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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
This is EasyBallistics_C, an Unreal Engine 5.6 plugin that provides realistic ballistics simulation for projectiles. The plugin implements advanced physics calculations including atmospheric effects, material penetration, ricochets, and drag curves.
## Build System
This is an Unreal Engine plugin that uses Unreal's build system. The plugin compiles as part of the host project using UnrealBuildTool.
### Build Configuration
- **Module**: EasyBallistics (Runtime module)
- **Engine Version**: 5.6.0
- **Platforms**: Win64, Linux, Mac, Android
- **Build File**: `Source/EasyBallistics/EasyBallistics.Build.cs`
### Dependencies
- **Public**: Core
- **Private**: CoreUObject, Engine, PhysicsCore
## Architecture
### Core Components
1. **AEBBullet** (`EBBullet.h/.cpp`) - Main bullet actor
- Handles physics simulation, atmospheric effects, penetration
- Implements pooling system for performance
- Supports complex ballistics including drag curves, wind effects
- Manages collision detection and material responses
2. **UEBBarrel** (`EBBarrel.h/.cpp`) - Weapon barrel component
- Manages firing mechanics (auto, semi-auto, burst, gatling modes)
- Handles ammo cycling and reloading
- Implements spread patterns and muzzle velocity variations
- Supports networked replication for multiplayer
3. **UEBMaterialResponseMap** (`EBMaterialResponseMap.h`) - Material system
- Maps physical materials to ballistic responses
- Configures penetration depth, ricochet probability, friction
- Supports different penetration trace types
### Key Features
- **Realistic Physics**: Atmospheric density, temperature, pressure effects
- **Material Penetration**: Configurable penetration depth per material
- **Ricochet System**: Angle-based ricochet probability with energy loss
- **Multiplayer Support**: Full replication with client-side prediction
- **Performance Optimization**: Object pooling for high-rate fire scenarios
- **Shotgun Support**: Multi-projectile spawning with configurable spread
### File Structure
```
Source/EasyBallistics/
├── EasyBallistics.Build.cs # Build configuration
├── Public/
│ ├── EasyBallistics.h # Module header
│ ├── EBBarrel.h # Barrel component
│ ├── EBBullet.h # Bullet actor
│ └── EBMaterialResponseMap.h # Material response system
└── Private/
├── EasyBallistics.cpp # Module implementation
├── EBBarrel.cpp # Barrel implementation
├── EBBullet.cpp # Bullet implementation
└── [Additional implementation files]
```
## Development Notes
### Networking
- Uses Unreal's replication system extensively
- Supports both reliable and unreliable multicast for performance
- Client-side aim prediction for responsive gameplay
### Performance Considerations
- Object pooling enabled by default for bullets
- Fixed timestep simulation option for consistent physics
- Configurable trace complexity and collision margins
### Physics Integration
- Integrates with Unreal's physics system for impulse application
- Supports both simple and complex collision detection
- Atmospheric model supports Earth-like conditions or custom curves
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{
"FileVersion": 3,
"Version": 0,
"VersionName": "2.83",
"FriendlyName": "EasyBallistics_C",
"Description": "",
"Category": "Gameplay",
"CreatedBy": "Mookie",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/content/bbecde0f66914263b57fd2af5a0c7ffe",
"SupportURL": "",
"EngineVersion": "5.6.0",
"CanContainContent": false,
"Installed": true,
"Modules": [
{
"Name": "EasyBallistics",
"Type": "Runtime",
"LoadingPhase": "Default",
"PlatformAllowList": [
"Win64",
"Linux",
"Mac",
"Android"
]
},
{
"Name": "EasyBallisticsEditor",
"Type": "Editor",
"LoadingPhase": "Default",
"PlatformAllowList": [
"Win64",
"Linux",
"Mac"
]
}
]
}
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class EasyBallistics : ModuleRules
{
public EasyBallistics(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"PhysicsCore"
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
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// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBullet.h"
FVector AEBBullet::UpdateVelocity_Implementation(UWorld* World, FVector Location, FVector PreviousVelocity, float DeltaTime) const {
FVector NewVelocity = PreviousVelocity;
//airDensity
float air;
float speedOfSound;
air = GetAirDensity(World, Location);
speedOfSound = GetSpeedOfSound(World, Location);
//gravity
if (!OverrideGravity) {
NewVelocity += FVector(0, 0, World->GetGravityZ())*DeltaTime;
}
else {
NewVelocity += Gravity*DeltaTime;
};
//drag
FVector relVel = (NewVelocity - GetWind(World, Location));
float speed = relVel.Size();
float mach = speed / speedOfSound;
float profile = FMath::Pow(Diameter / 200.0f, 2.0f)*3.141592f;
float drag = GetCurveValue(MachDragCurve, mach, 0.25f)*FMath::Pow(speed / 100.0f, 2.0f)*profile*air*FormFactor*50.0f;
NewVelocity -= relVel.GetSafeNormal() * drag / Mass * DeltaTime / WorldScale;
