【UE4 C++】碰撞检测与事件绑定

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概念

碰撞对象通道与预设

  • 默认提供碰撞对象类型,如 WorldStatic、WorldDynamic等。允许用户自定义

  • 默认提供碰撞预设,如 NoCollision、BloackAll、OverlapAll。允许用户自定义

碰撞响应设置

  • 可以用来设置是否模拟物理碰撞以及触发 Overlap 事件

碰撞响应类型

  • 物体发生碰撞后,会有三种碰撞相响应类型


C++ 实现

Component 碰撞

  • 注意 Overlap Begin/End 的函数参数

  • 注意 OnHit 的函数参数

  • 注意甚至 Generated Hit Event 的函数名

  • 绑定函数可以用 AddDynamic,也可以用 FScriptDelegate 委托

  • 部分设置可不写,蓝图使用时再手动设置

  • 写法支持 UShapeComponent及其派生类,如 USphereComponent 、UBoxComponent 等

    UPROPERTY(EditAnywhere)
    		USceneComponent* Root;
    
    	UPROPERTY(EditAnywhere)
    		UStaticMeshComponent* Cube;
    
    	UFUNCTION()
    		virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    
    	UFUNCTION()
    		virtual void OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
    
    	UFUNCTION()
    		virtual void OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
    
    ACollisionActor::ACollisionActor()
    {
     	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    	PrimaryActorTick.bCanEverTick = true;
    
    	Root = CreateDefaultSubobject<USceneComponent>(TEXT("RootScene"));
    	SetRootComponent(Root);
    
    	Cube = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Cube"));
    	Cube->SetupAttachment(Root);
    	static ConstructorHelpers::FObjectFinder<UStaticMesh> mesh(TEXT("StaticMesh'/Engine/BasicShapes/Cube.Cube'"));
    	if (mesh.Succeeded())
    	{
    		Cube->SetStaticMesh(mesh.Object);
    	}
    
    	// 设置是否开启物理模拟
    	Cube->SetSimulatePhysics(false);
    
    	// 开启 Generated Hit Event
    	Cube->SetNotifyRigidBodyCollision(true);
    	
    	// 开启CCD Continuous collision detection (CCD) 连续式碰撞检测
    	Cube->BodyInstance.SetUseCCD(true);
    	
    	// 开启Generate Overlap Events
    	Cube->SetGenerateOverlapEvents(true);
    
    	// 设置碰撞预设
    	Cube->SetCollisionProfileName(TEXT("OverlapAll"));
    	//Cube->SetCollisionResponseToAllChannels(ECR_Overlap);
    
    	// 设置碰撞响应设置
    	Cube->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
    
    	// 绑定函数
    	Cube->OnComponentBeginOverlap.AddDynamic(this, &ACollisionActor::OnOverlapBegin);
    
    	// 绑定函数 使用委托
    	FScriptDelegate OverlapEndDelegate;
    	OverlapEndDelegate.BindUFunction(this, TEXT("OnOverlapEnd"));
    	Cube->OnComponentBeginOverlap.Add(OverlapEndDelegate);
    	
    	// 绑定碰撞函数
    	Cube->OnComponentHit.AddDynamic(this, &ACollisionActor::OnHit);
    }
    
    void ACollisionActor::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
    {
    	UE_LOG(LogTemp, Warning, TEXT("Overlap Begin"));
    }
    
    void ACollisionActor::OnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
    {
    	UE_LOG(LogTemp, Warning, TEXT("Overlap End"));
    }
    
    void ACollisionActor::OnHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
    {
    	UE_LOG(LogTemp, Warning, TEXT("Hit"));
    	Destroy();
    }
    

ATriggerBox 碰撞

  • OnActorBeginOverlap

  • OnActorEndOverlap

    UFUNCTION()
    	void HandleOverlap(AActor* OverlappedActor, AActor* OtherActor );
    
    void AMyTriggerBox::BeginPlay()
    {
    	//放在构造函数好像不起作用
    	OnActorBeginOverlap.AddDynamic(this, &AMyTriggerBox::HandleOverlap);
    }
    
    void AMyTriggerBox::HandleOverlap(AActor* OverlappedActor, AActor* OtherActor )
    {
    	UClass* ActorClass = OtherActor->GetClass();
    	// 其他处理逻辑
    }
    

参考

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