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自学教程:C++ FVector函数代码示例

51自学网 2021-06-01 20:45:14
  C++
这篇教程C++ FVector函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中FVector函数的典型用法代码示例。如果您正苦于以下问题:C++ FVector函数的具体用法?C++ FVector怎么用?C++ FVector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FVector函数的26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: UE_LOG

void UCheatManager::Summon( const FString& ClassName ){	UE_LOG(LogCheatManager, Log,  TEXT("Fabricate %s"), *ClassName );	bool bIsValidClassName = true;	FString FailureReason;	if ( ClassName.Contains(TEXT(" ")) )	{		FailureReason = FString::Printf(TEXT("ClassName contains a space."));		bIsValidClassName = false;	}	else if ( !FPackageName::IsShortPackageName(ClassName) )	{		if ( ClassName.Contains(TEXT(".")) )		{			FString PackageName;			FString ObjectName;			ClassName.Split(TEXT("."), &PackageName, &ObjectName);			const bool bIncludeReadOnlyRoots = true;			FText Reason;			if ( !FPackageName::IsValidLongPackageName(PackageName, bIncludeReadOnlyRoots, &Reason) )			{				FailureReason = Reason.ToString();				bIsValidClassName = false;			}		}		else		{			FailureReason = TEXT("Class names with a path must contain a dot. (i.e /Script/Engine.StaticMeshActor)");			bIsValidClassName = false;		}	}	bool bSpawnedActor = false;	if ( bIsValidClassName )	{		UClass* NewClass = NULL;		if ( FPackageName::IsShortPackageName(ClassName) )		{			NewClass = FindObject<UClass>(ANY_PACKAGE, *ClassName);		}		else		{			NewClass = FindObject<UClass>(NULL, *ClassName);		}		if( NewClass )		{			if ( NewClass->IsChildOf(AActor::StaticClass()) )			{				APlayerController* const MyPlayerController = GetOuterAPlayerController();				if(MyPlayerController)				{					FRotator const SpawnRot = MyPlayerController->GetControlRotation();					FVector SpawnLoc = MyPlayerController->GetFocalLocation();					SpawnLoc += 72.f * SpawnRot.Vector() + FVector(0.f, 0.f, 1.f) * 15.f;					FActorSpawnParameters SpawnInfo;					SpawnInfo.Instigator = MyPlayerController->Instigator;					AActor* Actor = GetWorld()->SpawnActor(NewClass, &SpawnLoc, &SpawnRot, SpawnInfo );					if ( Actor )					{						bSpawnedActor = true;					}					else					{						FailureReason = TEXT("SpawnActor failed.");						bSpawnedActor = false;					}				}			}			else			{				FailureReason = TEXT("Class is not derived from Actor.");				bSpawnedActor = false;			}		}		else		{			FailureReason = TEXT("Failed to find class.");			bSpawnedActor = false;		}	}		if ( !bSpawnedActor )	{		UE_LOG(LogCheatManager, Warning, TEXT("Failed to summon %s. Reason: %s"), *ClassName, *FailureReason);	}}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:90,


示例2: FVector

FVector UKismetMathLibrary::Conv_FloatToVector(float InFloat){	return FVector(InFloat);}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:4,


示例3: PolyNormal

void UKismetMathLibrary::MinimumAreaRectangle(class UObject* WorldContextObject, const TArray<FVector>& InVerts, const FVector& SampleSurfaceNormal, FVector& OutRectCenter, FRotator& OutRectRotation, float& OutSideLengthX, float& OutSideLengthY, bool bDebugDraw){	float MinArea = -1.f;	float CurrentArea = -1.f;	FVector SupportVectorA, SupportVectorB;	FVector RectSideA, RectSideB;	float MinDotResultA, MinDotResultB, MaxDotResultA, MaxDotResultB;	FVector TestEdge;	float TestEdgeDot = 0.f;	FVector PolyNormal(0.f, 0.f, 1.f);	TArray<int32> PolyVertIndices;	// Bail if we receive an empty InVerts array	if( InVerts.Num() == 0 )	{		return;	}	// Compute the approximate normal of the poly, using the direction of SampleSurfaceNormal for guidance	PolyNormal = (InVerts[InVerts.Num() / 3] - InVerts[0]) ^ (InVerts[InVerts.Num() * 2 / 3] - InVerts[InVerts.Num() / 3]);	if( (PolyNormal | SampleSurfaceNormal) < 0.f )	{		PolyNormal = -PolyNormal;	}	// Transform the sample points to 2D	FMatrix SurfaceNormalMatrix = FRotationMatrix::MakeFromZX(PolyNormal, FVector(1.f, 0.f, 0.f));	TArray<FVector> TransformedVerts;	OutRectCenter = FVector(0.f);	for( int32 Idx = 0; Idx < InVerts.Num(); ++Idx )	{		OutRectCenter += InVerts[Idx];		TransformedVerts.Add(SurfaceNormalMatrix.InverseTransformVector(InVerts[Idx]));	}	OutRectCenter /= InVerts.Num();	// Compute the convex hull of the sample points	ConvexHull2D::ComputeConvexHull(TransformedVerts, PolyVertIndices);	// Minimum area rectangle as computed by http://www.geometrictools.com/Documentation/MinimumAreaRectangle.pdf	for( int32 Idx = 1; Idx < PolyVertIndices.Num() - 1; ++Idx )	{		SupportVectorA = (TransformedVerts[PolyVertIndices[Idx]] - TransformedVerts[PolyVertIndices[Idx-1]]).GetSafeNormal();		SupportVectorA.Z = 0.f;		SupportVectorB.X = -SupportVectorA.Y;		SupportVectorB.Y = SupportVectorA.X;		SupportVectorB.Z = 0.f;		MinDotResultA = MinDotResultB = MaxDotResultA = MaxDotResultB = 0.f;		for (int TestVertIdx = 1; TestVertIdx < PolyVertIndices.Num(); ++TestVertIdx )		{			TestEdge = TransformedVerts[PolyVertIndices[TestVertIdx]] - TransformedVerts[PolyVertIndices[0]];			TestEdgeDot = SupportVectorA | TestEdge;			if( TestEdgeDot < MinDotResultA )			{				MinDotResultA = TestEdgeDot;			}			else if(TestEdgeDot > MaxDotResultA )			{				MaxDotResultA = TestEdgeDot;			}			TestEdgeDot = SupportVectorB | TestEdge;			if( TestEdgeDot < MinDotResultB )			{				MinDotResultB = TestEdgeDot;			}			else if( TestEdgeDot > MaxDotResultB )			{				MaxDotResultB = TestEdgeDot;			}		}		CurrentArea = (MaxDotResultA - MinDotResultA) * (MaxDotResultB - MinDotResultB);		if( MinArea < 0.f || CurrentArea < MinArea )		{			MinArea = CurrentArea;			RectSideA = SupportVectorA * (MaxDotResultA - MinDotResultA);			RectSideB = SupportVectorB * (MaxDotResultB - MinDotResultB);		}	}	RectSideA = SurfaceNormalMatrix.TransformVector(RectSideA);	RectSideB = SurfaceNormalMatrix.TransformVector(RectSideB);	OutRectRotation = FRotationMatrix::MakeFromZX(PolyNormal, RectSideA).Rotator();	OutSideLengthX = RectSideA.Size();	OutSideLengthY = RectSideB.Size();	if( bDebugDraw )	{		UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject);		if(World != nullptr)		{			DrawDebugSphere(World, OutRectCenter, 10.f, 12, FColor::Yellow, true);			DrawDebugCoordinateSystem(World, OutRectCenter, SurfaceNormalMatrix.Rotator(), 100.f, true);			DrawDebugLine(World, OutRectCenter - RectSideA * 0.5f + FVector(0,0,10.f), OutRectCenter + RectSideA * 0.5f + FVector(0,0,10.f), FColor::Green, true,-1, 0, 5.f);			DrawDebugLine(World, OutRectCenter - RectSideB * 0.5f + FVector(0,0,10.f), OutRectCenter + RectSideB * 0.5f + FVector(0,0,10.f), FColor::Blue, true,-1, 0, 5.f);		}	}}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:100,


示例4: ClothingPress

void AJetpackItem::ClothingPress(APlayerCharacter *player) {    player1 = player;    isFlying = true;        player->GetCharacterMovement()->AddImpulse(FVector(0, 0, 350.0f));}
开发者ID:AidoP,项目名称:Oncoming-Pre-Alpha,代码行数:6,