return NewVelocity;
}
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// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBarrel.h"
#include "Net/UnrealNetwork.h"
#define REPOWNERONLY false
void UEBBarrel::ShotFiredMulticast_Implementation() {
ShotFired.Broadcast();
}
void UEBBarrel::Shoot(bool Trigger) {
if (ClientSideAim && GetOwner()->GetRemoteRole() == ROLE_Authority && Trigger) {
Aim = GetComponentTransform().GetUnitAxis(EAxis::X);
Location = GetComponentTransform().GetLocation();
ShootRepCSA(Trigger, UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(), Location), Aim);
}
else {
ShootRep(Trigger);
}
}
void UEBBarrel::ShootRep_Implementation(bool Trigger) {
if (Trigger) {
if (FireMode == EFireMode::FM_Burst || FireMode == EFireMode::FM_InterBurst) {
BurstRemaining = BurstCount;
};
Shooting = true;
}
else {
//burst cannot be interrupted
if (FireMode != EFireMode::FM_Burst || BurstRemaining<=0) {
Shooting = false;
}
}
}
bool UEBBarrel::ShootRep_Validate(bool Trigger) {
return true;
}
void UEBBarrel::ShootRepCSA_Implementation(bool Trigger, FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim) {
Location = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation);
Aim = NewAim;
RemoteAimReceived = true;
if (Trigger) {
if (FireMode == EFireMode::FM_Burst || FireMode == EFireMode::FM_InterBurst) {
BurstRemaining = BurstCount;
};
Shooting = true;
}
else {
//burst cannot be interrupted
if (FireMode != EFireMode::FM_Burst || BurstRemaining <= 0) {
Shooting = false;
}
}
}
bool UEBBarrel::ShootRepCSA_Validate(bool Trigger, FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim) {
return true;
}
void UEBBarrel::GatlingSpool_Implementation(bool Spool) {
Spooling = Spool;
}
bool UEBBarrel::GatlingSpool_Validate(bool Spool) {
return true;
}
void UEBBarrel::SwitchFireMode_Implementation(EFireMode NewFireMode) {
FireMode = NewFireMode;
}
bool UEBBarrel::SwitchFireMode_Validate(EFireMode NewFireMode) {
return true;
}
void UEBBarrel::ClientAim_Implementation(FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim) {
Location = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(),NewLocation);
Aim = NewAim;
RemoteAimReceived = true;
}
bool UEBBarrel::ClientAim_Validate(FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim) {
return true;
}
void UEBBarrel::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
#if REPOWNERONLY
DOREPLIFETIME_CONDITION(UEBBarrel, FireMode, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UEBBarrel, CycleAmmoCount, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UEBBarrel, CycleAmmoPos, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UEBBarrel, Ammo, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UEBBarrel, ChamberedBullet, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UEBBarrel, Shooting, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UEBBarrel, ShootingBlocked, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UEBBarrel, Spooling, COND_OwnerOnly);
#else
DOREPLIFETIME(UEBBarrel, FireMode);
DOREPLIFETIME(UEBBarrel, CycleAmmoCount);
DOREPLIFETIME(UEBBarrel, CycleAmmoPos);
DOREPLIFETIME(UEBBarrel, Ammo);
DOREPLIFETIME(UEBBarrel, ChamberedBullet);
DOREPLIFETIME(UEBBarrel, Shooting);
DOREPLIFETIME(UEBBarrel, ShootingBlocked);
DOREPLIFETIME(UEBBarrel, Spooling);
#endif
}
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// Copyright 2019 Mookie. All Rights Reserved.
#if WITH_EDITOR
#include "EBBarrel.h"
#include "PrimitiveSceneProxy.h"
FPrimitiveSceneProxy* UEBBarrel::CreateSceneProxy() {
{
class FBarrelProxy : public FPrimitiveSceneProxy
{
public:
FBarrelProxy(UEBBarrel* InComponent) : FPrimitiveSceneProxy(InComponent)
{
bWillEverBeLit = false;
Component = InComponent;
}
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_BarrelSceneProxy_GetDynamicMeshElements);
const FMatrix& Transform = GetLocalToWorld();
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if (VisibilityMap && ((1 << ViewIndex)!=0))
{
const FSceneView* View = Views[ViewIndex];
const FLinearColor DrawColor = GetViewSelectionColor(FColor::Green, *View, IsSelected(), IsHovered(), true, IsIndividuallySelected());
FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex);
DrawDirectionalArrow(PDI, Transform, DrawColor, Component->DebugArrowSize, Component->DebugArrowSize*0.1f, 16, Component->DebugArrowSize*0.01f);
}
}
}
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
{
const bool bProxyVisible = IsSelected();
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = (IsShown(View));
Result.bDynamicRelevance = true;
Result.bShadowRelevance = false;
Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
return Result;
}
virtual uint32 GetMemoryFootprint(void) const override { return(sizeof(*this) + GetAllocatedSize()); }
uint32 GetAllocatedSize(void) const { return(FPrimitiveSceneProxy::GetAllocatedSize()); }
virtual SIZE_T GetTypeHash() const override { return 0; }
private:
UEBBarrel* Component;
};
return new FBarrelProxy(this);
}
};
FBoxSphereBounds UEBBarrel::CalcBounds(const FTransform& LocalToWorld) const
