Esempio n. 1
0
void UCameraComponent::GetCameraView(float DeltaTime, FMinimalViewInfo& DesiredView)
{
	if (bUsePawnControlRotation)
	{
		if (APawn* OwningPawn = Cast<APawn>(GetOwner()))
		{
			const FRotator PawnViewRotation = OwningPawn->GetViewRotation();
			if (!PawnViewRotation.Equals(GetComponentRotation()))
			{
				SetWorldRotation(PawnViewRotation);
			}
		}
	}

	DesiredView.Location = GetComponentLocation();
	DesiredView.Rotation = GetComponentRotation();

	DesiredView.FOV = FieldOfView;
	DesiredView.AspectRatio = AspectRatio;
	DesiredView.bConstrainAspectRatio = bConstrainAspectRatio;
	DesiredView.ProjectionMode = ProjectionMode;
	DesiredView.OrthoWidth = OrthoWidth;

	// See if the CameraActor wants to override the PostProcess settings used.
	DesiredView.PostProcessBlendWeight = PostProcessBlendWeight;
	if (PostProcessBlendWeight > 0.0f)
	{
		DesiredView.PostProcessSettings = PostProcessSettings;
	}
}
Esempio n. 2
0
bool SpatialNode::LookAt(const Vector3& target, const Vector3& up, TransformSpace space)
{
    SpatialNode* parentNode = SpatialParent();
    Vector3 worldSpaceTarget;

    switch (space)
    {
    case TS_LOCAL:
        worldSpaceTarget = WorldTransform() * target;
        break;

    case TS_PARENT:
        worldSpaceTarget = !parentNode ? target : parentNode->WorldTransform() * target;
        break;

    case TS_WORLD:
        worldSpaceTarget = target;
        break;
    }

    Vector3 lookDir = worldSpaceTarget - WorldPosition();
    // Check if target is very close, in that case can not reliably calculate lookat direction
    if (lookDir.Equals(Vector3::ZERO))
        return false;
    Quaternion newRotation;
    // Do nothing if setting look rotation failed
    if (!newRotation.FromLookRotation(lookDir, up))
        return false;

    SetWorldRotation(newRotation);
    return true;
}
void USCarryObjectComponent::TickComponent(float DeltaSeconds, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	if (APawn* OwningPawn = Cast<APawn>(GetOwner()))
	{
		if (OwningPawn->IsLocallyControlled())
		{
			Super::TickComponent(DeltaSeconds, TickType, ThisTickFunction);
		}
		else
		{
			/* NOTE: Slightly changed code from base implementation (USpringArmComponent) to use RemoteViewPitch instead of non-replicated ControlRotation */
			if (bUsePawnControlRotation)
			{
				{
					/* Re-map uint8 to 360 degrees */
					const float PawnViewPitch = (OwningPawn->RemoteViewPitch / 255.f)*360.f;
					if (PawnViewPitch != GetComponentRotation().Pitch)
					{
						FRotator NewRotation = GetComponentRotation();
						NewRotation.Pitch = PawnViewPitch;
						SetWorldRotation(NewRotation);
					}
				}
			}

			UpdateDesiredArmLocation(bDoCollisionTest, bEnableCameraLag, bEnableCameraRotationLag, DeltaSeconds);
		}
	}
}
Esempio n. 4
0
void EditorIcon::UpdateEditMode(float delta)
{
    RN::Billboard::UpdateEditMode(delta);

    SetPosition(_shadowed->GetWorldPosition());
    SetWorldRotation(_camera->GetWorldRotation());
}
void USCarryObjectComponent::TickComponent(float DeltaSeconds, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	//if (GetIsCarryingActor())
	//{
	// perform an overlap check of the actor vs. environment. must have 0 overlaps from Static and Dynamic and Pawn channels.
	// Use param NAME to update the color between red and green
	//}

	if (APawn* OwningPawn = Cast<APawn>(GetOwner()))
	{
		if (OwningPawn->IsLocallyControlled())
		{
			Super::TickComponent(DeltaSeconds, TickType, ThisTickFunction);
		}
		else
		{
			/* NOTE: Slightly changed code from base implementation (USpringArmComponent) to use RemoteViewPitch instead of non-replicated ControlRotation */
			if (bUsePawnControlRotation)
			{
				{
					/* Re-map uint8 to 360 degrees */
					const float PawnViewPitch = (OwningPawn->RemoteViewPitch / 255.f)*360.f;
					if (PawnViewPitch != GetComponentRotation().Pitch)
					{
						FRotator NewRotation = GetComponentRotation();
						NewRotation.Pitch = PawnViewPitch;
						SetWorldRotation(NewRotation);
					}
				}
			}

