【目标】
带IK的Recoil
【思路】
1 继承于USkelControlLimb和UGameSkelCtrl_Recoil
2 效果对比
以这个骨骼为例
Recoil

Limb

可见,Recoil只影响一根骨骼
如果两个结合就是,Recoil产生的冲击位移作为Limb的控制点,由控制点带动三根骨骼的移动
【步骤】
1 在\ue3\Development\Src\Engine\Classes中新建SkelControlLimbRecoil.uc
先复制\ue3\Development\Src\GameFramework\Classes\GameSkelCtrl_Recoil.uc的内容
make 后 编译代码会出现结构体 枚举 重命名
需要将\GameSkelCtrl_Recoil.uc的结构体 枚举注释掉
2 在UnSkelControl.cpp 添加类实现
IMPLEMENT_CLASS(USkelControlLimbRecoil).../*-----------------------------------------------------------------------------USkelControlLimbRecoil-----------------------------------------------------------------------------*/FVector2D USkelControlLimbRecoil::GetAim(USkeletalMeshComponent* InSkelComponent){return Aim;}/** Is skeleton currently mirrored */UBOOL USkelControlLimbRecoil::IsMirrored(USkeletalMeshComponent* InSkelComponent){return FALSE;}// USkelControlBase interfacevoid USkelControlLimbRecoil::TickSkelControl(FLOAT DeltaSeconds, USkeletalMeshComponent* SkelComp){bApplyControl = FALSE;if( ControlStrength > ZERO_ANIMWEIGHT_THRESH ){// if willing to play recoil, reset its stateif( bPlayRecoil != bOldPlayRecoil ){bPlayRecoil = bOldPlayRecoil;Recoil.TimeToGo = Recoil.TimeDuration;// ERS_Random == Start at random position along sine wave,// ERS_Zero == Start at 0const 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 outconst 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 componentif( !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 componentif( !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);}void USkelControlLimbRecoil::CalculateNewBoneTransforms(INT BoneIndex, USkeletalMeshComponent* SkelComp, TArray<FBoneAtom>& OutBoneTransforms){Super::CalculateNewBoneTransforms(BoneIndex, SkelComp, OutBoneTransforms);}
现在需要将USkelControlLimb.EffectorLocation 设置为Recoil影响的骨骼的更新的位置
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