{
float SphereRadius = DebugArrowSize;
return FBoxSphereBounds(FVector::ZeroVector, FVector(SphereRadius), SphereRadius).TransformBy(LocalToWorld);
}
#endif
@@ -0,0 +1,135 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBullet.h"
#include "EBMaterialResponseMap.h"
#include "Net/UnrealNetwork.h"
void AEBBullet::VelocityChangeBroadcast_Implementation(FVector_NetQuantize NewLocation, FVector NewVelocity) {
if (!HasAuthority()) {
FVector RebasedLocation = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation);
OnTrajectoryUpdateReceived(RebasedLocation, Velocity, NewVelocity);
SetActorLocation(RebasedLocation);
Velocity = NewVelocity;
CanRetrace = false;
}
}
void AEBBullet::VelocityChangeBroadcastReliable_Implementation(FVector_NetQuantize NewLocation, FVector NewVelocity) {
if (!HasAuthority()) {
FVector RebasedLocation = UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation);
OnTrajectoryUpdateReceived(RebasedLocation, Velocity, NewVelocity);
SetActorLocation(RebasedLocation);
Velocity = NewVelocity;
CanRetrace = false;
}
}
void AEBBullet::SpawnWithExactVelocity(TSubclassOf<class AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity) {
if (BulletClass != nullptr && BulletOwner != nullptr) {
FActorSpawnParameters spawnParams;
spawnParams.Owner = BulletOwner;
spawnParams.Instigator = BulletInstigator;
AEBBullet* Default = Cast<AEBBullet>(BulletClass->GetDefaultObject());
FTransform Transform;
Transform.SetLocation(BulletLocation);
Transform.SetScale3D(Default->GetActorScale());
if (Default->RotateActor) {
FRotator Rotation = UKismetMathLibrary::MakeRotFromX(BulletVelocity);
if (Default->RotateRandomRoll) Rotation.Add(0, 0, Default->RandomStream.FRandRange(-180.0f, 180.0f));
Transform.SetRotation(Rotation.Quaternion());
}
else {
Transform.SetRotation(FQuat(1, 0, 0, 1));
}
if (!Default->Shotgun) {
AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, BulletVelocity, BulletOwner, BulletInstigator);
}
else {
for (int i = 0; i < Default->ShotCount; i++) {
float Vel = BulletVelocity.Size()*Default->RandomStream.FRandRange(1.0 - Default->ShotVelocitySpread, 1.0 + Default->ShotVelocitySpread);
FVector SubmunitionVelocity = Default->RandomStream.VRandCone(BulletVelocity, Default->ShotSpread)*Vel;
AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, SubmunitionVelocity, BulletOwner, BulletInstigator);
}
}
}
else {
UE_LOG(LogTemp, Warning, TEXT("Cannot spawn bullet - invalid class or owner"));
}
}
void AEBBullet::GetLifetimeReplicatedProps(TArray< FLifetimeProperty > & OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(AEBBullet, Velocity, COND_InitialOnly);
DOREPLIFETIME_CONDITION(AEBBullet, RandomStream, COND_InitialOnly);
}
//alternative spawn
void AEBBullet::Spawn(TSubclassOf<class AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity) {
if (BulletClass != nullptr && BulletOwner != nullptr) {
FActorSpawnParameters spawnParams;
spawnParams.Owner = BulletOwner;
spawnParams.Instigator = BulletInstigator;
AEBBullet* Default = Cast<AEBBullet>(BulletClass->GetDefaultObject());
FTransform Transform;
Transform.SetLocation(BulletLocation);
Transform.SetScale3D(Default->GetActorScale());
if (Default->RotateActor) {
if (Default->RotateActor) {
FRotator Rotation = UKismetMathLibrary::MakeRotFromX(BulletVelocity);
if (Default->RotateRandomRoll) Rotation.Add(0, 0, Default->RandomStream.FRandRange(-180.0f, 180.0f));
Transform.SetRotation(Rotation.Quaternion());
}
}
else {
Transform.SetRotation(FQuat(1, 0, 0, 1));
}
//init velocity
float TotalSpread = Default->Spread;
if (Default->SpreadBias > 0.0f){
float SpreadMult = FMath::Pow(FMath::FRand(), Default->SpreadBias);
TotalSpread *= SpreadMult;
}
FVector BulletVelocityNew = Default->RandomStream.VRandCone(BulletVelocity, TotalSpread)*BulletVelocity.Size();
float VelocityMP = FMath::Lerp(Default->MuzzleVelocityMin, Default->MuzzleVelocityMax, Default->RandomStream.FRand());
BulletVelocityNew = BulletVelocityNew * VelocityMP;
if (!Default->Shotgun) {
AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, BulletVelocityNew, BulletOwner, BulletInstigator);
}
else {
for (int i = 0; i < Default->ShotCount; i++) {
float Vel = BulletVelocityNew.Size()*Default->RandomStream.FRandRange(1.0 - Default->ShotVelocitySpread, 1.0 + Default->ShotVelocitySpread);
FVector SubmunitionVelocity = Default->RandomStream.VRandCone(BulletVelocityNew, Default->ShotSpread)*Vel;
AEBBullet* bullet = SpawnOrReactivate(BulletOwner->GetWorld(), BulletClass, Transform, SubmunitionVelocity, BulletOwner, BulletInstigator);
}
}
}
else {
UE_LOG(LogTemp, Warning, TEXT("Cannot spawn bullet - invalid class or owner"));
}
}
void AEBBullet::OnImpact_Implementation(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult){
return;
};
void AEBBullet::OnNetPredictedImpact_Implementation(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult) {
return;
};
void AEBBullet::OnDeactivated_Implementation() {
return;
};
@@ -0,0 +1,4 @@
// Copyright 2020 Mookie. All Rights Reserved.
