide both first and third person meshes
// For locally controller players we attach both weapons and let the bOnlyOwnerSee, bOwnerNoSee flags deal with visibility.
//FName AttachPoint = WeaponOwner->GetWeaponAttachPoint();
if (ARCharacterOwner->IsLocallyControlled() == true)
{
USkeletalMeshComponent* PawnMesh3p = ARCharacterOwner->GetMesh();
WeaponMesh->SetHiddenInGame(false);
WeaponMesh->AttachTo(PawnMesh3p, "TestSocket");
}
else
{
USkeletalMeshComponent* UseWeaponMesh = WeaponMesh;
USkeletalMeshComponent* UsePawnMesh = ARCharacterOwner->GetMesh();
UseWeaponMesh->AttachTo(UsePawnMesh, "TestSocket");
UseWeaponMesh->SetHiddenInGame(false);
}
}
}
开发者ID:ChuckKanuck,项目名称:ActionRPGGame,代码行数:33,代码来源:ARWeapon.cpp
示例18: GetComponentInternal
FTransform UPhysicsConstraintComponent::GetBodyTransformInternal(EConstraintFrame::Type Frame, FName InBoneName) const
{
UPrimitiveComponent* PrimComp = GetComponentInternal(Frame);
if(!PrimComp)
{
return FTransform::Identity;
}
//Use ComponentToWorld by default for all components
FTransform ResultTM = PrimComp->ComponentToWorld;
// Skeletal case
USkeletalMeshComponent* SkelComp = Cast<USkeletalMeshComponent>(PrimComp);
if(SkelComp != NULL)
{
int32 BoneIndex = SkelComp->GetBoneIndex(InBoneName);
if(BoneIndex != INDEX_NONE)
{
ResultTM = SkelComp->GetBoneTransform(BoneIndex);
}
}
return ResultTM;
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:24,代码来源:PhysicsConstraintComponent.cpp
示例19: UpdateFromLookAtTarget
void FAnimNode_AimOffsetLookAt::UpdateFromLookAtTarget(FPoseContext& LocalPoseContext)
{
const FBoneContainer& RequiredBones = LocalPoseContext.Pose.GetBoneContainer();
if (RequiredBones.GetSkeletalMeshAsset())
{
const USkeletalMeshSocket* Socket = RequiredBones.GetSkeletalMeshAsset()->FindSocket(SourceSocketName);
if (Socket)
{
const FTransform SocketLocalTransform = Socket->GetSocketLocalTransform();
FBoneReference SocketBoneReference;
SocketBoneReference.BoneName = Socket->BoneName;
SocketBoneReference.Initialize(RequiredBones);
if (SocketBoneReference.IsValid(RequiredBones))
{
const FCompactPoseBoneIndex SocketBoneIndex = SocketBoneReference.GetCompactPoseIndex(RequiredBones);
FCSPose<FCompactPose> GlobalPose;
GlobalPose.InitPose(LocalPoseContext.Pose);
USkeletalMeshComponent* Component = LocalPoseContext.AnimInstanceProxy->GetSkelMeshComponent();
AActor* Actor = Component ? Component->GetOwner() : nullptr;
if (Component && Actor && BlendSpace)
{
const FTransform ActorTransform = Actor->GetTransform();
const FTransform BoneTransform = GlobalPose.GetComponentSpaceTransform(SocketBoneIndex);
const FTransform SocketWorldTransform = SocketLocalTransform * BoneTransform * Component->ComponentToWorld;
// Convert Target to Actor Space
const FTransform TargetWorldTransform(LookAtLocation);
const FVector DirectionToTarget = ActorTransform.InverseTransformVectorNoScale(TargetWorldTransform.GetLocation() - SocketWorldTransform.GetLocation()).GetSafeNormal();
const FVector CurrentDirection = ActorTransform.InverseTransformVectorNoScale(SocketWorldTransform.GetUnitAxis(EAxis::X));
const FVector AxisX = FVector::ForwardVector;
const FVector AxisY = FVector::RightVector;
const FVector AxisZ = FVector::UpVector;
const FVector2D CurrentCoords = FMath::GetAzimuthAndElevation(CurrentDirection, AxisX, AxisY, AxisZ);
const FVector2D TargetCoords = FMath::GetAzimuthAndElevation(DirectionToTarget, AxisX, AxisY, AxisZ);
const FVector BlendInput(
FRotator::NormalizeAxis(FMath::RadiansToDegrees(TargetCoords.X - CurrentCoords.X)),
FRotator::NormalizeAxis(FMath::RadiansToDegrees(TargetCoords.Y - CurrentCoords.Y)),
0.f);
// Set X and Y, so ticking next frame is based on correct weights.
X = BlendInput.X;
Y = BlendInput.Y;
// Generate BlendSampleDataCache from inputs.
BlendSpace->GetSamplesFromBlendInput(BlendInput, BlendSampleDataCache);
if (CVarAimOffsetLookAtDebug.GetValueOnAnyThread() == 1)
{
DrawDebugLine(Component->GetWorld(), SocketWorldTransform.GetLocation(), TargetWorldTransform.GetLocation(), FColor::Green);
DrawDebugLine(Component->GetWorld(), SocketWorldTransform.GetLocation(), SocketWorldTransform.GetLocation() + SocketWorldTransform.GetUnitAxis(EAxis::X) * (TargetWorldTransform.GetLocation() - SocketWorldTransform.GetLocation()).Size(), FColor::Red);
DrawDebugCoordinateSystem(Component->GetWorld(), ActorTransform.GetLocation(), ActorTransform.GetRotation().Rotator(), 100.f);
FString DebugString = FString::Printf(TEXT("Socket (X:%f, Y:%f), Target (X:%f, Y:%f), Result (X:%f, Y:%f)")
, FMath::RadiansToDegrees(CurrentCoords.X)
, FMath::RadiansToDegrees(CurrentCoords.Y)
, FMath::RadiansToDegrees(TargetCoords.X)
, FMath::RadiansToDegrees(TargetCoords.Y)
, BlendInput.X
, BlendInput.Y);
GEngine->AddOnScreenDebugMessage(INDEX_NONE, 0.f, FColor::Red, DebugString, false);
}
}
}
}
}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:75,代码来源:AnimNode_AimOffsetLookAt.cpp
示例20: UE_LOG
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USkeletalMeshComponent类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。 |
请发表评论