示例5: Super

AARCharacter::AARCharacter(const class FPostConstructInitializeProperties& PCIP)	: Super(PCIP){	// Set size for collision capsule	CapsuleComponent->InitCapsuleSize(42.f, 96.0f);	IsCharacterTurningYaw = false;	//LowOffset = FVector(-380.0f, 35.0f, 15.0f);	//MidOffset = FVector(-380.0f, 35.0f, 60.0f);	//HighOffset = FVector(-380.0f, 35.0f, 150.0f); //x,y,z	CameraBoom = PCIP.CreateDefaultSubobject<USpringArmComponent>(this, TEXT("CameraBoom"));	CameraBoom->AttachTo(CapsuleComponent);	CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character	CameraBoom->bUseControllerViewRotation = true; // Rotate the arm based on the controller	CameraBoom->SocketOffset = FVector(0.0f, 50.0f, 100.0f);	// Create a follow camera	FollowCamera = PCIP.CreateDefaultSubobject<UCameraComponent>(this, TEXT("FollowCamera"));	FollowCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation	FollowCamera->bUseControllerViewRotation = false; // Camera does not rotate relative to arm	bReplicates = true;	// Don't rotate when the controller rotates. Let that just affect the camera.	bUseControllerRotationPitch = false;	bUseControllerRotationYaw = true;	bUseControllerRotationRoll = false;	// Configure character movement	CharacterMovement->bOrientRotationToMovement = true; // Character moves in the direction of input...		CharacterMovement->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // ...at this rotation rate	CharacterMovement->JumpZVelocity = 600.f;	CharacterMovement->AirControl = 0.2f;	Attributes = PCIP.CreateDefaultSubobject<UARAttributeComponent>(this, TEXT("Attributes"));	Attributes->Activate();	Attributes->bAutoRegister = true;	Attributes->SetIsReplicated(true);	Equipment = PCIP.CreateDefaultSubobject<UAREquipmentComponent>(this, TEXT("Equipment"));	Equipment->Activate();	Equipment->bAutoRegister = true;	//Equipment->GetNetAddressable();	Equipment->SetIsReplicated(true);	Abilities = PCIP.CreateDefaultSubobject<UARAbilityComponent>(this, TEXT("Abilities"));	Abilities->Activate();	Abilities->bAutoRegister = true;	//Equipment->GetNetAddressable();	Abilities->SetIsReplicated(true);	HeadMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("HeadMesh"));	HeadMesh->AttachParent = Mesh;	HeadMesh->SetMasterPoseComponent(Mesh);	ShoulderMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("ShoulderMesh"));	ShoulderMesh->AttachParent = Mesh;	ShoulderMesh->SetMasterPoseComponent(Mesh);	ChestMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("ChestMesh"));	ChestMesh->AttachParent = Mesh;	ChestMesh->SetMasterPoseComponent(Mesh);	LegsMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("LegsMesh"));	LegsMesh->AttachParent = Mesh;	LegsMesh->SetMasterPoseComponent(Mesh);		HandsMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("HandsMesh"));	HandsMesh->AttachParent = Mesh;	HandsMesh->SetMasterPoseComponent(Mesh);	FootMesh = PCIP.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("FootMesh"));	FootMesh->AttachParent = Mesh;	FootMesh->SetMasterPoseComponent(Mesh);	//SetRootComponent(Mesh);}
开发者ID:Aboutdept,项目名称:ActionRPGGame,代码行数:74,


示例6: UE_LOG

void AWizardsCharacter::OnFire(){	if (!mySpellBook.IsValidIndex(0)) {		UE_LOG(LogTemp, Warning, TEXT("Spell Gathering Needed!"));		newCharactersSpells();	}	if (Mana > mySpellBook[currSpell].spellCost) {		Mana -= mySpellBook[currSpell].spellCost;		// try and fire a projectile		if (mySpellBook[currSpell].spellType == 0)		{			const FRotator SpawnRotation = GetControlRotation();			const FVector SpawnLocation = GetActorLocation() + SpawnRotation.RotateVector(GunOffset);			UWorld* const World = GetWorld();			if (World)			{				// spawn the projectile at the muzzle				/*UParticleSystem* projParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];				UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + 5];				AWizardsProjectile* wizardsSpell = World->SpawnActor<AWizardsProjectile>(ProjectileClass, SpawnLocation, SpawnRotation);// , myparams);				wizardsSpell->SpellCreation(&mySpellBook[currSpell], projParticle, blastParticle, this);*/				if (Role < ROLE_Authority)				{					ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);//mySpellBook[currSpell]);				}				else {					ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);				}			}		}		else if (mySpellBook[currSpell].spellType == 1) {			const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation();														 // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position			const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset);			UWorld* const World = GetWorld();			if (World)			{				// spawn the projectile at the muzzle				/*UParticleSystem* blastParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];				AWizardsBlast* wizardsSpell = World->SpawnActor<AWizardsBlast>(BlastClass, SpawnLocation, SpawnRotation);// , myparams);				wizardsSpell->SpellCreation(blastParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this);				wizardsSpell->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks*/				if (Role < ROLE_Authority)				{					ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);				}				else {					ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);				}			}		}		else if (mySpellBook[currSpell].spellType == 2) {			const FRotator SpawnRotation = FRotator(0.0);//GetControlRotation();														 // MuzzleOffset is in camera space, so transform it to world space before offsetting from the character location to find the final muzzle position			const FVector SpawnLocation = FVector(0.0);//GetActorLocation() + SpawnRotation.RotateVector(GunOffset);			UWorld* const World = GetWorld();			if (World)			{				// spawn the projectile at the muzzle				/*UParticleSystem* coneParticle = particleList[mySpellBook[currSpell].spellEffect + mySpellBook[currSpell].spellType * 5];				AWizardsCone* wizardsCone = World->SpawnActor<AWizardsCone>(ConeClass, SpawnLocation, SpawnRotation);// , myparams);				wizardsCone->SpellCreation(coneParticle, mySpellBook[currSpell].spellSize, mySpellBook[currSpell].spellDamage, this);				wizardsCone->AttachRootComponentTo(GetCapsuleComponent());//Probably useful for Blasts, Rays, and Conical attacks				activeAttack = Cast<AActor>(wizardsCone);*/				if (Role < ROLE_Authority)				{					ServerFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);				}				else {					ClientFireProjectile(mySpellBook[currSpell], SpawnRotation, SpawnLocation);				}			}		}		// God this sound is so annoying		/*if (FireSound != NULL)		{		UGameplayStatics::PlaySoundAtLocation(this, FireSound, GetActorLocation());		}*/		// try and play a firing animation if specified		if (FireAnimation != NULL)		{			// Get the animation object for the arms mesh			UAnimInstance* AnimInstance = Mesh1P->GetAnimInstance();			if (AnimInstance != NULL)			{				AnimInstance->Montage_Play(FireAnimation, 1.f);			}		}	}}
开发者ID:tagaderm,项目名称:wizards,代码行数:96,


示例7: Pointify

	void Pointify(const FInterpCurveVector& SplineInfo, TArray<FLandscapeSplineInterpPoint>& Points, int32 NumSubdivisions,		float StartFalloffFraction, float EndFalloffFraction,		const float StartWidth, const float EndWidth,		const float StartSideFalloff, const float EndSideFalloff,		const float StartRollDegrees, const float EndRollDegrees)	{		// Stop the start and end fall-off overlapping		const float TotalFalloff = StartFalloffFraction + EndFalloffFraction;		if (TotalFalloff > 1.0f)		{			StartFalloffFraction /= TotalFalloff;			EndFalloffFraction /= TotalFalloff;		}		const float StartRoll = FMath::DegreesToRadians(StartRollDegrees);		const float EndRoll = FMath::DegreesToRadians(EndRollDegrees);		float OldKeyTime = 0;		for (int32 i = 0; i < SplineInfo.Points.Num(); i++)		{			const float NewKeyTime = SplineInfo.Points[i].InVal;			const float NewKeyCosInterp = 0.5f - 0.5f * FMath::Cos(NewKeyTime * PI);			const float NewKeyWidth = FMath::Lerp(StartWidth, EndWidth, NewKeyCosInterp);			const float NewKeyFalloff = FMath::Lerp(StartSideFalloff, EndSideFalloff, NewKeyCosInterp);			const float NewKeyRoll = FMath::Lerp(StartRoll, EndRoll, NewKeyCosInterp);			const FVector NewKeyPos = SplineInfo.Eval(NewKeyTime, FVector::ZeroVector);			const FVector NewKeyTangent = SplineInfo.EvalDerivative(NewKeyTime, FVector::ZeroVector).GetSafeNormal();			const FVector NewKeyBiNormal = FQuat(NewKeyTangent, -NewKeyRoll).RotateVector((NewKeyTangent ^ FVector(0, 0, -1)).GetSafeNormal());			const FVector NewKeyLeftPos = NewKeyPos - NewKeyBiNormal * NewKeyWidth;			const FVector NewKeyRightPos = NewKeyPos + NewKeyBiNormal * NewKeyWidth;			const FVector NewKeyFalloffLeftPos = NewKeyPos - NewKeyBiNormal * (NewKeyWidth + NewKeyFalloff);			const FVector NewKeyFalloffRightPos = NewKeyPos + NewKeyBiNormal * (NewKeyWidth + NewKeyFalloff);			const float NewKeyStartEndFalloff = FMath::Min((StartFalloffFraction > 0 ? NewKeyTime / StartFalloffFraction : 1.0f), (EndFalloffFraction > 0 ? (1 - NewKeyTime) / EndFalloffFraction : 1.0f));			// If not the first keypoint, interp from the last keypoint.			if (i > 0)			{				const int32 NumSteps = FMath::CeilToInt((NewKeyTime - OldKeyTime) * NumSubdivisions);				const float DrawSubstep = (NewKeyTime - OldKeyTime) / NumSteps;				// Add a point for each substep, except the ends because that's the point added outside the interp'ing.				for (int32 j = 1; j < NumSteps; j++)				{					const float NewTime = OldKeyTime + j*DrawSubstep;					const float NewCosInterp = 0.5f - 0.5f * FMath::Cos(NewTime * PI);					const float NewWidth = FMath::Lerp(StartWidth, EndWidth, NewCosInterp);					const float NewFalloff = FMath::Lerp(StartSideFalloff, EndSideFalloff, NewCosInterp);					const float NewRoll = FMath::Lerp(StartRoll, EndRoll, NewCosInterp);					const FVector NewPos = SplineInfo.Eval(NewTime, FVector::ZeroVector);					const FVector NewTangent = SplineInfo.EvalDerivative(NewTime, FVector::ZeroVector).GetSafeNormal();					const FVector NewBiNormal = FQuat(NewTangent, -NewRoll).RotateVector((NewTangent ^ FVector(0, 0, -1)).GetSafeNormal());					const FVector NewLeftPos = NewPos - NewBiNormal * NewWidth;					const FVector NewRightPos = NewPos + NewBiNormal * NewWidth;					const FVector NewFalloffLeftPos = NewPos - NewBiNormal * (NewWidth + NewFalloff);					const FVector NewFalloffRightPos = NewPos + NewBiNormal * (NewWidth + NewFalloff);					const float NewStartEndFalloff = FMath::Min((StartFalloffFraction > 0 ? NewTime / StartFalloffFraction : 1.0f), (EndFalloffFraction > 0 ? (1 - NewTime) / EndFalloffFraction : 1.0f));					Points.Emplace(NewPos, NewLeftPos, NewRightPos, NewFalloffLeftPos, NewFalloffRightPos, NewStartEndFalloff);				}			}			Points.Emplace(NewKeyPos, NewKeyLeftPos, NewKeyRightPos, NewKeyFalloffLeftPos, NewKeyFalloffRightPos, NewKeyStartEndFalloff);			OldKeyTime = NewKeyTime;		}		// Handle self-intersection errors due to tight turns		FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::Left);		FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::Right);		FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::FalloffLeft);		FixSelfIntersection(Points, &FLandscapeSplineInterpPoint::FalloffRight);	}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:72,


