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codingfarm
flight 본문
언리얼 기본 예제 프로젝트인 flight에 대해 알아보자
a,d 로 좌/우회전
w,s 로 하강/상승
L.shift, L.ctrl로 가속/감속을 하여 비행기를 조종한다.
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
//FlightPawh.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "FlightPawn.generated.h"
UCLASS(Config=Game)
class AFlightPawn : public APawn
{
GENERATED_BODY()
/** StaticMesh component that will be the visuals for our flying pawn */
UPROPERTY(Category = Mesh, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UStaticMeshComponent* PlaneMesh;
/** Spring arm that will offset the camera */
UPROPERTY(Category = Camera, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* SpringArm;
/** Camera component that will be our viewpoint */
UPROPERTY(Category = Camera, VisibleDefaultsOnly, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* Camera;
public:
AFlightPawn();
// Begin AActor overrides
virtual void Tick(float DeltaSeconds) override;
virtual void NotifyHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit) override;
// End AActor overrides
protected:
// Begin APawn overrides
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override; // Allows binding actions/axes to functions
// End APawn overrides
/** Bound to the thrust axis */
void ThrustInput(float Val);
/** Bound to the vertical axis */
void MoveUpInput(float Val);
/** Bound to the horizontal axis */
void MoveRightInput(float Val);
private:
/** How quickly forward speed changes */
UPROPERTY(Category=Plane, EditAnywhere)
float Acceleration;
/** How quickly pawn can steer */
UPROPERTY(Category=Plane, EditAnywhere)
float TurnSpeed;
/** Max forward speed */
UPROPERTY(Category = Pitch, EditAnywhere)
float MaxSpeed;
/** Min forward speed */
UPROPERTY(Category=Yaw, EditAnywhere)
float MinSpeed;
/** Current forward speed */
float CurrentForwardSpeed;
/** Current yaw speed */
float CurrentYawSpeed;
/** Current pitch speed */
float CurrentPitchSpeed;
/** Current roll speed */
float CurrentRollSpeed;
public:
/** Returns PlaneMesh subobject **/
FORCEINLINE class UStaticMeshComponent* GetPlaneMesh() const { return PlaneMesh; }
/** Returns SpringArm subobject **/
FORCEINLINE class USpringArmComponent* GetSpringArm() const { return SpringArm; }
/** Returns Camera subobject **/
FORCEINLINE class UCameraComponent* GetCamera() const { return Camera; }
};
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
//FlightPawn.cpp
#include "FlightPawn.h"
#include "UObject/ConstructorHelpers.h"
#include "Camera/CameraComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Engine/World.h"
#include "Engine/StaticMesh.h"
AFlightPawn::AFlightPawn()
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<UStaticMesh> PlaneMesh;
FConstructorStatics()
: PlaneMesh(TEXT("/Game/Flying/Meshes/UFO.UFO"))
{
}
};
static FConstructorStatics ConstructorStatics;
// Create static mesh component
PlaneMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PlaneMesh0"));
PlaneMesh->SetStaticMesh(ConstructorStatics.PlaneMesh.Get()); // Set static mesh
RootComponent = PlaneMesh;
// Create a spring arm component
SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm0"));
SpringArm->SetupAttachment(RootComponent); // Attach SpringArm to RootComponent
SpringArm->TargetArmLength = 160.0f; // The camera follows at this distance behind the character
SpringArm->SocketOffset = FVector(0.f,0.f,60.f);
SpringArm->bEnableCameraLag = false; // Do not allow camera to lag
SpringArm->CameraLagSpeed = 15.f;
// Create camera component
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera0"));
Camera->SetupAttachment(SpringArm, USpringArmComponent::SocketName); // Attach the camera
Camera->bUsePawnControlRotation = false; // Don't rotate camera with controller
// Set handling parameters
Acceleration = 500.f;
TurnSpeed = 50.f;
MaxSpeed = 4000.f;
MinSpeed = 500.f;
CurrentForwardSpeed = 500.f;
}
void AFlightPawn::Tick(float DeltaSeconds)
{
const FVector LocalMove = FVector(CurrentForwardSpeed * DeltaSeconds, 0.f, 0.f);
// Move plan forwards (with sweep so we stop when we collide with things)
AddActorLocalOffset(LocalMove, true);
// Calculate change in rotation this frame
FRotator DeltaRotation(0,0,0);
DeltaRotation.Pitch = CurrentPitchSpeed * DeltaSeconds;
DeltaRotation.Yaw = CurrentYawSpeed * DeltaSeconds;
DeltaRotation.Roll = CurrentRollSpeed * DeltaSeconds;
// Rotate plane
AddActorLocalRotation(DeltaRotation);
// Call any parent class Tick implementation
Super::Tick(DeltaSeconds);
}
void AFlightPawn::NotifyHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit)
{
Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
// Deflect along the surface when we collide.
