14073102(CCDIKRecoil)
Posted 维尔福
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【目标】
CCDIKRecoil
【思路】
1 CCDIK和Recoil的结合
2 Recoil的回弹机制,逐渐回到原来位置
3 添加一个Recoil基类
【步骤】
1 将\\Src\\GameFramework\\Classes\\GameSkelCtrl_Recoil.uc复制到\\Src\\Engine\\Classes\\SkelControlRecoilBase.uc
修改一下名称 作为基类
2 其他相关类继承于SkelControlRecoilBase, \\Engine\\Classes\\SkelControlLimbRecoil.uc
make一下
编译不通过
原因是USkeletalControlRecoilBase是在后面声明的
方案:
采取将派生类放GameFrameWork工程中
编译后发现
这里有语法错误
最后还是没有用继承方式,脚本目前很难使用双基类
所以目前还是重复写相同代码
3 添加一个继承类GameSkelCtrl_CCD_IK_Recoil_CCD_IK_Recoil.uc,放到GameFramework中,否则又牵扯到那些结构体声明的先后顺序问题
4 在GameSkelControls.cpp 中添加实现宏,及函数实现
IMPLEMENT_CLASS(UGameSkelCtrl_CCD_IK_Recoil);
/*-----------------------------------------------------------------------------
UGameSkelCtrl_CCD_IK_Recoil
-----------------------------------------------------------------------------*/
FVector2DUGameSkelCtrl_CCD_IK_Recoil::GetAim(USkeletalMeshComponent*InSkelComponent)
{
returnAim;
}
/** Is skeleton currently mirrored */
UBOOL UGameSkelCtrl_CCD_IK_Recoil::IsMirrored(USkeletalMeshComponent*InSkelComponent)
{
return FALSE;
}
// USkelControlBase interface
voidUGameSkelCtrl_CCD_IK_Recoil::TickSkelControl(FLOAT DeltaSeconds,USkeletalMeshComponent*SkelComp)
{
bApplyControl = FALSE;
if(ControlStrength> ZERO_ANIMWEIGHT_THRESH )
{
// if willing to play recoil, reset its state
if( bPlayRecoil != bOldPlayRecoil )
{
bPlayRecoil = bOldPlayRecoil;
Recoil.TimeToGo=Recoil.TimeDuration;
// ERS_Random == Start at random position along sine wave,
// ERS_Zero == Start at 0
const FLOAT TWO_PI =2.f*(FLOAT)PI;
Recoil.RotSinOffset.X =Recoil.RotParams.X == ERS_Random ? appFrand()* TWO_PI :0.f;
Recoil.RotSinOffset.Y =Recoil.RotParams.Y == ERS_Random ? appFrand()* TWO_PI :0.f;
Recoil.RotSinOffset.Z =Recoil.RotParams.Z == ERS_Random ? appFrand()* TWO_PI :0.f;
Recoil.LocSinOffset.X =Recoil.LocParams.X == ERS_Random ? appFrand()* TWO_PI :0.f;
Recoil.LocSinOffset.Y =Recoil.LocParams.Y == ERS_Random ? appFrand()* TWO_PI :0.f;
Recoil.LocSinOffset.Z =Recoil.LocParams.Z == ERS_Random ? appFrand()* TWO_PI :0.f;
Recoil.RotOffset=FRotator(0,0,0);
Recoil.LocOffset=FVector(0.f);
}
if(Recoil.TimeToGo>DeltaSeconds)
{
Recoil.TimeToGo-=DeltaSeconds;
if(Recoil.TimeToGo>0.f)
{
bApplyControl = TRUE;
// Smooth fade out
const FLOAT TimePct=Clamp<FLOAT>(Recoil.TimeToGo/Recoil.TimeDuration,0.f,1.f);
const FLOAT Alpha=TimePct*TimePct*(3.f-2.f*TimePct);
const FLOAT AlphaTimesDelta=Alpha*DeltaSeconds;
// Recoil Bone Rotation, compute sin wave value for each component
if(!Recoil.RotAmplitude.IsZero())
{
if(Recoil.RotAmplitude.X !=0.f)
{
Recoil.RotSinOffset.X +=AlphaTimesDelta*Recoil.RotFrequency.X;
Recoil.RotOffset.Pitch= appTrunc(Alpha*Recoil.RotAmplitude.X * appSin(Recoil.RotSinOffset.X));
}
if(Recoil.RotAmplitude.Y !=0.f)
{
Recoil.RotSinOffset.Y +=AlphaTimesDelta*Recoil.RotFrequency.Y;
Recoil.RotOffset.Yaw= appTrunc(Alpha*Recoil.RotAmplitude.Y * appSin(Recoil.RotSinOffset.Y));
}
if(Recoil.RotAmplitude.Z !=0.f)
{
Recoil.RotSinOffset.Z +=AlphaTimesDelta*Recoil.RotFrequency.Z;
Recoil.RotOffset.Roll= appTrunc(Alpha*Recoil.RotAmplitude.Z * appSin(Recoil.RotSinOffset.Z));
}
}