示例8: rightSensorPosition

float AWheeledVehicleAIController::CalcStreeringValue(FVector &direction){  float steering = 0;  FVector BoxExtent = Vehicle->GetVehicleBoundsExtent();  FVector forward = Vehicle->GetActorForwardVector();  FVector rightSensorPosition(BoxExtent.X / 2.0f, (BoxExtent.Y / 2.0f) + 100.0f, 0.0f);  FVector leftSensorPosition(BoxExtent.X / 2.0f, -(BoxExtent.Y / 2.0f) - 100.0f, 0.0f);  float forwardMagnitude = BoxExtent.X / 2.0f;  float Magnitude = (float) sqrt(pow((double) leftSensorPosition.X, 2.0) + pow((double) leftSensorPosition.Y, 2.0));  //same for the right and left  float offset = FGenericPlatformMath::Acos(forwardMagnitude / Magnitude);  float actorAngle = forward.UnitCartesianToSpherical().Y;  float sinR = FGenericPlatformMath::Sin(actorAngle + offset);  float cosR = FGenericPlatformMath::Cos(actorAngle + offset);  float sinL = FGenericPlatformMath::Sin(actorAngle - offset);  float cosL = FGenericPlatformMath::Cos(actorAngle - offset);  rightSensorPosition.Y = sinR * Magnitude;  rightSensorPosition.X = cosR * Magnitude;  leftSensorPosition.Y = sinL * Magnitude;  leftSensorPosition.X = cosL * Magnitude;  FVector rightPositon = GetPawn()->GetActorLocation() + FVector(rightSensorPosition.X, rightSensorPosition.Y, 0.0f);  FVector leftPosition = GetPawn()->GetActorLocation() + FVector(leftSensorPosition.X, leftSensorPosition.Y, 0.0f);  FRoadMapPixelData rightRoadData = RoadMap->GetDataAt(rightPositon);  if (!rightRoadData.IsRoad()) { steering -= 0.2f;}  FRoadMapPixelData leftRoadData = RoadMap->GetDataAt(leftPosition);  if (!leftRoadData.IsRoad()) { steering += 0.2f;}  FRoadMapPixelData roadData = RoadMap->GetDataAt(GetPawn()->GetActorLocation());  if (!roadData.IsRoad()) {    steering = -1;  } else if (roadData.HasDirection()) {    direction = roadData.GetDirection();    FVector right = rightRoadData.GetDirection();    FVector left = leftRoadData.GetDirection();    forward.Z = 0.0f;    float dirAngle = direction.UnitCartesianToSpherical().Y;    float rightAngle = right.UnitCartesianToSpherical().Y;    float leftAngle = left.UnitCartesianToSpherical().Y;    dirAngle *= (180.0f / PI);    rightAngle *= (180.0 / PI);    leftAngle *= (180.0 / PI);    actorAngle *= (180.0 / PI);    float min = dirAngle - 90.0f;    if (min < -180.0f) { min = 180.0f + (min + 180.0f);}    float max = dirAngle + 90.0f;    if (max > 180.0f) { max = -180.0f + (max - 180.0f);}    if (dirAngle < -90.0 || dirAngle > 90.0) {      if (rightAngle < min && rightAngle > max) { steering -= 0.2f;}      if (leftAngle < min && leftAngle > max) { steering += 0.2f;}    } else {      if (rightAngle < min || rightAngle > max) { steering -= 0.2f;}      if (leftAngle < min || leftAngle > max) { steering += 0.2f;}    }    float angle = dirAngle - actorAngle;    if (angle > 180.0f) { angle -= 360.0f;} else if (angle < -180.0f) {      angle += 360.0f;    }    if (angle < -MaximumSteerAngle) {      steering = -1.0f;    } else if (angle > MaximumSteerAngle) {      steering = 1.0f;    } else {      steering += angle / MaximumSteerAngle;    }  }  Vehicle->SetAIVehicleState(ECarlaWheeledVehicleState::FreeDriving);  return steering;}
开发者ID:gitmesen,项目名称:carla,代码行数:91,


示例9: RasterizeSegmentHeight

void RasterizeSegmentHeight(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY, FLandscapeEditDataInterface& LandscapeEdit, const TArray<FLandscapeSplineInterpPoint>& Points, bool bRaiseTerrain, bool bLowerTerrain, TSet<ULandscapeComponent*>& ModifiedComponents){	if (!(bRaiseTerrain || bLowerTerrain))	{		return;	}	if (MinX > MaxX || MinY > MaxY)	{		return;	}	TArray<uint16> Data;	Data.AddZeroed((1 + MaxY - MinY) * (1 + MaxX - MinX));	int32 ValidMinX = MinX;	int32 ValidMinY = MinY;	int32 ValidMaxX = MaxX;	int32 ValidMaxY = MaxY;	LandscapeEdit.GetHeightData(ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data.GetData(), 0);	if (ValidMinX > ValidMaxX || ValidMinY > ValidMaxY)	{		// The segment's bounds don't intersect any data, so skip it		MinX = ValidMinX;		MinY = ValidMinY;		MaxX = ValidMaxX;		MaxY = ValidMaxY;		return;	}	FLandscapeEditDataInterface::ShrinkData(Data, MinX, MinY, MaxX, MaxY, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY);	MinX = ValidMinX;	MinY = ValidMinY;	MaxX = ValidMaxX;	MaxY = ValidMaxY;	FTriangleRasterizer<FLandscapeSplineHeightsRasterPolicy> Rasterizer(		FLandscapeSplineHeightsRasterPolicy(Data, MinX, MinY, MaxX, MaxY, bRaiseTerrain, bLowerTerrain));	for (int32 j = 1; j < Points.Num(); j++)	{		// Middle		FVector2D Left0Pos = FVector2D(Points[j - 1].Left);		FVector2D Right0Pos = FVector2D(Points[j - 1].Right);		FVector2D Left1Pos = FVector2D(Points[j].Left);		FVector2D Right1Pos = FVector2D(Points[j].Right);		FVector Left0 = FVector(1.0f, Points[j - 1].StartEndFalloff, Points[j - 1].Left.Z);		FVector Right0 = FVector(1.0f, Points[j - 1].StartEndFalloff, Points[j - 1].Right.Z);		FVector Left1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Left.Z);		FVector Right1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Right.Z);		Rasterizer.DrawTriangle(Left0, Right0, Left1, Left0Pos, Right0Pos, Left1Pos, false);		Rasterizer.DrawTriangle(Right0, Left1, Right1, Right0Pos, Left1Pos, Right1Pos, false);		// Left Falloff		FVector2D FalloffLeft0Pos = FVector2D(Points[j - 1].FalloffLeft);		FVector2D FalloffLeft1Pos = FVector2D(Points[j].FalloffLeft);		FVector FalloffLeft0 = FVector(0.0f, Points[j - 1].StartEndFalloff, Points[j - 1].FalloffLeft.Z);		FVector FalloffLeft1 = FVector(0.0f, Points[j].StartEndFalloff, Points[j].FalloffLeft.Z);		Rasterizer.DrawTriangle(FalloffLeft0, Left0, FalloffLeft1, FalloffLeft0Pos, Left0Pos, FalloffLeft1Pos, false);		Rasterizer.DrawTriangle(Left0, FalloffLeft1, Left1, Left0Pos, FalloffLeft1Pos, Left1Pos, false);		// Right Falloff		FVector2D FalloffRight0Pos = FVector2D(Points[j - 1].FalloffRight);		FVector2D FalloffRight1Pos = FVector2D(Points[j].FalloffRight);		FVector FalloffRight0 = FVector(0.0f, Points[j - 1].StartEndFalloff, Points[j - 1].FalloffRight.Z);		FVector FalloffRight1 = FVector(0.0f, Points[j].StartEndFalloff, Points[j].FalloffRight.Z);		Rasterizer.DrawTriangle(Right0, FalloffRight0, Right1, Right0Pos, FalloffRight0Pos, Right1Pos, false);		Rasterizer.DrawTriangle(FalloffRight0, Right1, FalloffRight1, FalloffRight0Pos, Right1Pos, FalloffRight1Pos, false);	}	LandscapeEdit.SetHeightData(MinX, MinY, MaxX, MaxY, Data.GetData(), 0, true);	LandscapeEdit.GetComponentsInRegion(MinX, MinY, MaxX, MaxY, &ModifiedComponents);}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:76,


