Пример #1
0
void ALeapMotionHandActor::UpdateBones(float DeltaSeconds)
{
	if (BoneActors.Num() == 0) { return; }

	float CombinedScale = GetCombinedScale();

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		int BoneArrayIndex = 0;
		for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
		{
			FVector TargetPosition;
			FRotator TargetOrientation;

			bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, TargetPosition, TargetOrientation);

			if (Success)
			{
				// Offset target position & rotation by the SpawnReference actor's transform
				FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
				TargetPosition = RefQuat * TargetPosition * CombinedScale + GetRootComponent()->GetComponentLocation();
				TargetOrientation = (RefQuat * TargetOrientation.Quaternion()).Rotator();

				// Get current position & rotation
				ALeapMotionBoneActor* BoneActor = BoneActors[BoneArrayIndex++];

				UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(BoneActor->GetRootComponent());
				if (PrimitiveComponent && PrimitiveComponent->IsSimulatingPhysics())
				{
					FVector CurrentPositon = PrimitiveComponent->GetComponentLocation();
					FRotator CurrentRotation = PrimitiveComponent->GetComponentRotation();

					// Compute linear velocity
					FVector LinearVelocity = (TargetPosition - CurrentPositon) / DeltaSeconds;

					// Compute angular velocity
					FVector Axis;
					float Angle;
					ConvertDeltaRotationsToAxisAngle(CurrentRotation, TargetOrientation, Axis, Angle);
					if (Angle > PI) { Angle -= 2 * PI; }
					FVector AngularVelcity = Axis * (Angle / DeltaSeconds);

					// Apply velocities
					PrimitiveComponent->SetPhysicsLinearVelocity(LinearVelocity);
					PrimitiveComponent->SetAllPhysicsAngularVelocity(AngularVelcity * 180.0f / PI);
				}
			}
		}
	}
}
/** 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);
    }
}
Пример #3
0
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
					if (ClampMaxVelocity && BI->GetUnrealWorldVelocity().Size() > MaxUnderwaterVelocity)
					{
						FVector	Velocity = BI->GetUnrealWorldVelocity().GetSafeNormal() * MaxUnderwaterVelocity;
						BI->SetLinearVelocity(Velocity, false);
					}
				}

				if (DrawDebugPoints)
				{
					FColor DebugColor = FLinearColor(0.8, 0.7, 0.2, 0.8).ToRGBE();
					if (isUnderwater) { DebugColor = FLinearColor(0, 0.2, 0.7, 0.8).ToRGBE(); } //Blue color underwater, yellow out of watter
					DrawDebugSphere(World, worldBoneLoc, BoneTestRadius, 8, DebugColor);
				}
			}
		}
		return;
	}
	//--------------------------------------------------------

	float TotalPoints = TestPoints.Num();
	if (TotalPoints < 1) return;

	int PointsUnderWater = 0;
	for (int pointIndex = 0; pointIndex < TotalPoints; pointIndex++)
	{
		if (!TestPoints.IsValidIndex(pointIndex)) return; //Array size changed during runtime

		bool isUnderwater = false;
		FVector testPoint = TestPoints[pointIndex];
		FVector worldTestPoint = BasePrimComp->GetComponentTransform().TransformPosition(testPoint);
		FVector waveHeight = OceanManager->GetWaveHeightValue(worldTestPoint, World, !EnableWaveForces, TwoGerstnerIterations);

		//Direction of radius (test radius is actually a Z offset, should probably rename it!). Just in case we need an upside down world.
		float SignedRadius = FMath::Sign(BasePrimComp->GetPhysicsVolume()->GetGravityZ()) * TestPointRadius;

		//If test point radius is below water surface, add buoyancy force.
		if (waveHeight.Z > (worldTestPoint.Z + SignedRadius)
			&& BasePrimComp->IsGravityEnabled()) //Buoyancy doesn't exist without gravity
		{
			PointsUnderWater++;
			isUnderwater = true;

			float DepthMultiplier = (waveHeight.Z - (worldTestPoint.Z + SignedRadius)) / (TestPointRadius * 2);
			DepthMultiplier = FMath::Clamp(DepthMultiplier, 0.f, 1.f);

			//If we have a point density override, use the overridden value instead of MeshDensity
			float PointDensity = PointDensityOverride.IsValidIndex(pointIndex) ? PointDensityOverride[pointIndex] : MeshDensity;

			/**
			* --------
			* Buoyancy force formula: (Volume(Mass / Density) * Fluid Density * -Gravity) / Total Points * Depth Multiplier
			* --------
			*/
			float BuoyancyForceZ = BasePrimComp->GetMass() / PointDensity * FluidDensity * -Gravity / TotalPoints * DepthMultiplier;

			//Experimental velocity damping using VelocityAtPoint.
			FVector DampingForce = -GetUnrealVelocityAtPoint(BasePrimComp, worldTestPoint) * VelocityDamper * BasePrimComp->GetMass() * DepthMultiplier;

			//Experimental xy wave force
			if (EnableWaveForces)
			{
				DampingForce += BasePrimComp->GetMass() * FVector2D(waveHeight.X, waveHeight.Y).Size() * FVector(OceanManager->GlobalWaveDirection.X, OceanManager->GlobalWaveDirection.Y, 0) * WaveForceMultiplier / TotalPoints;
				//float waveVelocity = FMath::Clamp(GetUnrealVelocityAtPoint(BasePrimComp, worldTestPoint).Z, -20.f, 150.f) * (1 - DepthMultiplier);
				//DampingForce += OceanManager->GlobalWaveDirection * BasePrimComp->GetMass() * waveVelocity * WaveForceMultiplier / TotalPoints;
			}

			//Add force for this test point
			BasePrimComp->AddForceAtLocation(FVector(DampingForce.X, DampingForce.Y, DampingForce.Z + BuoyancyForceZ), worldTestPoint);
		}

		if (DrawDebugPoints)
		{
			FColor DebugColor = FLinearColor(0.8, 0.7, 0.2, 0.8).ToRGBE();
			if (isUnderwater) { DebugColor = FLinearColor(0, 0.2, 0.7, 0.8).ToRGBE(); } //Blue color underwater, yellow out of watter
			DrawDebugSphere(World, worldTestPoint, TestPointRadius, 8, DebugColor);
		}
	}

	//Clamp the velocity to MaxUnderwaterVelocity if there is any point underwater
	if (ClampMaxVelocity && PointsUnderWater > 0
		&& BasePrimComp->GetPhysicsLinearVelocity().Size() > MaxUnderwaterVelocity)
	{
		FVector	Velocity = BasePrimComp->GetPhysicsLinearVelocity().GetSafeNormal() * MaxUnderwaterVelocity;
		BasePrimComp->SetPhysicsLinearVelocity(Velocity);
	}

	//Update damping based on number of underwater test points
	BasePrimComp->SetLinearDamping(_baseLinearDamping + FluidLinearDamping / TotalPoints * PointsUnderWater);
	BasePrimComp->SetAngularDamping(_baseAngularDamping + FluidAngularDamping / TotalPoints * PointsUnderWater);
}
Пример #4
0
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);
	}