#include "EBBullet.h"
@@ -0,0 +1,65 @@
#include "EBBarrel.h"
#include "EBBullet.h"
void UEBBarrel::CalculateAimDirection(TSubclassOf<class AEBBullet> BulletClass, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime, float Step, int NumIterations) const {
FVector StartLocation = GetComponentLocation();
CalculateAimDirectionFromLocation(BulletClass, StartLocation, TargetLocation, TargetVelocity, AimDirection, PredictedTargetLocation, PredictedIntersectionLocation, PredictedFlightTime, Error, MaxTime, Step, NumIterations);
}
void UEBBarrel::CalculateAimDirectionFromLocation(TSubclassOf<class AEBBullet> BulletClass, FVector StartLocation, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime, float Step, int NumIterations) const {
if (!BulletClass->IsValidLowLevel()) {
UE_LOG(LogTemp, Warning, TEXT("CalculateAimDirection - invalid bullet class"));
return;
}
AEBBullet* bullet = Cast<AEBBullet>(BulletClass->GetDefaultObject());
FVector AddVelocity = AdditionalVelocity;
UPrimitiveComponent* parent = Cast<UPrimitiveComponent>(GetAttachParent());
if (parent != nullptr) {
if (parent->IsSimulatingPhysics()) {
AddVelocity += parent->GetPhysicsLinearVelocityAtPoint(StartLocation) * InheritVelocity;
}
}
FVector InitialAimDirection = (TargetLocation - StartLocation).GetSafeNormal(); //initial prediction
AimDirection = InitialAimDirection;
FVector PreviousAimDirection = AimDirection;
for (int Iteration = 0; Iteration < NumIterations; Iteration++) {
FVector CurrentBulletLocation = StartLocation;
FVector Velocity = (AimDirection * (FMath::Lerp(MuzzleVelocityMultiplierMin, MuzzleVelocityMultiplierMax, 0.5) * FMath::Lerp(bullet->MuzzleVelocityMin, bullet->MuzzleVelocityMax, 0.5))) + AddVelocity;
bool hit = 0;
for (float time = 0; time <= MaxTime; time += Step) {
FVector PreviousVelocity = Velocity;
Velocity = bullet->UpdateVelocity(GetWorld(), CurrentBulletLocation, Velocity, Step);
FVector TraceVector = ((((PreviousVelocity + Velocity) * 0.5) - TargetVelocity) * Step);
FVector TraceEndLocation = CurrentBulletLocation + TraceVector;
FVector IntersectionPoint;
hit = FMath::SegmentPlaneIntersection(CurrentBulletLocation - TraceVector, TraceEndLocation, FPlane(TargetLocation, InitialAimDirection), IntersectionPoint); //actual hit test
if (hit) {
PredictedIntersectionLocation = IntersectionPoint;
FQuat AimCorrection = FQuat::FindBetween((IntersectionPoint - StartLocation), (TargetLocation - StartLocation));
AimDirection = AimCorrection.RotateVector(AimDirection).GetSafeNormal();
Error = (IntersectionPoint - TargetLocation).Size();
float AdditionalFlightTime = (FVector(CurrentBulletLocation - IntersectionPoint).Size() / TraceVector.Size()) * Step;
PredictedFlightTime = time + AdditionalFlightTime;
PredictedTargetLocation = TargetLocation + TargetVelocity * AdditionalFlightTime;
break;
}
//no hit, keep going
CurrentBulletLocation = TraceEndLocation;
}
if (!hit) {
Error = 99999999999999999.0f;
return; //no solution
}
}
}
@@ -0,0 +1,25 @@
#include "EBBullet.h"
bool AEBBullet::CollisionFilter_Implementation(FHitResult HitResult) const{
return true;
};
FHitResult AEBBullet::FilterHits(TArray<FHitResult> Results, bool &hit) const{
TArray<FHitResult> OutResults;
for (FHitResult Result : Results) {
if (Result.bBlockingHit) {
hit = true;
return Result;
}else{
if (CollisionFilter(Result)) {
hit = true;
return Result;
}
}
}
hit = false;
return FHitResult(); //blank
};
@@ -0,0 +1,200 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBallisticImpactComponent.h"
#include "EBMathematicalBallistics.h"
#include "Engine/Engine.h"
#include "Kismet/KismetMathLibrary.h"
UEBBallisticImpactComponent::UEBBallisticImpactComponent()
{
PrimaryComponentTick.bCanEverTick = false;
bEnableBallisticCalculations = true;
bUseMathematicalPenetration = false;
}
void UEBBallisticImpactComponent::BeginPlay()
{
Super::BeginPlay();
}
FVector UEBBallisticImpactComponent::CalculateBallisticImpact(
const FVector& ImpactLocation,
const FVector& ProjectileVelocity,
const FMathematicalBulletProperties& BulletProperties,
UPhysicalMaterial* HitMaterial,
float& OutPenetrationDepth,
bool& bOutDidPenetrate,
FVector& OutExitLocation)
{
OutPenetrationDepth = 0.0f;
bOutDidPenetrate = false;
OutExitLocation = ImpactLocation;
if (!bEnableBallisticCalculations || !HitMaterial)
{
return ImpactLocation;
}
// Get material response
FEBMaterialResponseMapEntry MaterialResponse = GetMaterialResponse(HitMaterial);
if (MaterialResponse.NeverPenetrate)
{
return ImpactLocation;
}
// Calculate penetration depth
if (bUseMathematicalPenetration)
{
UEBMaterialPropertiesAsset* MaterialProps = GetMaterialProperties(HitMaterial);
if (MaterialProps)