示例10: RasterizeSegmentAlpha

void RasterizeSegmentAlpha(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY, FLandscapeEditDataInterface& LandscapeEdit, const TArray<FLandscapeSplineInterpPoint>& Points, ULandscapeLayerInfoObject* LayerInfo, TSet<ULandscapeComponent*>& ModifiedComponents){	if (LayerInfo == nullptr)	{		return;	}	if (MinX > MaxX || MinY > MaxY)	{		return;	}	TArray<uint8> Data;	Data.AddZeroed((1 + MaxY - MinY) * (1 + MaxX - MinX));	int32 ValidMinX = MinX;	int32 ValidMinY = MinY;	int32 ValidMaxX = MaxX;	int32 ValidMaxY = MaxY;	LandscapeEdit.GetWeightData(LayerInfo, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data.GetData(), 0);	if (ValidMinX > ValidMaxX || ValidMinY > ValidMaxY)	{		// The segment's bounds don't intersect any data, so skip it		MinX = ValidMinX;		MinY = ValidMinY;		MaxX = ValidMaxX;		MaxY = ValidMaxY;		return;	}	FLandscapeEditDataInterface::ShrinkData(Data, MinX, MinY, MaxX, MaxY, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY);	MinX = ValidMinX;	MinY = ValidMinY;	MaxX = ValidMaxX;	MaxY = ValidMaxY;	FTriangleRasterizer<FLandscapeSplineBlendmaskRasterPolicy> Rasterizer(		FLandscapeSplineBlendmaskRasterPolicy(Data, MinX, MinY, MaxX, MaxY));	const float BlendValue = 255;	for (int32 j = 1; j < Points.Num(); j++)	{		// Middle		FVector2D Left0Pos = FVector2D(Points[j - 1].Left);		FVector2D Right0Pos = FVector2D(Points[j - 1].Right);		FVector2D Left1Pos = FVector2D(Points[j].Left);		FVector2D Right1Pos = FVector2D(Points[j].Right);		FVector Left0 = FVector(1.0f, Points[j - 1].StartEndFalloff, BlendValue);		FVector Right0 = FVector(1.0f, Points[j - 1].StartEndFalloff, BlendValue);		FVector Left1 = FVector(1.0f, Points[j].StartEndFalloff, BlendValue);		FVector Right1 = FVector(1.0f, Points[j].StartEndFalloff, BlendValue);		Rasterizer.DrawTriangle(Left0, Right0, Left1, Left0Pos, Right0Pos, Left1Pos, false);		Rasterizer.DrawTriangle(Right0, Left1, Right1, Right0Pos, Left1Pos, Right1Pos, false);		// Left Falloff		FVector2D FalloffLeft0Pos = FVector2D(Points[j - 1].FalloffLeft);		FVector2D FalloffLeft1Pos = FVector2D(Points[j].FalloffLeft);		FVector FalloffLeft0 = FVector(0.0f, Points[j - 1].StartEndFalloff, BlendValue);		FVector FalloffLeft1 = FVector(0.0f, Points[j].StartEndFalloff, BlendValue);		Rasterizer.DrawTriangle(FalloffLeft0, Left0, FalloffLeft1, FalloffLeft0Pos, Left0Pos, FalloffLeft1Pos, false);		Rasterizer.DrawTriangle(Left0, FalloffLeft1, Left1, Left0Pos, FalloffLeft1Pos, Left1Pos, false);		// Right Falloff		FVector2D FalloffRight0Pos = FVector2D(Points[j - 1].FalloffRight);		FVector2D FalloffRight1Pos = FVector2D(Points[j].FalloffRight);		FVector FalloffRight0 = FVector(0.0f, Points[j - 1].StartEndFalloff, BlendValue);		FVector FalloffRight1 = FVector(0.0f, Points[j].StartEndFalloff, BlendValue);		Rasterizer.DrawTriangle(Right0, FalloffRight0, Right1, Right0Pos, FalloffRight0Pos, Right1Pos, false);		Rasterizer.DrawTriangle(FalloffRight0, Right1, FalloffRight1, FalloffRight0Pos, Right1Pos, FalloffRight1Pos, false);	}	LandscapeEdit.SetAlphaData(LayerInfo, MinX, MinY, MaxX, MaxY, Data.GetData(), 0, ELandscapeLayerPaintingRestriction::None, !LayerInfo->bNoWeightBlend, false);	LandscapeEdit.GetComponentsInRegion(MinX, MinY, MaxX, MaxY, &ModifiedComponents);}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:78,


示例11: RasterizeControlPointHeights

void RasterizeControlPointHeights(int32& MinX, int32& MinY, int32& MaxX, int32& MaxY, FLandscapeEditDataInterface& LandscapeEdit, FVector ControlPointLocation, const TArray<FLandscapeSplineInterpPoint>& Points, bool bRaiseTerrain, bool bLowerTerrain, TSet<ULandscapeComponent*>& ModifiedComponents){	if (!(bRaiseTerrain || bLowerTerrain))	{		return;	}	if (MinX > MaxX || MinY > MaxY)	{		return;	}	TArray<uint16> Data;	Data.AddZeroed((1 + MaxY - MinY) * (1 + MaxX - MinX));	int32 ValidMinX = MinX;	int32 ValidMinY = MinY;	int32 ValidMaxX = MaxX;	int32 ValidMaxY = MaxY;	LandscapeEdit.GetHeightData(ValidMinX, ValidMinY, ValidMaxX, ValidMaxY, Data.GetData(), 0);	if (ValidMinX > ValidMaxX || ValidMinY > ValidMaxY)	{		// The control point's bounds don't intersect any data, so skip it		MinX = ValidMinX;		MinY = ValidMinY;		MaxX = ValidMaxX;		MaxY = ValidMaxY;		return;	}	FLandscapeEditDataInterface::ShrinkData(Data, MinX, MinY, MaxX, MaxY, ValidMinX, ValidMinY, ValidMaxX, ValidMaxY);	MinX = ValidMinX;	MinY = ValidMinY;	MaxX = ValidMaxX;	MaxY = ValidMaxY;	FTriangleRasterizer<FLandscapeSplineHeightsRasterPolicy> Rasterizer(		FLandscapeSplineHeightsRasterPolicy(Data, MinX, MinY, MaxX, MaxY, bRaiseTerrain, bLowerTerrain));	const FVector2D CenterPos = FVector2D(ControlPointLocation);	const FVector Center = FVector(1.0f, Points[0].StartEndFalloff, ControlPointLocation.Z * LANDSCAPE_INV_ZSCALE + LandscapeDataAccess::MidValue);	for (int32 i = Points.Num() - 1, j = 0; j < Points.Num(); i = j++)	{		// Solid center		const FVector2D Right0Pos = FVector2D(Points[i].Right);		const FVector2D Left1Pos = FVector2D(Points[j].Left);		const FVector2D Right1Pos = FVector2D(Points[j].Right);		const FVector Right0 = FVector(1.0f, Points[i].StartEndFalloff, Points[i].Right.Z);		const FVector Left1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Left.Z);		const FVector Right1 = FVector(1.0f, Points[j].StartEndFalloff, Points[j].Right.Z);		Rasterizer.DrawTriangle(Center, Right0, Left1, CenterPos, Right0Pos, Left1Pos, false);		Rasterizer.DrawTriangle(Center, Left1, Right1, CenterPos, Left1Pos, Right1Pos, false);		// Falloff		FVector2D FalloffRight0Pos = FVector2D(Points[i].FalloffRight);		FVector2D FalloffLeft1Pos = FVector2D(Points[j].FalloffLeft);		FVector FalloffRight0 = FVector(0.0f, Points[i].StartEndFalloff, Points[i].FalloffRight.Z);		FVector FalloffLeft1 = FVector(0.0f, Points[j].StartEndFalloff, Points[j].FalloffLeft.Z);		Rasterizer.DrawTriangle(Right0, FalloffRight0, Left1, Right0Pos, FalloffRight0Pos, Left1Pos, false);		Rasterizer.DrawTriangle(FalloffRight0, Left1, FalloffLeft1, FalloffRight0Pos, Left1Pos, FalloffLeft1Pos, false);	}	LandscapeEdit.SetHeightData(MinX, MinY, MaxX, MaxY, Data.GetData(), 0, true);	LandscapeEdit.GetComponentsInRegion(MinX, MinY, MaxX, MaxY, &ModifiedComponents);}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:70,


示例12: ServerDropWeapon

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,


示例13: FEditorViewportClient

FPhATEdPreviewViewportClient::FPhATEdPreviewViewportClient(TWeakPtr<FPhAT> InPhAT, TSharedPtr<FPhATSharedData> Data, const TSharedRef<SPhATPreviewViewport>& InPhATPreviewViewport)	: FEditorViewportClient(nullptr, &Data->PreviewScene, StaticCastSharedRef<SEditorViewport>(InPhATPreviewViewport))	, PhATPtr(InPhAT)	, SharedData(Data)	, MinPrimSize(0.5f)	, PhAT_TranslateSpeed(0.25f)	, PhAT_RotateSpeed(1.0 * (PI / 180.0))	, PhAT_LightRotSpeed(0.22f)	, SimGrabCheckDistance(5000.0f)	, SimHoldDistanceChangeDelta(20.0f)	, SimMinHoldDistance(10.0f)	, SimGrabMoveSpeed(1.0f){	check(PhATPtr.IsValid());	ModeTools->SetWidgetMode(FWidget::EWidgetMode::WM_Translate);	ModeTools->SetCoordSystem(COORD_Local);	bAllowedToMoveCamera = true;	// Setup defaults for the common draw helper.	DrawHelper.bDrawPivot = false;	DrawHelper.bDrawWorldBox = false;	DrawHelper.bDrawKillZ = false;	DrawHelper.GridColorAxis = FColor(80,80,80);	DrawHelper.GridColorMajor = FColor(72,72,72);	DrawHelper.GridColorMinor = FColor(64,64,64);	DrawHelper.PerspectiveGridSize = 32767;	PhATFont = GEngine->GetSmallFont();	check(PhATFont);	EngineShowFlags.DisableAdvancedFeatures();	EngineShowFlags.SetSeparateTranslucency(true);	EngineShowFlags.SetCompositeEditorPrimitives(true);	// Get actors asset collision bounding box, and move actor so its not intersection the floor plane at Z = 0.	FBox CollBox = SharedData->PhysicsAsset->CalcAABB(SharedData->EditorSkelComp, SharedData->EditorSkelComp->ComponentToWorld);		FVector SkelCompLocation = FVector(0, 0, -CollBox.Min.Z + SharedData->EditorSimOptions->FloorGap);	SharedData->EditorSkelComp->SetAbsolute(true, true, true);	SharedData->EditorSkelComp->SetRelativeLocation(SkelCompLocation);	SharedData->ResetTM = SharedData->EditorSkelComp->GetComponentToWorld();	// Get new bounding box and set view based on that.	CollBox = SharedData->PhysicsAsset->CalcAABB(SharedData->EditorSkelComp, SharedData->EditorSkelComp->ComponentToWorld);		FVector CollBoxExtent = CollBox.GetExtent();	// Take into account internal mesh translation/rotation/scaling etc.	FTransform LocalToWorld = SharedData->EditorSkelComp->ComponentToWorld;	FSphere WorldSphere = SharedData->EditorSkelMesh->GetImportedBounds().GetSphere().TransformBy(LocalToWorld);	CollBoxExtent = CollBox.GetExtent();	if (CollBoxExtent.X > CollBoxExtent.Y)	{		SetViewLocation( FVector(WorldSphere.Center.X, WorldSphere.Center.Y - 1.5*WorldSphere.W, WorldSphere.Center.Z) );		SetViewRotation( EditorViewportDefs::DefaultPerspectiveViewRotation );		}	else	{		SetViewLocation( FVector(WorldSphere.Center.X - 1.5*WorldSphere.W, WorldSphere.Center.Y, WorldSphere.Center.Z) );		SetViewRotation( FRotator::ZeroRotator );		}		SetViewLocationForOrbiting(FVector::ZeroVector);	SetViewModes(VMI_Lit, VMI_Lit);	SetCameraSpeedSetting(3);	bUsingOrbitCamera = true;	if (!FPhAT::IsPIERunning())	{		SetRealtime(true);	}}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:77,