FRotator CurrentRotation = GetActorRotation();
SetActorRotation(FQuat::Slerp(CurrentRotation.Quaternion(), HitNormal.ToOrientationQuat(), 0.025f));
}
void AFlightPawn::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Check if PlayerInputComponent is valid (not NULL)
check(PlayerInputComponent);
// Bind our control axis' to callback functions
PlayerInputComponent->BindAxis("Thrust", this, &AFlightPawn::ThrustInput);
PlayerInputComponent->BindAxis("MoveUp", this, &AFlightPawn::MoveUpInput);
PlayerInputComponent->BindAxis("MoveRight", this, &AFlightPawn::MoveRightInput);
}
void AFlightPawn::ThrustInput(float Val)
{
// Is there any input?
bool bHasInput = !FMath::IsNearlyEqual(Val, 0.f);
// If input is not held down, reduce speed
float CurrentAcc = bHasInput ? (Val * Acceleration) : (-0.5f * Acceleration);
// Calculate new speed
float NewForwardSpeed = CurrentForwardSpeed + (GetWorld()->GetDeltaSeconds() * CurrentAcc);
// Clamp between MinSpeed and MaxSpeed
CurrentForwardSpeed = FMath::Clamp(NewForwardSpeed, MinSpeed, MaxSpeed);
}
void AFlightPawn::MoveUpInput(float Val)
{
// Target pitch speed is based in input
float TargetPitchSpeed = (Val * TurnSpeed * -1.f);
// When steering, we decrease pitch slightly
TargetPitchSpeed += (FMath::Abs(CurrentYawSpeed) * -0.2f);
// Smoothly interpolate to target pitch speed
CurrentPitchSpeed = FMath::FInterpTo(CurrentPitchSpeed, TargetPitchSpeed, GetWorld()->GetDeltaSeconds(), 2.f);
}
void AFlightPawn::MoveRightInput(float Val)
{
// Target yaw speed is based on input
float TargetYawSpeed = (Val * TurnSpeed);
// Smoothly interpolate to target yaw speed
CurrentYawSpeed = FMath::FInterpTo(CurrentYawSpeed, TargetYawSpeed, GetWorld()->GetDeltaSeconds(), 2.f);
// Is there any left/right input?
const bool bIsTurning = FMath::Abs(Val) > 0.2f;
// If turning, yaw value is used to influence roll
// If not turning, roll to reverse current roll value.
float TargetRollSpeed = bIsTurning ? (CurrentYawSpeed * 0.5f) : (GetActorRotation().Roll * -2.f);
// Smoothly interpolate roll speed
CurrentRollSpeed = FMath::FInterpTo(CurrentRollSpeed, TargetRollSpeed, GetWorld()->GetDeltaSeconds(), 2.f);
}
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cs |
cpp로 작성된 코드를 블루프린트로 상속받아 여러 오브젝트들을 만들던 기존의 널리쓰이던 방식과는 달리 이 프로젝트에서는 cpp파일 자체를 오브젝트로 사용한다
먼저 생성자를 살펴본다
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AFlightPawn::AFlightPawn()
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<UStaticMesh> PlaneMesh;
FConstructorStatics()
: PlaneMesh(TEXT("/Game/Flying/Meshes/UFO.UFO"))
{
}
};
static FConstructorStatics ConstructorStatics;
// Create static mesh component
PlaneMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PlaneMesh0"));
PlaneMesh->SetStaticMesh(ConstructorStatics.PlaneMesh.Get()); // Set static mesh
RootComponent = PlaneMesh;
// Create a spring arm component
SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm0"));
SpringArm->SetupAttachment(RootComponent); // Attach SpringArm to RootComponent
SpringArm->TargetArmLength = 160.0f; // The camera follows at this distance behind the character
SpringArm->SocketOffset = FVector(0.f,0.f,60.f);
SpringArm->bEnableCameraLag = false; // Do not allow camera to lag
SpringArm->CameraLagSpeed = 15.f;
// Create camera component
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera0"));
Camera->SetupAttachment(SpringArm, USpringArmComponent::SocketName); // Attach the camera
Camera->bUsePawnControlRotation = false; // Don't rotate camera with controller
// Set handling parameters
Acceleration = 500.f;
TurnSpeed = 50.f;
MaxSpeed = 4000.f;
MinSpeed = 500.f;
CurrentForwardSpeed = 500.f;
}
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cs |
4~17. 언리얼 에디터가 아닌 코드상에서 에셋을 등록하기 위해 다소 번거로운 작업이 진행된다. 자세한 정보는 아래 문서를 확인한다.