{
float VelocityMPS = ProjectileVelocity.Size() * 0.3048f; // feet to meters
float ImpactAngle = CalculateImpactAngle(ProjectileVelocity, FVector::UpVector); // Simplified
OutPenetrationDepth = UEBMathematicalBallistics::CalculatePenetrationDepth(
BulletProperties,
MaterialProps->MaterialProperties,
VelocityMPS,
ImpactAngle
);
}
}
else
{
// Use artistic approach
float BaseDepth = ProjectileVelocity.Size() * 0.01f; // Simple velocity-based calculation
OutPenetrationDepth = BaseDepth * MaterialResponse.PenetrationDepthMultiplier;
}
// Check if penetration occurred
float MinPenetrationThreshold = 1.0f; // 1cm minimum
bOutDidPenetrate = OutPenetrationDepth > MinPenetrationThreshold;
if (bOutDidPenetrate)
{
// Calculate exit location
FVector PenetrationDirection = ProjectileVelocity.GetSafeNormal();
OutExitLocation = ImpactLocation + (PenetrationDirection * OutPenetrationDepth);
}
// Fire event
OnBallisticImpact.Broadcast(ImpactLocation, FVector::UpVector, HitMaterial, OutPenetrationDepth, bOutDidPenetrate);
return OutExitLocation;
}
FVector UEBBallisticImpactComponent::CalculateRicochet(
const FVector& ImpactLocation,
const FVector& ImpactNormal,
const FVector& ProjectileVelocity,
const FMathematicalBulletProperties& BulletProperties,
UPhysicalMaterial* HitMaterial,
float& OutEnergyRetained,
bool& bOutDidRicochet)
{
OutEnergyRetained = 0.0f;
bOutDidRicochet = false;
if (!bEnableBallisticCalculations || !HitMaterial)
{
return ProjectileVelocity;
}
// Get material response
FEBMaterialResponseMapEntry MaterialResponse = GetMaterialResponse(HitMaterial);
if (MaterialResponse.NeverRicochet)
{
return ProjectileVelocity;
}
// Calculate impact angle
float ImpactAngle = CalculateImpactAngle(ProjectileVelocity, ImpactNormal);
// Simple ricochet probability based on angle
float RicochetProbability = FMath::Clamp((90.0f - ImpactAngle) / 90.0f, 0.0f, 1.0f);
RicochetProbability *= MaterialResponse.RicochetProbabilityMultiplier;
// Random chance for ricochet
if (FMath::RandRange(0.0f, 1.0f) < RicochetProbability)
{
bOutDidRicochet = true;
// Calculate ricochet direction using reflection
FVector RicochetDirection = UKismetMathLibrary::GetReflectionVector(ProjectileVelocity, ImpactNormal);
// Apply some randomness based on material response
if (MaterialResponse.RicochetSpread > 0.0f)
{
FVector RandomOffset = FMath::VRand() * MaterialResponse.RicochetSpread;
RicochetDirection = (RicochetDirection + RandomOffset).GetSafeNormal();
}
// Calculate energy retention
OutEnergyRetained = MaterialResponse.RicochetRestitution;
// Apply velocity reduction
FVector NewVelocity = RicochetDirection * (ProjectileVelocity.Size() * OutEnergyRetained);
// Fire event
OnBallisticRicochet.Broadcast(ImpactLocation, RicochetDirection, HitMaterial, OutEnergyRetained);
return NewVelocity;
}
return ProjectileVelocity;
}
UEBMaterialPropertiesAsset* UEBBallisticImpactComponent::GetMaterialProperties(UPhysicalMaterial* PhysicalMaterial)
{
if (!PhysicalMaterial)
{
return nullptr;
}
// For now, use naming convention to find associated material properties
// In production, you'd want a more robust system
FString AssetName = PhysicalMaterial->GetName() + TEXT("_BallisticProps");
FString PackageName = PhysicalMaterial->GetPackage()->GetName() + TEXT("_BallisticProps");
return LoadObject<UEBMaterialPropertiesAsset>(nullptr, *PackageName, nullptr, LOAD_NoWarn | LOAD_Quiet);
}
FEBMaterialResponseMapEntry UEBBallisticImpactComponent::GetMaterialResponse(UPhysicalMaterial* PhysicalMaterial)
{
FEBMaterialResponseMapEntry DefaultResponse;
if (!MaterialResponseMap || !PhysicalMaterial)
{
return DefaultResponse;
}
if (FEBMaterialResponseMapEntry* Found = MaterialResponseMap->Map.Find(PhysicalMaterial))
{
return *Found;
}
return DefaultResponse;
}
FVector UEBBallisticImpactComponent::CalculatePenetrationVector(
const FVector& ImpactLocation,
const FVector& ImpactNormal,
const FVector& ProjectileVelocity,
float PenetrationDepth)
{
FVector PenetrationDirection = ProjectileVelocity.GetSafeNormal();
return ImpactLocation + (PenetrationDirection * PenetrationDepth);
}
float UEBBallisticImpactComponent::CalculateImpactAngle(const FVector& ProjectileVelocity, const FVector& SurfaceNormal)
{
FVector NormalizedVelocity = ProjectileVelocity.GetSafeNormal();
FVector NormalizedSurfaceNormal = SurfaceNormal.GetSafeNormal();
float DotProduct = FVector::DotProduct(-NormalizedVelocity, NormalizedSurfaceNormal);
float AngleRadians = FMath::Acos(FMath::Clamp(DotProduct, -1.0f, 1.0f));
return FMath::RadiansToDegrees(AngleRadians);
}
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// Copyright 2018 Mookie. All Rights Reserved.