示例14: FVector

FVector ULeapImage::Warp(FVector xy) const{	Leap::Vector vect = Leap::Vector(xy.X, xy.Y, xy.Z);	vect = _private->leapImage.warp(vect);	return FVector(vect.x, vect.y, vect.z);}
开发者ID:vimaxus,项目名称:leap-ue4,代码行数:6,


示例15: FVector

FVector ADraggableMoveTile::calculateCurrentDir(){	auto startNode = path[currNode];	return FVector();}
开发者ID:pokelege,项目名称:ProjectTap_Code,代码行数:5,


示例16: floor

FVector PrivateLeapImage::FindBlob(const int32 SrcWidth, const int32 SrcHeight, int32 Start, std::vector<uint8>& checkPixel, int32 Stack, uint8* imageBuffer, int* stackLimit, const uint8 brightnessThresholdIn, const uint8 brightnessThresholdOut){	float weight, sum;	FVector pos, nPos;	uint8* SrcPtr = NULL;	uint8 Value;	if (pixelsFound > pixelLimit) *stackLimit = 2;	if (Stack >= 100) *stackLimit = 0;	if (*stackLimit == 1) {		Leap::Vector Dir = leapImage.rectify(Leap::Vector(floor(Start%SrcWidth), floor(Start / SrcWidth), 0.0f));		//		Leap::Vector Dir = Leap::Vector(floor(Start%SrcWidth), floor(Start / SrcWidth), 0.0f);		SrcPtr = (&imageBuffer[Start]);		Value = *SrcPtr;		weight = pow((float)(Value - brightnessThresholdOut), 2) + 1.f;		//		weight = (float)(Value - brightnessThresholdOut) + 0.01f;		pos = FVector(Dir.x * weight, Dir.y * weight, 0.0f);		sum = weight;		checkPixel[Start] = 1;		pixelsFound++;		//		if (Stack >= 15) *stackLimit = 0;		//		ASSIMILATE THE SURROUNDING PIXELS		//		if (Stack < 15) {//PREVENTS STACK OVERFLOW		SrcPtr = (&imageBuffer[Start - 1]);		Value = *SrcPtr;		if ((floor(Start % SrcWidth) != 0) && (Value > brightnessThresholdOut) && (*stackLimit == 1)) if (checkPixel[Start - 1] == 0) {			nPos = FindBlob(SrcWidth, SrcHeight, Start - 1, checkPixel, Stack + 1, imageBuffer, stackLimit, brightnessThresholdIn, brightnessThresholdOut);			pos = FVector(pos.X + nPos.X, pos.Y + nPos.Y, 0.0f);			if (nPos == FVector(0.0f, 0.0f, 0.0f)) *stackLimit = 0;			sum += nPos.Z;		}		SrcPtr = (&imageBuffer[Start + 1]);		Value = *SrcPtr;		if ((floor(Start % SrcWidth) != SrcWidth - 1) && (Value > brightnessThresholdOut) && (*stackLimit == 1)) if (checkPixel[Start + 1] == 0) {			nPos = FindBlob(SrcWidth, SrcHeight, Start + 1, checkPixel, Stack + 1, imageBuffer, stackLimit, brightnessThresholdIn, brightnessThresholdOut);			pos = FVector(pos.X + nPos.X, pos.Y + nPos.Y, 0.0f);			if (nPos == FVector(0.0f, 0.0f, 0.0f)) *stackLimit = 0;			sum += nPos.Z;		}		SrcPtr = (&imageBuffer[Start - SrcWidth]);		Value = *SrcPtr;		if ((floor(Start / SrcWidth) != 0) && (Value > brightnessThresholdOut) && (*stackLimit == 1)) if (checkPixel[Start - SrcWidth] == 0) {			nPos = FindBlob(SrcWidth, SrcHeight, Start - SrcWidth, checkPixel, Stack + 1, imageBuffer, stackLimit, brightnessThresholdIn, brightnessThresholdOut);			pos = FVector(pos.X + nPos.X, pos.Y + nPos.Y, 0.0f);			if (nPos == FVector(0.0f, 0.0f, 0.0f)) *stackLimit = 0;			sum += nPos.Z;		}		SrcPtr = (&imageBuffer[Start + SrcWidth]);		Value = *SrcPtr;		if ((floor(Start / SrcWidth) != SrcHeight - 1) && (Value > brightnessThresholdOut) && (*stackLimit == 1)) if (checkPixel[Start + SrcWidth] == 0) {			nPos = FindBlob(SrcWidth, SrcHeight, Start + SrcWidth, checkPixel, Stack + 1, imageBuffer, stackLimit, brightnessThresholdIn, brightnessThresholdOut);			pos = FVector(pos.X + nPos.X, pos.Y + nPos.Y, 0.0f);			if (nPos == FVector(0.0f, 0.0f, 0.0f)) *stackLimit = 0;			sum += nPos.Z;		}	}	if (*stackLimit == 1)		return FVector(pos.X, pos.Y, sum);	else		return FVector(0.0f, 0.0f, 0.0f);	//	return FVector(1.0f, 1.0f, 1.0f);}
开发者ID:vimaxus,项目名称:leap-ue4,代码行数:66,


示例17: FVector

void ASimpleCylinderActor::GenerateCylinder(TArray<FRuntimeMeshVertexSimple>& InVertices, TArray<int32>& InTriangles, float InHeight, float InWidth, int32 InCrossSectionCount, bool bInCapEnds, bool bInDoubleSided, bool bInSmoothNormals/* = true*/){	// -------------------------------------------------------	// Basic setup	int32 VertexIndex = 0;	int32 TriangleIndex = 0;	// -------------------------------------------------------	// Make a cylinder section	const float AngleBetweenQuads = (2.0f / (float)(InCrossSectionCount)) * PI;	const float VMapPerQuad = 1.0f / (float)InCrossSectionCount;	FVector Offset = FVector(0, 0, InHeight);	// Start by building up vertices that make up the cylinder sides	for (int32 QuadIndex = 0; QuadIndex < InCrossSectionCount; QuadIndex++)	{		float Angle = (float)QuadIndex * AngleBetweenQuads;		float NextAngle = (float)(QuadIndex + 1) * AngleBetweenQuads;		// Set up the vertices		FVector p0 = FVector(FMath::Cos(Angle) * InWidth, FMath::Sin(Angle) * InWidth, 0.f);		FVector p1 = FVector(FMath::Cos(NextAngle) * InWidth, FMath::Sin(NextAngle) * InWidth, 0.f);		FVector p2 = p1 + Offset;		FVector p3 = p0 + Offset;		// Set up the quad triangles		int32 VertIndex1 = VertexIndex++;		int32 VertIndex2 = VertexIndex++;		int32 VertIndex3 = VertexIndex++;		int32 VertIndex4 = VertexIndex++;		InVertices[VertIndex1].Position = p0;		InVertices[VertIndex2].Position = p1;		InVertices[VertIndex3].Position = p2;		InVertices[VertIndex4].Position = p3;		// Now create two triangles from those four vertices		// The order of these (clockwise/counter-clockwise) dictates which way the normal will face. 		InTriangles[TriangleIndex++] = VertIndex4;		InTriangles[TriangleIndex++] = VertIndex3;		InTriangles[TriangleIndex++] = VertIndex1;		InTriangles[TriangleIndex++] = VertIndex3;		InTriangles[TriangleIndex++] = VertIndex2;		InTriangles[TriangleIndex++] = VertIndex1;		// UVs.  Note that Unreal UV origin (0,0) is top left		InVertices[VertIndex1].UV0 = FVector2D(1.0f - (VMapPerQuad * QuadIndex), 1.0f);		InVertices[VertIndex2].UV0 = FVector2D(1.0f - (VMapPerQuad * (QuadIndex + 1)), 1.0f);		InVertices[VertIndex3].UV0 = FVector2D(1.0f - (VMapPerQuad * (QuadIndex + 1)), 0.0f);		InVertices[VertIndex4].UV0 = FVector2D(1.0f - (VMapPerQuad * QuadIndex), 0.0f);		// Normals		FVector NormalCurrent = FVector::CrossProduct(InVertices[VertIndex1].Position - InVertices[VertIndex3].Position, InVertices[VertIndex2].Position - InVertices[VertIndex3].Position).GetSafeNormal();		if (bInSmoothNormals)		{			// To smooth normals we give the vertices different values than the polygon they belong to.			// GPUs know how to interpolate between those.			// I do this here as an average between normals of two adjacent polygons			float NextNextAngle = (float)(QuadIndex + 2) * AngleBetweenQuads;			FVector p4 = FVector(FMath::Cos(NextNextAngle) * InWidth, FMath::Sin(NextNextAngle) * InWidth, 0.f);			// p1 to p4 to p2			FVector NormalNext = FVector::CrossProduct(p1 - p2, p4 - p2).GetSafeNormal();			FVector AverageNormalRight = (NormalCurrent + NormalNext) / 2;			AverageNormalRight = AverageNormalRight.GetSafeNormal();			float PreviousAngle = (float)(QuadIndex - 1) * AngleBetweenQuads;			FVector pMinus1 = FVector(FMath::Cos(PreviousAngle) * InWidth, FMath::Sin(PreviousAngle) * InWidth, 0.f);			// p0 to p3 to pMinus1			FVector NormalPrevious = FVector::CrossProduct(p0 - pMinus1, p3 - pMinus1).GetSafeNormal();			FVector AverageNormalLeft = (NormalCurrent + NormalPrevious) / 2;			AverageNormalLeft = AverageNormalLeft.GetSafeNormal();			InVertices[VertIndex1].Normal = FPackedNormal(AverageNormalLeft);			InVertices[VertIndex2].Normal = FPackedNormal(AverageNormalRight);			InVertices[VertIndex3].Normal = FPackedNormal(AverageNormalRight);			InVertices[VertIndex4].Normal = FPackedNormal(AverageNormalLeft);		}		else		{			// If not smoothing we just set the vertex normal to the same normal as the polygon they belong to			InVertices[VertIndex1].Normal = InVertices[VertIndex2].Normal = InVertices[VertIndex3].Normal = InVertices[VertIndex4].Normal = FPackedNormal(NormalCurrent);		}		// Tangents (perpendicular to the surface)		FVector SurfaceTangent = p0 - p1;		SurfaceTangent = SurfaceTangent.GetSafeNormal();		InVertices[VertIndex1].Tangent = InVertices[VertIndex2].Tangent = InVertices[VertIndex3].Tangent = InVertices[VertIndex4].Tangent = FPackedNormal(SurfaceTangent);		// -------------------------------------------------------		// If double sided, create extra polygons but face the normals the other way.		if (bInDoubleSided)		{			VertIndex1 = VertexIndex++;			VertIndex2 = VertexIndex++;			VertIndex3 = VertexIndex++;			VertIndex4 = VertexIndex++;//.........这里部分代码省略.........
开发者ID:SiggiG,项目名称:ProceduralMeshDemos,代码行数:101,


