本文将介绍用C++实现一个简单的玩家可通过WASD控制移动,Shift进行加速,鼠标控制视角旋转和缩放的小球。
本人也只是一个UE4初学者,大佬勿喷。
一、技术难点
- 小球通过角速度控制旋转,因此想实现自由视角相机,它就不能作为小球的子物体。
- 小球的移动方向始终要保持与视野前方相同。
二、最终效果图
- 模型资源链接:https://pan.baidu.com/s/1e2bavPacWwA6_pDHlcM0Tw 密码:na24
- UE4项目以及源码:https://download.csdn.net/download/qq_31788759/10565311
三、核心代码模块
在此先将模块分类,使结构清晰明了,最后有完整代码,可具体查看。
1、首先创建组件
- SphereBase.h(自己创建的C++类)下
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RootComp")
class USceneComponent * RootComp;//声明根节点组件
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category = "SphereMeshComp")
class UStaticMeshComponent * SphereMeshComp;//小球Mesh组件
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category = "CameraArmComp")
class USpringArmComponent * CameraArmComp;//相机臂组件
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CameraComp")
class UCameraComponent * CameraComp;//相机组件
- SphereBase.cpp
//创建组件
RootComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootComp"));
SphereMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SphereBaseComp"));
CameraArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraArmComp"));
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
//添加组件父子关系
SphereMeshComp->SetupAttachment(RootComp);
CameraArmComp->SetupAttachment(RootComp);
CameraComp->SetupAttachment(CameraArmComp);
//设置小球物理效果为真
SphereMeshComp->SetSimulatePhysics(true);
- 创建蓝图类继承该C++类后,组件已创建
2、绑定按键输入
//绑定前后左右移动
PlayerInputComponent->BindAxis("MoveForward", this, &ASphereBase::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ASphereBase::MoveRight);
//Shift按下与擡起
PlayerInputComponent->BindAction("MoveQuick", IE_Pressed, this, &ASphereBase::MoveQuick);
PlayerInputComponent->BindAction("MoveQuick", IE_Released, this, &ASphereBase::MoveNormal);
//相机上下左右旋转
PlayerInputComponent->BindAxis("CameraYaw", this, &ASphereBase::YawCamera);
PlayerInputComponent->BindAxis("CameraPitch", this, &ASphereBase::PitchCamera);
//相机缩放
PlayerInputComponent->BindAction("ZoomIn", IE_Pressed, this, &ASphereBase::ZoomIn);
PlayerInputComponent->BindAction("ZoomIn", IE_Released, this, &ASphereBase::ZoomStop);
PlayerInputComponent->BindAction("ZoomOut", IE_Pressed, this, &ASphereBase::ZoomOut);
PlayerInputComponent->BindAction("ZoomIn", IE_Released, this, &ASphereBase::ZoomStop);
具体函数请查看完整代码
3、相机自由视角
建议采用世界座标系函数修改值,不要使用相对座标系Relative函数,否则会遇到很多问题。
- 小球移动控制
if (!AngularVector.IsZero())
{
FVector NewVector = FVector(0, 0, 0);
NewVector += AngularVector.X * CameraArmComp->GetForwardVector() * SphereSpeed;
NewVector += AngularVector.Y * CameraArmComp->GetRight Vector() * SphereSpeed;
SphereMeshComp->SetPhysicsAngularVelocity(NewVector);//给小球施加角速度向量
}
- 相机臂左右旋转
FRotator LRRotation = CameraArmComp->GetComponentRotation();
LRRotation.Yaw += CameraInput.X;
CameraArmComp->SetWorldRotation(LRRotation);
- 相机臂上下旋转
FRotator UDRotation = CameraArmComp->GetComponentRotation();
UDRotation.Pitch = FMath::Clamp(UDRotation.Pitch + CameraInput.Y, -80.0f, -15.0f);//控制上下视野范围
CameraArmComp->SetWorldRotation(UDRotation);
- 相机臂跟随小球
FVector NewLocation = SphereMeshComp->GetComponentLocation();
CameraArmComp->SetWorldLocation(NewLocation);
4、相机缩放
ZoomValue = FMath::Clamp<float>(ZoomValue, 0.0f, 1.0f);
//基于ZoomFActor来混合控制相机的视域和弹簧臂的长度 0.0f对应90.0f 1500.0f
CameraComp->FieldOfView = FMath::Lerp<float>(90.0f, 60.0f, ZoomValue);
CameraArmComp->TargetArmLength = FMath::Lerp<float>(1500.0f, 500.0f, ZoomValue);
滚轮控制ZoomValue值的变化
四、完整代码
- Sphere.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "SphereBase.generated.h"//必须放在头文件最后
UCLASS()
class BILICODE_API ASphereBase : public APawn//APawn 继承 Actor
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ASphereBase();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "RootComp")
class USceneComponent * RootComp;
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category = "SphereMeshComp")
class UStaticMeshComponent * SphereMeshComp;//class声明
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category = "CameraArmComp")
class USpringArmComponent * CameraArmComp;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CameraComp")
class UCameraComponent * CameraComp;
public:
FVector AngularVector;
float SphereSpeed;
float SpeedMin;
float SpeedMax;
FVector CameraInput;
float ZoomValue;
UPROPERTY(EditAnyWhere, BlueprintReadWrite)
bool IsInput;//控制是否能输入按键
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UFUNCTION(BlueprintCallable)
void MoveForward(float AxisValue);
UFUNCTION(BlueprintCallable)