#include "EBBarrel.h"
UEBBarrel::UEBBarrel() {
PrimaryComponentTick.bCanEverTick = true;
bHiddenInGame = true;
bAutoActivate = true;
SetIsReplicatedByDefault(ReplicateVariables);
RandomStream.GenerateNewSeed();
GatlingRPS = FireRateMin;
}
void UEBBarrel::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (ClientSideAim){
if (GetOwner()->GetRemoteRole()==ROLE_Authority){
TimeSinceAimUpdate += DeltaTime;
if (TimeSinceAimUpdate >= 1.0f / ClientAimUpdateFrequency) {
Aim = GetComponentTransform().GetUnitAxis(EAxis::X);
Location = GetComponentTransform().GetLocation();
ClientAim(UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(),Location), Aim);
TimeSinceAimUpdate = FMath::Fmod(TimeSinceAimUpdate, 1.0f / ClientAimUpdateFrequency);
};
}else{
if (!RemoteAimReceived) {
Aim = GetComponentTransform().GetUnitAxis(EAxis::X);
Location = GetComponentTransform().GetLocation();
}
else {
FVector LocOffset = (Location - GetComponentLocation());
if (LocOffset.Size() > ClientAimDistanceLimit) {
//lag or cheater???
Location = GetComponentLocation() + LocOffset.GetSafeNormal()*ClientAimDistanceLimit;
}
}
}
}
else {
Aim = GetComponentTransform().GetUnitAxis(EAxis::X);
Location = GetComponentTransform().GetLocation();
}
//Only server can tick
if (GetOwner()->GetLocalRole() == ROLE_Authority){
float RemainingDelta;
if (FireMode == EFireMode::FM_Gatling) {
if (Spooling || (GatlingAutoSpool && Shooting)) {
GatlingRPS = FMath::Lerp(GatlingRPS, FireRateMax, FMath::Min(GatlingSpoolUpTime*DeltaTime, 1.0f));
}
else {
GatlingRPS = FMath::Lerp(GatlingRPS, FireRateMin, FMath::Min(GatlingSpoolUpTime*DeltaTime, 1.0f));
}
GatlingPhase += GatlingRPS*DeltaTime;
for (int i = 1; i <= GatlingPhase; i++) {
if (Cooldown <= 0.0f && LoadNext) {
NextBullet();
}
if (Shooting && ChamberedBullet != nullptr && (!ShootingBlocked)) {
SpawnBullet(GetOwner(), Location, Aim);
}
}
GatlingPhase = FMath::Fmod(GatlingPhase, 1.0f);
}
else {
RemainingDelta = DeltaTime;
do {
float step = FMath::Min(Cooldown, RemainingDelta);
Cooldown -= step;
RemainingDelta -= step;
if (Cooldown <= 0.0f && LoadNext) {
NextBullet();
}
//shoot when ready
if (Shooting && ChamberedBullet != nullptr && (!ShootingBlocked)) {
if (BurstRemaining > 0 || (FireMode != EFireMode::FM_Burst && FireMode != EFireMode::FM_InterBurst)) {
SpawnBullet(GetOwner(), Location, Aim);
}
else {
Shooting = false;
}
}
} while (RemainingDelta > 0 && Cooldown > 0);
}
}
}
void UEBBarrel::NextBullet() {
if (ChamberedBullet == nullptr) {
if (Ammo.Num() > 0 && (CycleAmmoCount > 0 || CycleAmmoUnlimited || (!CycleAmmo))) {
//cycle ammo
if (CycleAmmo) {
if (CycleAmmoPos >= Ammo.Num()) { CycleAmmoPos = 0; }
ChamberedBullet = Ammo[CycleAmmoPos];
CycleAmmoPos++;
if (!CycleAmmoUnlimited) {
CycleAmmoCount--;
}
}
else {
ChamberedBullet = Ammo[0];
Ammo.RemoveAt(0, 1, EAllowShrinking::Yes);
}
ReadyToShoot.Broadcast();
}
else {
AmmoDepleted.Broadcast();
}
}
}
void UEBBarrel::SpawnBullet(AActor* Owner, FVector InLocation, FVector InAim) {
TSubclassOf<class AEBBullet> BulletClass = ChamberedBullet;
if (BulletClass != nullptr) {
FVector OutLocation;
FVector OutAim;
InitialBulletTransform(InLocation, InAim, OutLocation, OutAim);
AEBBullet* Default = Cast<AEBBullet>(BulletClass->GetDefaultObject());
float BulletSpread = Default->Spread;
if (Default->SpreadBias > 0.0f) {
float SpreadMult = FMath::Pow(FMath::FRand(), Default->SpreadBias);
BulletSpread *= SpreadMult;
}
float BarrelSpread = Spread;
if (SpreadBias > 0.0f) {
float SpreadMult = FMath::Pow(FMath::FRand(), SpreadBias);
BarrelSpread *= SpreadMult;
}
float TotalSpread = BulletSpread+BarrelSpread;
OutAim = RandomStream.VRandCone(OutAim,TotalSpread);
float BulletVelocity = FMath::Lerp(MuzzleVelocityMultiplierMin* Default->MuzzleVelocityMin, MuzzleVelocityMultiplierMax*Default->MuzzleVelocityMax, RandomStream.FRand());
FVector Velocity = OutAim*BulletVelocity;
//get parent physics body
UPrimitiveComponent* parent = Cast<UPrimitiveComponent>(GetAttachParent());
Velocity += AdditionalVelocity;
if (parent != nullptr) {
if (parent->IsSimulatingPhysics()) {
Velocity += parent->GetPhysicsLinearVelocityAtPoint(OutLocation)*InheritVelocity;
}
if (Default->Shotgun) {