示例18: ArbitraryParticleName

AWizardsCharacter::AWizardsCharacter(){	bReplicates = true;	//Tick for mana regen	PrimaryActorTick.bCanEverTick = true;	//Set Health and Mana	Health = 100.0;	maxHealth = 100.0;	Mana = 100.0;	maxMana = 100.0;	//Spell Stuff for Testing	//SList.spellCost = 10.0;	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Sparks.P_Sparks'"));	//SList.myParticle = ArbitraryParticleName.Object;	//SList.test = &ArbitraryParticleName;	currSpell = 0;	//For the record, this probably isn't the best way to get particles for the spells but it works	//A better method, implemented at a later and unknown date, would be to hold this array in its own class	//that is called once and never destroyed	//Projectiles	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName0(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Fire_Projectile.P_Fire_Projectile'"));	particleList.Add(ArbitraryParticleName0.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName1(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Lightning_Projectile.P_Lightning_Projectile'"));	particleList.Add(ArbitraryParticleName1.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName2(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Water_Projectile.P_Water_Projectile'"));	particleList.Add(ArbitraryParticleName2.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName3(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Ice_Projectile.P_Ice_Projectile'"));	particleList.Add(ArbitraryParticleName3.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName4(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Earth_Projectile.P_Earth_Projectile'"));	particleList.Add(ArbitraryParticleName4.Object);	//Now for all of the EXPLOSIONS	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName5(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Fire_Blast.P_Fire_Blast'"));	particleList.Add(ArbitraryParticleName5.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName6(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Lightning_Blast.P_Lightning_Blast'"));	particleList.Add(ArbitraryParticleName6.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName7(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Water_Blast.P_Water_Blast'"));	particleList.Add(ArbitraryParticleName7.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName8(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Ice_Blast.P_Ice_Blast'"));	particleList.Add(ArbitraryParticleName8.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName9(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Earth_Blast.P_Earth_Blast'"));	particleList.Add(ArbitraryParticleName9.Object);	//Next up is cones	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName10(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Fire_Cone.P_Fire_Cone'"));	particleList.Add(ArbitraryParticleName10.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName11(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Lightning_Cone.P_Lightning_Cone'"));	particleList.Add(ArbitraryParticleName11.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName12(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Water_Cone.P_Water_Cone'"));	particleList.Add(ArbitraryParticleName12.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName13(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Ice_Cone.P_Ice_Cone'"));	particleList.Add(ArbitraryParticleName13.Object);	ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName14(TEXT("ParticleSystem'/Game/FirstPerson/Particles/P_Earth_Cone.P_Earth_Cone'"));	particleList.Add(ArbitraryParticleName14.Object);	//spell test;	//SList.Add(test);	//SList[currSpell].spellCost = 10.0;	//SList[currSpell].theWizard = this;	//SList[currSpell].canBounce = true;	//ConstructorHelpers::FObjectFinder<UParticleSystem> ArbitraryParticleName8(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Sparks.P_Sparks'"));	//SList[currSpell].myParticle = ArbitraryParticleName8.Object;	//SList.test = &ArbitraryParticleName;	//SList.particleLocation = FName(TEXT("ParticleSystem'/Game/StarterContent/Particles/P_Sparks.P_Sparks'"));	// Set size for collision capsule	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);	// set our turn rates for input	BaseTurnRate = 45.f;	BaseLookUpRate = 45.f;	// Create a CameraComponent		FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));	FirstPersonCameraComponent->AttachParent = GetCapsuleComponent();	FirstPersonCameraComponent->RelativeLocation = FVector(0, 0, 64.f); // Position the camera	FirstPersonCameraComponent->bUsePawnControlRotation = true;	// Default offset from the character location for projectiles to spawn	GunOffset = FVector(100.0f, 30.0f, 10.0f);	// Create a mesh component that will be used when being viewed from a '1st person' view (when controlling this pawn)	Mesh1P = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("CharacterMesh1P"));	Mesh1P->SetOnlyOwnerSee(true);			// only the owning player will see this mesh	Mesh1P->AttachParent = FirstPersonCameraComponent;	Mesh1P->RelativeLocation = FVector(0.f, 0.f, -150.f);	Mesh1P->bCastDynamicShadow = false;	Mesh1P->CastShadow = false;	// Note: The ProjectileClass and the skeletal mesh/anim blueprints for Mesh1P are set in the	// derived blueprint asset named MyCharacter (to avoid direct content references in C++)}
开发者ID:tagaderm,项目名称:wizards,代码行数:92,


示例19: GetActorLocation

bool ADEPRECATED_VolumeAdaptiveBuilder::GrowNAVVolumeByIndex(UDoNNavigationVolumeComponent* volume, int32 XGrowth, int32 YGrowth, int32 ZGrowth){		bool infantVolume = XGrowth == 1 && ZGrowth == 1 && YGrowth == 1;	float xBoxExtent = (XGrowth * XBaseUnit + (XGrowth - 1)*OffsetThickness) / 2;	float yBoxExtent = (YGrowth * YBaseUnit + (YGrowth - 1)*OffsetThickness) / 2;	float zBoxExtent = (ZGrowth * ZBaseUnit + (ZGrowth - 1)*OffsetThickness) / 2;	float x = xBoxExtent + (XBaseUnit + OffsetThickness) * volume->X + GetActorLocation().X;	float y = yBoxExtent + (YBaseUnit + OffsetThickness) * volume->Y + GetActorLocation().Y;		float z = zBoxExtent + (ZBaseUnit + OffsetThickness) * (volume->Z + 1 - ZGrowth) + GetActorLocation().Z;		FVector originalWorldLocation = volume->GetComponentLocation();	FVector originalBoxExtent = volume->GetUnscaledBoxExtent();			volume->SetWorldLocation(FVector(x, y, z));	volume->SetBoxExtent(FVector(xBoxExtent, yBoxExtent, zBoxExtent));	TArray<UPrimitiveComponent*> obstacles;		UKismetSystemLibrary::ComponentOverlapComponents_NEW(volume, volume->GetComponentTransform(), ObstacleList, NULL, ActorsToIgnoreForCollision, obstacles);	if (obstacles.Num() > 0)	{		if (infantVolume)		{			/*volume->CanNavigate = false;volume->ShapeColor = FColor::Red;*/			NAVVolumeComponents.Remove(volume);			volume->DestroyComponent();			return false;		}		else		{			volume->SetWorldLocation(originalWorldLocation);			volume->SetBoxExtent(originalBoxExtent);		}		return false;	}	else	{		TArray<UPrimitiveComponent*> neighboringVolumeComponents;				UKismetSystemLibrary::ComponentOverlapComponents_NEW(volume, volume->GetComponentTransform(), NAVOverlapQuery, UDoNNavigationVolumeComponent::StaticClass(), ActorsToIgnoreForCollision, neighboringVolumeComponents);		neighboringVolumeComponents.Remove(volume);				if (neighboringVolumeComponents.Num() > 0)		{			if (infantVolume)			{				// Seed has landed on existing volume, destroy it immediately				NAVVolumeComponents.Remove(volume);				volume->DestroyComponent();				return false;			}			else			{				volume->SetWorldLocation(originalWorldLocation);				volume->SetBoxExtent(originalBoxExtent);			}			return false;		}		else		{			volume->UpdateBounds();			return true;		}				}	}
开发者ID:Helical-Games,项目名称:DonAINavigation,代码行数:71,


