SetEnableGravity fixed for pedestrians
Also removed some debug prints
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95abf25a10
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7bd1d6e920
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@ -85,7 +85,6 @@ namespace client {
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}
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}
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void Actor::SetEnableGravity(const bool enabled) {
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void Actor::SetEnableGravity(const bool enabled) {
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std::cout << "Actor::SetEnableGravity" << std::endl;
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GetEpisode().Lock()->SetActorEnableGravity(*this, enabled);
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GetEpisode().Lock()->SetActorEnableGravity(*this, enabled);
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}
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}
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@ -309,7 +309,6 @@ namespace detail {
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}
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}
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void Client::SetActorEnableGravity(rpc::ActorId actor, const bool enabled) {
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void Client::SetActorEnableGravity(rpc::ActorId actor, const bool enabled) {
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std::cout << "SetActorEnableGravity" << std::endl;
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_pimpl->AsyncCall("set_actor_enable_gravity", actor, enabled);
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_pimpl->AsyncCall("set_actor_enable_gravity", actor, enabled);
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}
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}
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@ -828,14 +828,12 @@ void FCarlaServer::FPimpl::BindActions()
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RESPOND_ERROR("unable to set actor simulate physics: actor not found");
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RESPOND_ERROR("unable to set actor simulate physics: actor not found");
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}
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}
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UE_LOG(LogCarla, Warning, TEXT("CarlaServer: set_actor_simulate_physics %d!!!!"), bEnabled);
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auto Character = Cast<ACharacter>(ActorView.GetActor());
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auto Character = Cast<ACharacter>(ActorView.GetActor());
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// The physics in the walkers works in a different way so to disable them,
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// The physics in the walkers works in a different way so to disable them,
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// we need to do it in the UCharacterMovementComponent.
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// we need to do it in the UCharacterMovementComponent.
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if (Character != nullptr)
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if (Character != nullptr)
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{
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{
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auto CharacterMovement = Cast<UCharacterMovementComponent>(Character->GetCharacterMovement());
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auto CharacterMovement = Cast<UCharacterMovementComponent>(Character->GetCharacterMovement());
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UE_LOG(LogCarla, Error, TEXT("Character::SetEnableGravity %d!!!!"), bEnabled);
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if(bEnabled) {
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if(bEnabled) {
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CharacterMovement->SetDefaultMovementMode();
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CharacterMovement->SetDefaultMovementMode();
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@ -849,7 +847,6 @@ void FCarlaServer::FPimpl::BindActions()
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else
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else
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{
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{
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auto RootComponent = Cast<UPrimitiveComponent>(ActorView.GetActor()->GetRootComponent());
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auto RootComponent = Cast<UPrimitiveComponent>(ActorView.GetActor()->GetRootComponent());
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UE_LOG(LogCarla, Error, TEXT("Root::SetEnableGravity %d!!!!"), bEnabled);
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if (RootComponent == nullptr)
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if (RootComponent == nullptr)
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{
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{
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RESPOND_ERROR("unable to set actor simulate physics: not supported by actor");
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RESPOND_ERROR("unable to set actor simulate physics: not supported by actor");
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@ -876,20 +873,19 @@ void FCarlaServer::FPimpl::BindActions()
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RESPOND_ERROR("unable to set actor enable gravity: actor not found");
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RESPOND_ERROR("unable to set actor enable gravity: actor not found");
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}
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}
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UE_LOG(LogCarla, Error, TEXT("CarlaServer: set_actor_enable_gravity %d!!!!"), bEnabled);
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auto Character = Cast<ACharacter>(ActorView.GetActor());
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auto Character = Cast<ACharacter>(ActorView.GetActor());
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// The physics in the walkers works in a different way so to disable them,
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// The physics in the walkers works in a different way so to disable them,
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// we need to do it in the UCharacterMovementComponent.
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// we need to do it in the UCharacterMovementComponent.
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if (Character != nullptr)
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if (Character != nullptr)
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{
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{
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auto CharacterMovement = Cast<UCharacterMovementComponent>(Character->GetCharacterMovement());
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auto CharacterMovement = Cast<UCharacterMovementComponent>(Character->GetCharacterMovement());
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UE_LOG(LogCarla, Error, TEXT("Character::SetEnableGravity %d!!!!"), bEnabled);
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if(bEnabled) {
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if(bEnabled) {
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CharacterMovement->GravityScale = 1.0f;
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CharacterMovement->SetDefaultMovementMode();
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}
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}
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else {
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else {
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CharacterMovement->GravityScale = 0.0f;
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if (CharacterMovement->IsFlying() || CharacterMovement->IsFalling())
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CharacterMovement->DisableMovement();
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}
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}
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}
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}
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// In the rest of actors, the physics is controlled with the UPrimitiveComponent, so we use
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// In the rest of actors, the physics is controlled with the UPrimitiveComponent, so we use
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@ -901,7 +897,6 @@ void FCarlaServer::FPimpl::BindActions()
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{
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{
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RESPOND_ERROR("unable to set actor enable gravity: not supported by actor");
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RESPOND_ERROR("unable to set actor enable gravity: not supported by actor");
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}
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}
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UE_LOG(LogCarla, Error, TEXT("SetEnableGravity %d!!!!"), bEnabled);
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RootComponent->SetEnableGravity(bEnabled);
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RootComponent->SetEnableGravity(bEnabled);
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}
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}
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