/** Kicks this ball to a location */ void AMagicBattleSoccerBall::KickToLocation(const FVector& Location, float AngleInDegrees) { if (nullptr == Possessor) { // Safety check. The possessor must be valid. } else { // Reset the possessor SetPossessor(nullptr); // Calculate the angle required to hit the coordinate (x,y) on the plane containing // the origin and ground point. The x coordinate is the distance from the ball // to where the user clicked, and the y coordinate should be zero. // http://en.wikipedia.org/wiki/Trajectory_of_a_projectile FVector Origin = GetActorLocation(); float x = FVector::Dist(Location, Origin); float y = 0.f; float g = -980.f; // Standard gravity float r = AngleInDegrees * 3.14159f / 180.f; float p = std::tan(r); float v = std::sqrt((p*p + 1.f)*(g*x*x) / (2.f * (y - x*p))); float forceMag = v; FVector forward = (Location - Origin); forward.Z = 0; // We only support kicking to locations that are on the ball's Z plane forward.Normalize(); FVector cross = FVector::CrossProduct(forward, FVector::UpVector); FVector kick = forward * FMath::Cos(r) * forceMag; kick.Z = FMath::Sin(r) * forceMag; UPrimitiveComponent *Root = Cast<UPrimitiveComponent>(GetRootComponent()); Root->SetPhysicsLinearVelocity(kick); Root->SetPhysicsAngularVelocity(cross * forceMag * -4.f); } }
AFlareSpacecraft* UFlareSector::LoadSpacecraft(UFlareSimulatedSpacecraft* ParentSpacecraft) { AFlareSpacecraft* Spacecraft = NULL; FLOGV("UFlareSector::LoadSpacecraft : Start loading ('%s')", *ParentSpacecraft->GetImmatriculation().ToString()); // Spawn parameters FActorSpawnParameters Params; Params.bNoFail = true; Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; // Create and configure the ship Spacecraft = GetGame()->GetWorld()->SpawnActor<AFlareSpacecraft>(ParentSpacecraft->GetDescription()->Template->GeneratedClass, ParentSpacecraft->GetData().Location, ParentSpacecraft->GetData().Rotation, Params); if (Spacecraft && !Spacecraft->IsPendingKillPending()) { Spacecraft->Load(ParentSpacecraft); UPrimitiveComponent* RootComponent = Cast<UPrimitiveComponent>(Spacecraft->GetRootComponent()); if (Spacecraft->IsStation()) { SectorStations.Add(Spacecraft); } else { SectorShips.Add(Spacecraft); } SectorSpacecrafts.Add(Spacecraft); FLOGV("%s spawn mode = %d", *Spacecraft->GetImmatriculation().ToString(), ParentSpacecraft->GetData().SpawnMode+0) switch (ParentSpacecraft->GetData().SpawnMode) { // Already known to be correct case EFlareSpawnMode::Safe: FLOGV("UFlareSector::LoadSpacecraft : Safe spawn '%s' at (%f,%f,%f)", *ParentSpacecraft->GetImmatriculation().ToString(), ParentSpacecraft->GetData().Location.X, ParentSpacecraft->GetData().Location.Y, ParentSpacecraft->GetData().Location.Z); RootComponent->SetPhysicsLinearVelocity(ParentSpacecraft->GetData().LinearVelocity, false); RootComponent->SetPhysicsAngularVelocity(ParentSpacecraft->GetData().AngularVelocity, false); break; // First spawn case EFlareSpawnMode::Spawn: PlaceSpacecraft(Spacecraft, ParentSpacecraft->GetData().Location); { FVector NewLocation = Spacecraft->GetActorLocation(); FLOGV("UFlareSector::LoadSpacecraft : Placing '%s' at (%f,%f,%f)", *ParentSpacecraft->GetImmatriculation().ToString(), NewLocation.X, NewLocation.Y, NewLocation.Z); } RootComponent->SetPhysicsLinearVelocity(FVector::ZeroVector, false); RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false); break; // Incoming