示例20: UE_LOG

void ADefaultPlayerstate::Tick(float DeltaTime){	Super::Tick(DeltaTime);	ANpcController* NpcController;	if (NpcSortTimer <= 0) 	{		TaskPriorities.Empty();		NpcSortTimer = NpcSortFrequency;				for (int32 NpcSortIndex = 0; NpcSortIndex < OwnedNpcs.Num(); NpcSortIndex++)		{			if (OwnedNpcs[NpcSortIndex]->IsValidLowLevel())			{				NpcController = Cast<ANpcController>(OwnedNpcs[NpcSortIndex]->GetController());				if (NpcController && NpcController->Job == ENpcJob::StorageWorker)				{					TaskPriorities.Add(NpcSortIndex + NpcController->Tasks.Num() * 1000);				}			}		}		TaskPriorities.Sort();		for (int32 TaskPriority = 0; TaskPriority<TaskPriorities.Num(); TaskPriority++)		{			TaskPriorities[TaskPriority] -= FMath::Floor(TaskPriorities[TaskPriority]/1000)*1000;			UE_LOG(LogTemp, Warning, TEXT("TaskPriority: %d"), TaskPriorities[TaskPriority]);		}				}	else	{		NpcSortTimer -= DeltaTime;	}	//int32 End;	int32 StartNpc = 0;	int32 EndNpc = 0;	int32 PawnCount = OwnedNpcs.Num();	int32 NpcsToIterate = 0;	if (NpcProgression >= PawnCount) {		NpcProgression = 0;	}		if (PawnCount >= 1 && PawnCount <= 100)	{		if (PawnCount < 20) {			NpcsToIterate = PawnCount;		}		else {			NpcsToIterate = 20;		}	}	else if (PawnCount > 100)	{		NpcsToIterate = FMath::Min(PawnCount / 5, 50);	}		StartNpc = FMath::Min(NpcProgression, OwnedNpcs.Num());	EndNpc = FMath::Min(StartNpc + NpcsToIterate, OwnedNpcs.Num());	NpcProgression += NpcsToIterate + 1;	//UE_LOG(LogTemp, Warning, TEXT("%d Npc: %d - %d, %d"), NpcsToIterate, StartNpc, EndNpc, int(1 / DeltaTime));	for (int32 NpcIndex = StartNpc; NpcIndex < EndNpc; NpcIndex++)	{		NpcController = Cast<ANpcController>(OwnedNpcs[NpcIndex]->GetController());		if (NpcController)		{			if (FVector::Dist(NpcController->TargetLocation, NpcController->GetPawn()->GetActorLocation()) < 250.f || NpcController->Tasks.Num() > 0 && NpcController->Tasks[0] == ENpcTask::Free && NpcController->Tasks.Num() > 1)			{				NpcController->bTargetReached = true;				NpcController->bMoving = false;				APlayerCharacter* PlayerCharacter = Cast<APlayerCharacter>(NpcController->GetPawn()->GetOwner());				AResourceBuilding* ResourceBuilding;				switch (NpcController->Tasks[0])				{				case ENpcTask::Free:					break;				case ENpcTask::PickupItemsFromBuilding:					ResourceBuilding = Cast<AResourceBuilding>(NpcController->TargetActors[0]);					if (ResourceBuilding)					{						NpcController->CarriedItemID = ResourceBuilding->ProductionID;						NpcController->CarriedItemQuantity = FMath::Min(ResourceBuilding->CurrentProductionQuantity, NpcController->MaxCarriedItemQuantity);						ResourceBuilding->CurrentProductionQuantity -= NpcController->CarriedItemQuantity;						ResourceBuilding->GrowProgression = 0.f;						ResourceBuilding->GrowProgressionState = 0;//.........这里部分代码省略.........
开发者ID:BaumwolleHD,项目名称:RTS,代码行数:101,


示例21: BuildNAVNetwork

void ADEPRECATED_VolumeAdaptiveBuilder::BuildNAVNetwork(){		NavGraph.nodes = TMap<UDoNNavigationVolumeComponent*, TArray<UDoNNavigationVolumeComponent*>>();		for (auto Iter(NAVVolumeComponents.CreateIterator()); Iter; Iter++)	{		if (!Iter)			continue;		UDoNNavigationVolumeComponent* volume = (*Iter);				TArray<UPrimitiveComponent*> neighboringVolumeComponents;			volume->UpdateBounds(); // GetBoxExtrema functions return outdated values unless this is called after a volume has grown to desired size		volume->CanNavigate = true;		volume->ShapeColor = FColor::Green;				FVector originalBoxExtent = volume->GetUnscaledBoxExtent();				volume->SetBoxExtent(FVector(originalBoxExtent.X + XBaseUnit / 2, originalBoxExtent.Y + YBaseUnit / 2, originalBoxExtent.Z + ZBaseUnit/2));				UKismetSystemLibrary::ComponentOverlapComponents_NEW(volume, volume->GetComponentTransform(), NAVOverlapQuery, UDoNNavigationVolumeComponent::StaticClass(), ActorsToIgnoreForCollision, neighboringVolumeComponents);		volume->SetBoxExtent(originalBoxExtent);				neighboringVolumeComponents.Remove(volume);		volume->UpdateBounds();		TArray<UDoNNavigationVolumeComponent*> neighbors;		for (UPrimitiveComponent* neighbor : neighboringVolumeComponents)		{			neighbor->UpdateBounds();						bool overlapsX = VolumesOverlapAxis2(volume->Bounds.GetBoxExtrema(0).X, volume->Bounds.GetBoxExtrema(1).X, neighbor->Bounds.GetBoxExtrema(0).X, neighbor->Bounds.GetBoxExtrema(1).X);			bool overlapsY = VolumesOverlapAxis2(volume->Bounds.GetBoxExtrema(0).Y, volume->Bounds.GetBoxExtrema(1).Y, neighbor->Bounds.GetBoxExtrema(0).Y, neighbor->Bounds.GetBoxExtrema(1).Y);			bool overlapsZ = VolumesOverlapAxis2(volume->Bounds.GetBoxExtrema(0).Z, volume->Bounds.GetBoxExtrema(1).Z, neighbor->Bounds.GetBoxExtrema(0).Z, neighbor->Bounds.GetBoxExtrema(1).Z);			bool pathExists = (overlapsX && overlapsY) || (overlapsY && overlapsZ) || (overlapsZ && overlapsX);			if (!pathExists)				continue;							neighbors.Add(Cast<UDoNNavigationVolumeComponent>(neighbor));			if (DisplayNAVNeighborGraph)			{				DrawDebugPoint(GetWorld(), volume->GetComponentLocation(), 10.f, FColor::Blue, true);				DrawDebugLine(GetWorld(), volume->GetComponentLocation(), neighbor->GetComponentLocation(), FColor::Red, true, -1.f, 0, 4.f);								/*if (volume->X == 88 && volume->Y == 169 && volume->Z == 7)				{										volume->ShapeColor = FColor::Red;					Cast<UDoNNavigationVolumeComponent>(neighbor)->ShapeColor = FColor::Blue;				}*/				volume->SetVisibility(true);				neighbor->SetVisibility(true);							}		}					NavGraph.nodes.Add((*Iter), neighbors);		// [Old code] Special workaround for persisting UObject volumes onto a UMAP. Not applicable for pixel builders ATM		FNAVMapContainer NAVMapContainer;		NAVMapContainer.volume = volume;		NAVMapContainer.neighbors = neighbors;		NavGraph_GCSafe.Add(NAVMapContainer);			}}
开发者ID:Helical-Games,项目名称:DonAINavigation,代码行数:64,


示例22: GetSpringDirection

FVector UPhysicsSpringComponent::GetSpringDirection() const{	return ComponentToWorld.TransformVectorNoScale(FVector(1.f, 0.f, 0.f));}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,