void MoveRight(float AxisValue);
UFUNCTION(BlueprintCallable)
void MoveQuick();
UFUNCTION(BlueprintCallable)
void MoveNormal();
void PitchCamera(float AxisValue);
void YawCamera(float AxisValue);
void StartJump();
void StopJump();
void ZoomIn();
void ZoomStop();
void ZoomOut();
};
- Sphere.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "SphereBase.h"
#include "Components/StaticMeshComponent.h"//Mesh头文件
#include "GameFramework/SpringArmComponent.h"//摄像机手臂头文件
#include "Camera/CameraComponent.h"
#include "Components/SceneComponent.h"
#include "Components/InputComponent.h"//输入按键绑定头文件
#include "Engine.h"
// Sets default values
ASphereBase::ASphereBase()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
IsInput = true;
SphereSpeed = 300.0f;
SpeedMin = SphereSpeed;
SpeedMax = 500.0f;
ZoomValue = 0.5f;
//创建组件
RootComp = CreateDefaultSubobject<USceneComponent>(TEXT("RootComp"));
SphereMeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("SphereBaseComp"));
CameraArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraArmComp"));
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
//组件关系
SphereMeshComp->SetupAttachment(RootComp);
CameraArmComp->SetupAttachment(RootComp);
CameraComp->SetupAttachment(CameraArmComp);
//设置物理效果为真
SphereMeshComp->SetSimulatePhysics(true);
}
// Called when the game starts or when spawned
void ASphereBase::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ASphereBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!AngularVector.IsZero())
{
FVector NewVector = FVector(0, 0, 0);
NewVector += AngularVector.X * CameraArmComp->GetForwardVector() * SphereSpeed;
NewVector += AngularVector.Y * CameraArmComp->GetRightVector() * SphereSpeed;
SphereMeshComp->SetPhysicsAngularVelocity(NewVector);//小球向一个向量方向旋转移动
}
{//相机臂左右旋转(相机臂与小球是兄弟关系
FRotator LRRotation = CameraArmComp->GetComponentRotation();
LRRotation.Yaw += CameraInput.X;
CameraArmComp->SetWorldRotation(LRRotation);
}
{//相机臂跟随小球
FVector NewLocation = SphereMeshComp->GetComponentLocation();
CameraArmComp->SetWorldLocation(NewLocation);
//两种方便的调试方法
//GEngine->AddOnScreenDebugMessage(-1, 3.f, FColor::Purple, NewLocation.ToString());
/*DrawDebugLine(
GetWorld(),
SphereBeginLocation,
SphereMeshComp->GetComponentLocation(),
FColor::Red,
false, -1, 0,
3.
);*/
}
{//相机臂上下旋转
FRotator UDRotation = CameraArmComp->GetComponentRotation();
UDRotation.Pitch = FMath::Clamp(UDRotation.Pitch + CameraInput.Y, -80.0f, -15.0f);//控制旋转范围
CameraArmComp->SetWorldRotation(UDRotation);
}
{//相机缩放
ZoomValue = FMath::Clamp<float>(ZoomValue, 0.0f, 1.0f);
//基于ZoomFActor来混合相机的视域和弹簧臂的长度
CameraComp->FieldOfView = FMath::Lerp<float>(90.0f, 60.0f, ZoomValue);
CameraArmComp->TargetArmLength = FMath::Lerp<float>(1500.0f, 500.0f, ZoomValue);
}
}
// Called to bind functionality to input
void ASphereBase::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)//pawn不同于actor的地方,用于绑定按键
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &ASphereBase::MoveForward);//绑定 前后移动映射 的函数
PlayerInputComponent->BindAxis("MoveRight", this, &ASphereBase::MoveRight);//绑定左右
PlayerInputComponent->BindAction("MoveQuick", IE_Pressed, this, &ASphereBase::MoveQuick);
PlayerInputComponent->BindAction("MoveQuick", IE_Released, this, &ASphereBase::MoveNormal);
PlayerInputComponent->BindAxis("CameraYaw", this, &ASphereBase::YawCamera);
PlayerInputComponent->BindAxis("CameraPitch", this, &ASphereBase::PitchCamera);
PlayerInputComponent->BindAction("ZoomIn", IE_Pressed, this, &ASphereBase::ZoomIn);
PlayerInputComponent->BindAction("ZoomIn", IE_Released, this, &ASphereBase::ZoomStop);
PlayerInputComponent->BindAction("ZoomOut", IE_Pressed, this, &ASphereBase::ZoomOut);
PlayerInputComponent->BindAction("ZoomIn", IE_Released, this, &ASphereBase::ZoomStop);
}
//前后左右输入控制
void ASphereBase::MoveForward(float AxisValue)
{
if (IsInput)
{
AngularVector.Y = FMath::Clamp<float>(AxisValue, -1.0f, 1.0f);
}
}
void ASphereBase::MoveRight(float AxisValue)
{
if (IsInput)
{
AngularVector.X = FMath::Clamp<float>(AxisValue, -1.0f, 1.0f);
}
}
//shift输入控制
void ASphereBase::MoveQuick()
{
SphereSpeed = SpeedMax;
}
void ASphereBase::MoveNormal()
{
SphereSpeed = SpeedMin;
}
//相机旋转输入控制
void ASphereBase::PitchCamera(float AxisValue)
{
CameraInput.Y = AxisValue;
}
void ASphereBase::YawCamera(float AxisValue)
{
CameraInput.X = AxisValue;
}
void ASphereBase::ZoomIn()
{
ZoomValue += 0.1f;
}
//相机缩放输入控制
void ASphereBase::ZoomStop()
{
}
void ASphereBase::ZoomOut()
{
ZoomValue -= 0.1f;
}