in sector case EFlareSpawnMode::Travel: { FLOGV("UFlareSector::LoadSpacecraft : Travel '%s' at (%f, %f, %f)", *ParentSpacecraft->GetImmatriculation().ToString(), ParentSpacecraft->GetData().Location.X, ParentSpacecraft->GetData().Location.Y, ParentSpacecraft->GetData().Location.Z); FVector SpawnDirection; TArray<AFlareSpacecraft*> FriendlySpacecrafts = GetCompanySpacecrafts(Spacecraft->GetCompany()); FVector FriendlyShipLocationSum = FVector::ZeroVector; int FriendlyShipCount = 0; for (int SpacecraftIndex = 0 ; SpacecraftIndex < FriendlySpacecrafts.Num(); SpacecraftIndex++) { AFlareSpacecraft *SpacecraftCandidate = FriendlySpacecrafts[SpacecraftIndex]; if (!SpacecraftCandidate->IsStation() && SpacecraftCandidate != Spacecraft) { FriendlyShipLocationSum += SpacecraftCandidate->GetActorLocation(); FriendlyShipCount++; } } if (FriendlyShipCount == 0) { FVector NotFriendlyShipLocationSum = FVector::ZeroVector; int NotFriendlyShipCount = 0; for (int SpacecraftIndex = 0 ; SpacecraftIndex < SectorShips.Num(); SpacecraftIndex++) { AFlareSpacecraft *SpacecraftCandidate = SectorShips[SpacecraftIndex]; if (SpacecraftCandidate != Spacecraft && SpacecraftCandidate->GetCompany() != Spacecraft->GetCompany()) { NotFriendlyShipLocationSum += SpacecraftCandidate->GetActorLocation(); NotFriendlyShipCount++; } } if (NotFriendlyShipCount == 0) { SpawnDirection = FMath::VRand(); } else { FVector NotFriendlyShipLocationMean = NotFriendlyShipLocationSum / NotFriendlyShipCount; SpawnDirection = (GetSectorCenter() - NotFriendlyShipLocationMean).GetUnsafeNormal(); } } else { FVector FriendlyShipLocationMean = FriendlyShipLocationSum / FriendlyShipCount; SpawnDirection = (FriendlyShipLocationMean - GetSectorCenter()).GetUnsafeNormal() ; } float SpawnDistance = GetSectorRadius() + 1; if (GetSimulatedSector()->GetSectorBattleState(Spacecraft->GetCompany()) != EFlareSectorBattleState::NoBattle) { SpawnDistance += 500000; // 5 km } SpawnDistance = FMath::Min(SpawnDistance, GetSectorLimits()); FVector Location = GetSectorCenter() + SpawnDirection * SpawnDistance; FVector CenterDirection = (GetSectorCenter() - Location).GetUnsafeNormal(); Spacecraft->SetActorRotation(CenterDirection.Rotation()); PlaceSpacecraft(Spacecraft, Location); float SpawnVelocity = 0; if (GetSimulatedSector()->GetSectorBattleState(Spacecraft->GetCompany()) != EFlareSectorBattleState::NoBattle) { SpawnVelocity = 10000; } RootComponent->SetPhysicsLinearVelocity(CenterDirection * SpawnVelocity, false); RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false); } break; case EFlareSpawnMode::Exit: { float SpawnDistance = GetSectorLimits() * 0.9; float SpawnVelocity = ParentSpacecraft->GetData().LinearVelocity.Size() * 0.6; FVector SpawnDirection = ParentSpacecraft->GetData().Location.GetUnsafeNormal(); FVector Location = SpawnDirection * SpawnDistance; FVector CenterDirection = (GetSectorCenter() - Location).GetUnsafeNormal(); FLOGV("UFlareSector::LoadSpacecraft : Exit '%s' at (%f, %f, %f)", *ParentSpacecraft->GetImmatriculation().ToString(), Location.X, Location.Y, Location.Z); PlaceSpacecraft(Spacecraft, Location); Spacecraft->SetActorRotation(CenterDirection.Rotation()); RootComponent->SetPhysicsLinearVelocity(CenterDirection * SpawnVelocity, false); RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false); } break; } ParentSpacecraft->SetSpawnMode(EFlareSpawnMode::Safe); }