示例23: SCOPE_CYCLE_COUNTER

void URuntimeMeshLibrary::CalculateTangentsForMesh(TFunction<int32(int32 Index)> IndexAccessor, TFunction<FVector(int32 Index)> VertexAccessor, TFunction<FVector2D(int32 Index)> UVAccessor,	TFunction<void(int32 Index, FVector TangentX, FVector TangentY, FVector TangentZ)> TangentSetter, int32 NumVertices, int32 NumUVs, int32 NumIndices, bool bCreateSmoothNormals){	SCOPE_CYCLE_COUNTER(STAT_RuntimeMeshLibrary_CalculateTangentsForMesh);	if (NumVertices == 0 || NumIndices == 0)	{		return;	}	// Calculate the duplicate vertices map if we're wanting smooth normals.  Don't find duplicates if we don't want smooth normals	// that will cause it to only smooth across faces sharing a common vertex, not across faces with vertices of common position	const TMultiMap<uint32, uint32> DuplicateVertexMap = bCreateSmoothNormals ? FRuntimeMeshInternalUtilities::FindDuplicateVerticesMap(VertexAccessor, NumVertices) : TMultiMap<uint32, uint32>();	// Number of triangles	const int32 NumTris = NumIndices / 3;	// Map of vertex to triangles in Triangles array	TMultiMap<uint32, uint32> VertToTriMap;	// Map of vertex to triangles to consider for normal calculation	TMultiMap<uint32, uint32> VertToTriSmoothMap;	// Normal/tangents for each face	TArray<FVector> FaceTangentX, FaceTangentY, FaceTangentZ;	FaceTangentX.AddUninitialized(NumTris);	FaceTangentY.AddUninitialized(NumTris);	FaceTangentZ.AddUninitialized(NumTris);	// Iterate over triangles	for (int TriIdx = 0; TriIdx < NumTris; TriIdx++)	{		uint32 CornerIndex[3];		FVector P[3];		for (int32 CornerIdx = 0; CornerIdx < 3; CornerIdx++)		{			// Find vert index (clamped within range)			uint32 VertIndex = FMath::Min(IndexAccessor((TriIdx * 3) + CornerIdx), NumVertices - 1);			CornerIndex[CornerIdx] = VertIndex;			P[CornerIdx] = VertexAccessor(VertIndex);			// Find/add this vert to index buffer			TArray<uint32> VertOverlaps;			DuplicateVertexMap.MultiFind(VertIndex, VertOverlaps);			// Remember which triangles map to this vert			VertToTriMap.AddUnique(VertIndex, TriIdx);			VertToTriSmoothMap.AddUnique(VertIndex, TriIdx);			// Also update map of triangles that 'overlap' this vert (ie don't match UV, but do match smoothing) and should be considered when calculating normal			for (int32 OverlapIdx = 0; OverlapIdx < VertOverlaps.Num(); OverlapIdx++)			{				// For each vert we overlap..				int32 OverlapVertIdx = VertOverlaps[OverlapIdx];				// Add this triangle to that vert				VertToTriSmoothMap.AddUnique(OverlapVertIdx, TriIdx);				// And add all of its triangles to us				TArray<uint32> OverlapTris;				VertToTriMap.MultiFind(OverlapVertIdx, OverlapTris);				for (int32 OverlapTriIdx = 0; OverlapTriIdx < OverlapTris.Num(); OverlapTriIdx++)				{					VertToTriSmoothMap.AddUnique(VertIndex, OverlapTris[OverlapTriIdx]);				}			}		}		// Calculate triangle edge vectors and normal		const FVector Edge21 = P[1] - P[2];		const FVector Edge20 = P[0] - P[2];		const FVector TriNormal = (Edge21 ^ Edge20).GetSafeNormal();		// If we have UVs, use those to calculate		if (NumUVs == NumVertices)		{			const FVector2D T1 = UVAccessor(CornerIndex[0]);			const FVector2D T2 = UVAccessor(CornerIndex[1]);			const FVector2D T3 = UVAccessor(CornerIndex[2]);// 			float X1 = P[1].X - P[0].X;// 			float X2 = P[2].X - P[0].X;// 			float Y1 = P[1].Y - P[0].Y;// 			float Y2 = P[2].Y - P[0].Y;// 			float Z1 = P[1].Z - P[0].Z;// 			float Z2 = P[2].Z - P[0].Z;// // 			float S1 = U1.X - U0.X;// 			float S2 = U2.X - U0.X;// 			float T1 = U1.Y - U0.Y;// 			float T2 = U2.Y - U0.Y;// // 			float R = 1.0f / (S1 * T2 - S2 * T1);// 			FaceTangentX[TriIdx] = FVector((T2 * X1 - T1 * X2) * R, (T2 * Y1 - T1 * Y2) * R,// 				(T2 * Z1 - T1 * Z2) * R);// 			FaceTangentY[TriIdx] = FVector((S1 * X2 - S2 * X1) * R, (S1 * Y2 - S2 * Y1) * R,// 				(S1 * Z2 - S2 * Z1) * R);//.........这里部分代码省略.........
开发者ID:Koderz,项目名称:UE4RuntimeMeshComponent,代码行数:101,


示例24: check

void FAnimNode_Trail::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms){	check(OutBoneTransforms.Num() == 0);	if( ChainLength < 2 )	{		return;	}	// The incoming BoneIndex is the 'end' of the spline chain. We need to find the 'start' by walking SplineLength bones up hierarchy.	// Fail if we walk past the root bone.	const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();	FCompactPoseBoneIndex WalkBoneIndex = TrailBone.GetCompactPoseIndex(BoneContainer);	TArray<FCompactPoseBoneIndex> ChainBoneIndices;	ChainBoneIndices.AddZeroed(ChainLength);	ChainBoneIndices[ChainLength - 1] = WalkBoneIndex;	for (int32 i = 1; i < ChainLength; i++)	{		// returns to avoid a crash		// @TODO : shows an error message why failed		if (WalkBoneIndex == 0)		{			return;		}		// Get parent bone.		WalkBoneIndex = BoneContainer.GetParentBoneIndex(WalkBoneIndex);		//Insert indices at the start of array, so that parents are before children in the array.		int32 TransformIndex = ChainLength - (i + 1);		ChainBoneIndices[TransformIndex] = WalkBoneIndex;	}	OutBoneTransforms.AddZeroed(ChainLength);	// If we have >0 this frame, but didn't last time, record positions of all the bones.	// Also do this if number has changed or array is zero.	bool bHasValidStrength = (Alpha > 0.f);	if(TrailBoneLocations.Num() != ChainLength || (bHasValidStrength && !bHadValidStrength))	{		TrailBoneLocations.Empty();		TrailBoneLocations.AddZeroed(ChainLength);		for(int32 i=0; i<ChainBoneIndices.Num(); i++)		{			FCompactPoseBoneIndex ChildIndex = ChainBoneIndices[i];			const FTransform& ChainTransform = MeshBases.GetComponentSpaceTransform(ChildIndex);			TrailBoneLocations[i] = ChainTransform.GetTranslation();		}		OldLocalToWorld = SkelComp->GetTransformMatrix();	}	bHadValidStrength = bHasValidStrength;	// transform between last frame and now.	FMatrix OldToNewTM = OldLocalToWorld * SkelComp->GetTransformMatrix().InverseFast();	// Add fake velocity if present to all but root bone	if(!FakeVelocity.IsZero())	{		FVector FakeMovement = -FakeVelocity * ThisTimstep;		if (bActorSpaceFakeVel && SkelComp->GetOwner())		{			const FTransform BoneToWorld(SkelComp->GetOwner()->GetActorQuat(), SkelComp->GetOwner()->GetActorLocation());			FakeMovement = BoneToWorld.TransformVector(FakeMovement);		}		FakeMovement = SkelComp->GetTransformMatrix().InverseTransformVector(FakeMovement);		// Then add to each bone		for(int32 i=1; i<TrailBoneLocations.Num(); i++)		{			TrailBoneLocations[i] += FakeMovement;		}	}	// Root bone of trail is not modified.	FCompactPoseBoneIndex RootIndex = ChainBoneIndices[0]; 	const FTransform& ChainTransform = MeshBases.GetComponentSpaceTransform(RootIndex);	OutBoneTransforms[0] = FBoneTransform(RootIndex, ChainTransform);	TrailBoneLocations[0] = ChainTransform.GetTranslation();	// Starting one below head of chain, move bones.	for(int32 i=1; i<ChainBoneIndices.Num(); i++)	{		// Parent bone position in component space.		FCompactPoseBoneIndex ParentIndex = ChainBoneIndices[i - 1];		FVector ParentPos = TrailBoneLocations[i-1];		FVector ParentAnimPos = MeshBases.GetComponentSpaceTransform(ParentIndex).GetTranslation();		// Child bone position in component space.		FCompactPoseBoneIndex ChildIndex = ChainBoneIndices[i];		FVector ChildPos = OldToNewTM.TransformPosition(TrailBoneLocations[i]); // move from 'last frames component' frame to 'this frames component' frame		FVector ChildAnimPos = MeshBases.GetComponentSpaceTransform(ChildIndex).GetTranslation();		// Desired parent->child offset.		FVector TargetDelta = (ChildAnimPos - ParentAnimPos);//.........这里部分代码省略.........
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:101,


示例25: TEXT

void UParticleModuleOrbit::Serialize(FArchive& Ar){	Super::Serialize(Ar);	if (Ar.IsLoading() && Ar.UE4Ver() < VER_UE4_MOVE_DISTRIBUITONS_TO_POSTINITPROPS)	{		FDistributionHelpers::RestoreDefaultUniform(OffsetAmount.Distribution, TEXT("DistributionOffsetAmount"), FVector(0.0f, 0.0f, 0.0f), FVector(0.0f, 50.0f, 0.0f));		FDistributionHelpers::RestoreDefaultUniform(RotationAmount.Distribution, TEXT("DistributionRotationAmount"), FVector(0.0f, 0.0f, 0.0f), FVector(1.0f, 1.0f, 1.0f));		FDistributionHelpers::RestoreDefaultUniform(RotationRateAmount.Distribution, TEXT("DistributionRotationRateAmount"), FVector(0.0f, 0.0f, 0.0f), FVector(1.0f, 1.0f, 1.0f));	}}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:10,


示例26: DECLARE_CYCLE_STAT

#include "LocalVertexFactory.h"#include "MeshBatch.h"#include "EngineGlobals.h"#include "SceneManagement.h"#include "Engine/Engine.h"#include "SpriteDrawCall.h"DECLARE_CYCLE_STAT(TEXT("Get Batch Mesh"), STAT_PaperRender_GetBatchMesh, STATGROUP_Paper2D);DECLARE_CYCLE_STAT(TEXT("Get New Batch Meshes"), STAT_PaperRender_GetNewBatchMeshes, STATGROUP_Paper2D);DECLARE_CYCLE_STAT(TEXT("Convert Batches"), STAT_PaperRender_ConvertBatches, STATGROUP_Paper2D);DECLARE_CYCLE_STAT(TEXT("SpriteProxy GDME"), STAT_PaperRenderSceneProxy_GetDynamicMeshElements, STATGROUP_Paper2D);//////////////////////////////////////////////////////////////////////////// FPaperSpriteVertexFPackedNormal FPaperSpriteVertex::PackedNormalX(FVector(1.0f, 0.0f, 0.0f));FPackedNormal FPaperSpriteVertex::PackedNormalZ(FVector(0.0f, -1.0f, 0.0f));void FPaperSpriteVertex::SetTangentsFromPaperAxes(){	PackedNormalX = PaperAxisX;	PackedNormalZ = PaperAxisZ;	// store determinant of basis in w component of normal vector	PackedNormalZ.Vector.W = (GetBasisDeterminantSign(PaperAxisX, PaperAxisY, PaperAxisZ) < 0.0f) ? 0 : 255;}//////////////////////////////////////////////////////////////////////////// FPaperSpriteVertexBufferclass FDummyResourceArrayWrapper : public FResourceArrayInterface
开发者ID:a3pelawi,项目名称:UnrealEngine,代码行数:31,



注:本文中的FVector函数示例整理自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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