ApplyRecoil(parent, OutLocation, -Velocity*Default->Mass*RecoilMultiplier*Default->ShotCount);
}
else{
ApplyRecoil(parent, OutLocation, -Velocity*Default->Mass*RecoilMultiplier);
}
}
BeforeShotFired.Broadcast();
AEBBullet::SpawnWithExactVelocity(BulletClass, Owner, Owner->GetInstigator(), OutLocation, Velocity);
//spend ammo
ChamberedBullet = nullptr;
if (FireMode != EFireMode::FM_Gatling) {
Cooldown = 1.0f / FMath::Lerp(FireRateMin, FireRateMax, RandomStream.FRand());
}
//fire modes
switch (FireMode) {
case EFireMode::FM_Auto:
LoadNext = true;
break;
case EFireMode::FM_Burst:
LoadNext = true;
break;
case EFireMode::FM_InterBurst:
LoadNext = true;
break;
case EFireMode::FM_Semiauto:
Shooting = false;
LoadNext = true;
break;
case EFireMode::FM_Manual:
Shooting = false;
LoadNext = false;
break;
case EFireMode::FM_Slamfire:
LoadNext = false;
break;
case EFireMode::FM_Gatling:
LoadNext = true;
break;
};
if (BurstRemaining > 0) {
BurstRemaining--;
}
else {
if (FireMode == EFireMode::FM_Burst || FireMode == EFireMode::FM_InterBurst) {
Cooldown = FMath::Max(Cooldown, BurstCooldown);
}
}
if (ReplicateShotFiredEvents) {
ShotFiredMulticast();
}
else {
ShotFired.Broadcast();
}
}
}
void UEBBarrel::InitialBulletTransform_Implementation(FVector InLocation, FVector InDirection, FVector& OutLocation, FVector& OutDirection) {
OutLocation = InLocation;
OutDirection = InDirection;
}
void UEBBarrel::ApplyRecoil_Implementation(UPrimitiveComponent* Component, FVector InLocation, FVector Impulse){
if (Component->IsSimulatingPhysics()) {
Component->AddImpulseAtLocation(Impulse, InLocation);
}
}
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// Copyright 2018 Mookie. All Rights Reserved.
#include "EBBullet.h"
// Sets default values
AEBBullet::AEBBullet() {
// 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;
SetTickGroup(ETickingGroup::TG_PrePhysics);
// Create the new ballistic impact component
BallisticImpactComponent = CreateDefaultSubobject<UEBBallisticImpactComponent>(TEXT("BallisticImpactComponent"));
BallisticImpactComponent->MaterialResponseMap = MaterialResponseMap;
}
// Called when the game starts or when spawned
void AEBBullet::BeginPlay() {
SetActorEnableCollision(AllowComponentCollisions);
// Update ballistic impact component with current settings
if (BallisticImpactComponent) {
BallisticImpactComponent->MaterialResponseMap = MaterialResponseMap;
BallisticImpactComponent->bUseMathematicalPenetration = UseMathematicalPhysics;
BallisticImpactComponent->bEnableBallisticCalculations = UseNewImpactSystem;
}
if(!IsRecycled){
Super::BeginPlay();
IsRecycled = true;
}
else{
ReceiveBeginPlay();
}
if (SafeLaunch) {
OwnerSafe = true;
}
if (DoFirstStepImmediately) {
float DeltaTime = GetWorld()->GetDeltaSeconds();
if (RandomFirstStepDelta) {
DeltaTime *= RandomStream.FRand();
};
if (FixedStep) {
Step(FixedStepSeconds);
}
else {
Step(DeltaTime);
}
}
}
// Called every frame
void AEBBullet::Tick(float DeltaTime) {
Super::Tick(DeltaTime);
if (FixedStep) {
AccumulatedDelta += DeltaTime;
while (AccumulatedDelta >= FixedStepSeconds) {
Step(FixedStepSeconds);
AccumulatedDelta -= FixedStepSeconds;
}
}
else {
Step(DeltaTime);
}
}
void AEBBullet::Step(float DeltaTime) {
FVector start = GetActorLocation();
bool sendUpdate = false;
if (Retrace && CanRetrace) {
//time travel
float remainingTime = LastTraceDelta;
int remainingSteps = MaxTracesPerStep;
FVector PreviousVelocity = LastTracePrevVelocity;
SetActorLocation(LastTraceStart);
Velocity = LastTraceVelocity;
do {
if (RetraceOnAnotherChannel) {
remainingTime = Trace(GetActorLocation(),
PreviousVelocity,
remainingTime,
RetraceChannel);
}
else {
remainingTime = Trace(GetActorLocation(),
PreviousVelocity,
remainingTime,
TraceChannel);
}
PreviousVelocity = Velocity;
remainingSteps -= 1;
if (remainingTime > 0.0f) { sendUpdate = true; };
} while (remainingTime > 0.0f && remainingSteps > 0);
}
CanRetrace = false;
FVector PreviousVelocity = Velocity;
Velocity = UpdateVelocity(GetWorld(), GetActorLocation(), Velocity, DeltaTime);
//trace
float remainingTime = DeltaTime;
int remainingSteps = MaxTracesPerStep;
do {
remainingTime = Trace(GetActorLocation(),
PreviousVelocity,
remainingTime,