https://docs.unrealengine.com/ko/Programming/Tutorials/Components/1/index.html
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void AFlightPawn::Tick(float DeltaSeconds)
{
const FVector LocalMove = FVector(CurrentForwardSpeed * DeltaSeconds, 0.f, 0.f);
// Move plan forwards (with sweep so we stop when we collide with things)
AddActorLocalOffset(LocalMove, true);
// Calculate change in rotation this frame
FRotator DeltaRotation(0,0,0);
DeltaRotation.Pitch = CurrentPitchSpeed * DeltaSeconds;
DeltaRotation.Yaw = CurrentYawSpeed * DeltaSeconds;
DeltaRotation.Roll = CurrentRollSpeed * DeltaSeconds;
// Rotate plane
AddActorLocalRotation(DeltaRotation);
// Call any parent class Tick implementation
Super::Tick(DeltaSeconds);
}
void AFlightPawn::ThrustInput(float Val)
{
// Is there any input?
bool bHasInput = !FMath::IsNearlyEqual(Val, 0.f);
// If input is not held down, reduce speed
float CurrentAcc = bHasInput ? (Val * Acceleration) : (-0.5f * Acceleration);
// Calculate new speed
float NewForwardSpeed = CurrentForwardSpeed + (GetWorld()->GetDeltaSeconds() * CurrentAcc);
// Clamp between MinSpeed and MaxSpeed
CurrentForwardSpeed = FMath::Clamp(NewForwardSpeed, MinSpeed, MaxSpeed);
}
void AFlightPawn::MoveUpInput(float Val)
{
// Target pitch speed is based in input
float TargetPitchSpeed = (Val * TurnSpeed * -1.f);
// When steering, we decrease pitch slightly
TargetPitchSpeed += (FMath::Abs(CurrentYawSpeed) * -0.2f);
// Smoothly interpolate to target pitch speed
CurrentPitchSpeed = FMath::FInterpTo(CurrentPitchSpeed, TargetPitchSpeed, GetWorld()->GetDeltaSeconds(), 2.f);
}
void AFlightPawn::MoveRightInput(float Val)
{
// Target yaw speed is based on input
float TargetYawSpeed = (Val * TurnSpeed);
// Smoothly interpolate to target yaw speed
CurrentYawSpeed = FMath::FInterpTo(CurrentYawSpeed, TargetYawSpeed, GetWorld()->GetDeltaSeconds(), 2.f);
// Is there any left/right input?
const bool bIsTurning = FMath::Abs(Val) > 0.2f;
// If turning, yaw value is used to influence roll
// If not turning, roll to reverse current roll value.
float TargetRollSpeed = bIsTurning ? (CurrentYawSpeed * 0.5f) : (GetActorRotation().Roll * -2.f);
// Smoothly interpolate roll speed
CurrentRollSpeed = FMath::FInterpTo(CurrentRollSpeed, TargetRollSpeed, GetWorld()->GetDeltaSeconds(), 2.f);
}
void AFlightPawn::NotifyHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit)
{
Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);
// Deflect along the surface when we collide.
FRotator CurrentRotation = GetActorRotation();
SetActorRotation(FQuat::Slerp(CurrentRotation.Quaternion(), HitNormal.ToOrientationQuat(), 0.025f));
}
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cs |
입력에 맞추어 속도를 조정하고 비행기를 회전시킨다.
그리고 장애물에 충돌하면 매우 빠른속도로 비행기를 회전시킨다.
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