// Recoil Bone Location, compute sin wave value for each component
if(!Recoil.LocAmplitude.IsZero())
{
if(Recoil.LocAmplitude.X !=0.f)
{
Recoil.LocSinOffset.X +=AlphaTimesDelta*Recoil.LocFrequency.X;
Recoil.LocOffset.X =Alpha*Recoil.LocAmplitude.X * appSin(Recoil.LocSinOffset.X);
}
if(Recoil.LocAmplitude.Y !=0.f)
{
Recoil.LocSinOffset.Y +=AlphaTimesDelta*Recoil.LocFrequency.Y;
Recoil.LocOffset.Y =Alpha*Recoil.LocAmplitude.Y * appSin(Recoil.LocSinOffset.Y);
}
if(Recoil.LocAmplitude.Z !=0.f)
{
Recoil.LocSinOffset.Z +=AlphaTimesDelta*Recoil.LocFrequency.Z;
Recoil.LocOffset.Z =Alpha*Recoil.LocAmplitude.Z * appSin(Recoil.LocSinOffset.Z);
}
}
}
}
}
Super::TickSkelControl(DeltaSeconds,SkelComp);
}
voidUGameSkelCtrl_CCD_IK_Recoil::GetAffectedBones(INT BoneIndex,USkeletalMeshComponent*SkelComp,TArray<INT>&OutBoneIndices)
{
check(OutBoneIndices.Num()==0);
// Only process bone if there is something to do
if( bApplyControl )
Super::GetAffectedBones(BoneIndex,SkelComp,OutBoneIndices);
}
voidUGameSkelCtrl_CCD_IK_Recoil::CalculateNewBoneTransforms(INT BoneIndex,USkeletalMeshComponent*SkelComp,TArray<FBoneAtom>&OutBoneTransforms)
{
check(OutBoneTransforms.Num()==0);
// Current bone transform matrix in component space
FBoneAtomNewBoneTM=SkelComp->SpaceBases(BoneIndex);
if(bBoneSpaceRecoil)
{
if(!Recoil.LocOffset.IsZero()||!Recoil.RotOffset.IsZero())
{
FBoneAtomRecoilTM(Recoil.RotOffset,Recoil.LocOffset);
NewBoneTM=RecoilTM*NewBoneTM;
OutBoneTransforms.AddItem(NewBoneTM);
}
return;
}
// Extract Aim
Aim=GetAim(SkelComp);
// Actor to Aim transform matrix
constFRotatorAimRotOffset( appTrunc(Aim.Y*16384), appTrunc(Aim.X*16384),0);
FBoneAtomActorToAim(AimRotOffset,FVector::ZeroVector);
ActorToAim.RemoveScaling();
ActorToAim.SetOrigin(FVector(0.f));
constFBoneAtomAimToActor=ActorToAim.Inverse();
// Component to Actor transform matrix
FBoneAtomComponentToActor=SkelComp->CalcComponentToFrameMatrix(BoneIndex, BCS_ActorSpace, NAME_None);
ComponentToActor.RemoveScaling();
ComponentToActor.SetOrigin(FVector(0.f));
constFBoneAtomActorToComponent=ComponentToActor.InverseSafe();
// Add rotation offset in component space
if(!Recoil.RotOffset.IsZero())
{
FRotatorRotOffset=Recoil.RotOffset;
// Handle mirroring
if(IsMirrored(SkelComp))
{
RotOffset.Yaw=-RotOffset.Yaw;
}
FBoneAtomNewRotTM=NewBoneTM*(ComponentToActor*(AimToActor*FBoneAtom(RotOffset,FVector::ZeroVector)*ActorToAim)*ActorToComponent);
NewRotTM.SetOrigin(NewBoneTM.GetOrigin());
NewBoneTM=NewRotTM;
}
// Add location offset in component space
if(!Recoil.LocOffset.IsZero())
{
FVectorLocOffset=Recoil.LocOffset;
// Handle mirroring
if(IsMirrored(SkelComp))
{
LocOffset.Y =-LocOffset.Y;
}
constFVectorTransInWorld=ActorToAim.TransformNormal(LocOffset);
constFVectorTransInComp=ActorToComponent.TransformNormal(TransInWorld);
constFVectorNewOrigin=NewBoneTM.GetOrigin()+TransInComp;
NewBoneTM.SetOrigin(NewOrigin);
}
// OutBoneTransforms.AddItem(NewBoneTM);
EffectorLocation=NewBoneTM.GetOrigin();
EffectorLocationSpace= BCS_WorldSpace;
Super::CalculateNewBoneTransforms(BoneIndex,SkelComp,OutBoneTransforms);
}
5 运行
如果单独一根骨骼的Recoil
6
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