			UpdateDesiredArmLocation(bDoCollisionTest, bEnableCameraLag, bEnableCameraRotationLag, DeltaSeconds);
		}
	}
}
Esempio n. 6
0
bool Transport::Create(ObjectGuid::LowType guidlow, uint32 entry, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress)
{
    Relocate(x, y, z, ang);

    if (!IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Transport (GUID: " UI64FMTD ") not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow, x, y);
        return false;
    }

    Object::_Create(ObjectGuid::Create<HighGuid::Transport>(guidlow));

    GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
    if (!goinfo)
    {
        TC_LOG_ERROR("sql.sql", "Transport not created: entry in `gameobject_template` not found, guidlow: " UI64FMTD " map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;
    m_goTemplateAddon = sObjectMgr->GetGameObjectTemplateAddon(entry);

    TransportTemplate const* tInfo = sTransportMgr->GetTransportTemplate(entry);
    if (!tInfo)
    {
        TC_LOG_ERROR("sql.sql", "Transport %u (name: %s) will not be created, missing `transport_template` entry.", entry, goinfo->name.c_str());
        return false;
    }

    _transportInfo = tInfo;

    // initialize waypoints
    _nextFrame = tInfo->keyFrames.begin();
    _currentFrame = _nextFrame++;
    _triggeredArrivalEvent = false;
    _triggeredDepartureEvent = false;

    if (m_goTemplateAddon)
    {
        SetFaction(m_goTemplateAddon->faction);
        SetUInt32Value(GAMEOBJECT_FLAGS, m_goTemplateAddon->flags);
    }

    m_goValue.Transport.PathProgress = 0;
    SetObjectScale(goinfo->size);
    SetPeriod(tInfo->pathTime);
    SetEntry(goinfo->entry);
    SetDisplayId(goinfo->displayId);
    SetGoState(!goinfo->moTransport.allowstopping ? GO_STATE_READY : GO_STATE_ACTIVE);
    SetGoType(GAMEOBJECT_TYPE_MAP_OBJ_TRANSPORT);
    SetGoAnimProgress(animprogress);
    SetName(goinfo->name);
    SetWorldRotation(0.0f, 0.0f, 0.0f, 1.0f);
    SetParentRotation(QuaternionData());

    m_model = CreateModel();
    return true;
}
Esempio n. 7
0
	Door::Door(RN::Vector3 position, RN::Quaternion rotation, RN::Vector3 scale) :
		_active(false), _counter(0.0f)
	{
		SetWorldPosition(position);
		SetWorldRotation(rotation);
		SetWorldScale(scale);
		
		SetModel(RN::Model::WithFile("Models/door/door_01.sgm"));
		
		RN::SceneNode *collider = new RN::SceneNode();
		collider->SetWorldPosition(position);
		collider->SetWorldRotation(rotation);
		collider->SetWorldScale(scale);
		RN::bullet::RigidBody *body = new RN::bullet::RigidBody(new RN::bullet::BoxShape(RN::Vector3(0.1f, 2.0f, 2.0f)), 0.0f);
		collider->AddAttachment(body->Autorelease());
		collider->Release();
	}
void AIWeapon::FlashEmittHandler()
{
	if (FlashParticleSystemRaw)
	{		
		auto Scale = ParticleSystemComponent->RelativeScale3D;
		auto Rotor = ParticleSystemComponent->RelativeRotation;					
		
		auto _ParticleSystemComponent = UGameplayStatics::SpawnEmitterAttached(FlashParticleSystemRaw,
			RootComponent, NAME_None, ArrowComponent->RelativeLocation, Rotor,
			EAttachLocation::KeepRelativeOffset, true);	

		if (_ParticleSystemComponent)
		{
			_ParticleSystemComponent->SetWorldScale3D(Scale);
			_ParticleSystemComponent->SetWorldRotation(Rotor);
		}			
	}	
}
void USpringArmComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	if (bUsePawnControlRotation)
	{
		if (APawn* OwningPawn = Cast<APawn>(GetOwner()))
		{
			const FRotator PawnViewRotation = OwningPawn->GetViewRotation();
			if (PawnViewRotation != GetComponentRotation())
			{
				SetWorldRotation(PawnViewRotation);
			}
		}
	}

	UpdateDesiredArmLocation(bDoCollisionTest, bEnableCameraLag, bEnableCameraRotationLag, DeltaTime);
}
Esempio n. 10
0
void UPrimitiveComponent::SetAllPhysicsRotation(FRotator NewRot)
{
	SetWorldRotation(NewRot, NAME_None);
}
Esempio n. 11
0
void Node::SetWorldTransform(const Vector3& position, const Quaternion& rotation, const Vector3& scale)
{
    SetWorldPosition(position);
    SetWorldRotation(rotation);
    SetWorldScale(scale);
}