TraceChannel
);
PreviousVelocity = Velocity;
remainingSteps -= 1;
if (remainingTime > 0.0f) { sendUpdate = true; };
} while (remainingTime > 0.0f && remainingSteps > 0);
if (sendUpdate) {
if (ReliableReplication) {
VelocityChangeBroadcastReliable(UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(),GetActorLocation()), Velocity);
}
else {
VelocityChangeBroadcast(UGameplayStatics::RebaseLocalOriginOntoZero(GetWorld(), GetActorLocation()), Velocity);
}
}
if(SafeDelay <= 0.0f){
OwnerSafe = false;
}
else {
SafeDelay -= DeltaTime;
}
if (RotateActor) {
FRotator NewRot = UKismetMathLibrary::MakeRotFromX(Velocity);
NewRot.Roll = GetActorRotation().Roll;
SetActorRotation(NewRot);
}
}
float AEBBullet::GetCurveValue(const UCurveFloat* curve, float in, float deflt) const {
if (curve == nullptr) return deflt;
return curve->GetFloatValue(in);
}
void AEBBullet::ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) {
Super::ApplyWorldOffset(InOffset, bWorldShift);
LastTraceStart += InOffset;
}
// Mathematical Physics Function Implementations
float AEBBullet::GetEffectiveMass() const
{
if (UseMathematicalPhysics && BulletPropertiesAsset)
{
return BulletPropertiesAsset->BulletProperties.GetMassKg();
}
return Mass;
}
float AEBBullet::GetEffectiveDiameter() const
{
if (UseMathematicalPhysics && BulletPropertiesAsset)
{
return BulletPropertiesAsset->BulletProperties.GetDiameterCm();
}
return Diameter;
}
float AEBBullet::GetEffectiveDragCoefficient(float MachNumber) const
{
if (UseMathematicalPhysics && BulletPropertiesAsset)
{
return UEBMathematicalBallistics::CalculateDragCoefficient(
BulletPropertiesAsset->BulletProperties, MachNumber);
}
// Use artistic drag calculation
float DragCoeff = GetCurveValue(MachDragCurve, MachNumber, 0.5f);
return DragCoeff * FormFactor;
}
float AEBBullet::CalculateMathematicalPenetration(UPhysicalMaterial* Material, float VelocityMPS, float ImpactAngle) const
{
if (!UseMathematicalPhysics || !BulletPropertiesAsset)
{
return 0.0f;
}
FMathematicalMaterialProperties MaterialProps = GetMaterialProperties(Material);
return UEBMathematicalBallistics::CalculatePenetrationDepth(
BulletPropertiesAsset->BulletProperties,
MaterialProps,
VelocityMPS,
ImpactAngle
);
}
float AEBBullet::CalculateMathematicalRicochetProbability(UPhysicalMaterial* Material, float VelocityMPS, float ImpactAngle) const
{
if (!UseMathematicalPhysics || !BulletPropertiesAsset)
{
return 0.0f;
}
FMathematicalMaterialProperties MaterialProps = GetMaterialProperties(Material);
return UEBMathematicalBallistics::CalculateRicochetProbability(
BulletPropertiesAsset->BulletProperties,
MaterialProps,
VelocityMPS,
ImpactAngle
);
}
FMathematicalMaterialProperties AEBBullet::GetMaterialProperties(UPhysicalMaterial* Material) const
{
// Default properties for unknown materials
FMathematicalMaterialProperties DefaultProps;
if (!Material || !MaterialResponseMap)
{
return DefaultProps;
}
// Check if we have custom properties for this material
if (MaterialResponseMap->Map.Contains(Material))
{
const FEBMaterialResponseMapEntry& Entry = MaterialResponseMap->Map[Material];
if (Entry.UseMathematicalProperties)
{
return Entry.MathematicalProperties;
}
}
// If we have a material properties asset, use that as fallback
if (MaterialPropertiesAsset)
{
return MaterialPropertiesAsset->MaterialProperties;
}
return DefaultProps;
}
@@ -0,0 +1,296 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBMathematicalBallistics.h"
#include "Engine/Engine.h"
#include "Math/UnrealMathUtility.h"
float UEBMathematicalBallistics::CalculatePenetrationDepth(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS,
float ImpactAngleDegrees)
{
// Calculate kinetic energy in joules
float KineticEnergy = CalculateKineticEnergy(BulletProps, VelocityMPS);
// Calculate sectional density
float SectionalDensity = BulletProps.GetSectionalDensity();
// Calculate hardness ratio
float HardnessRatio = CalculateHardnessRatio(BulletProps.BulletHardness, MaterialProps.MaterialHardness);
// Calculate angle factor (normal impact = 1.0, grazing = 0.0)
float AngleFactor = CalculateAngleFactor(ImpactAngleDegrees);
// Calculate shape factor based on bullet type
float ShapeFactor = CalculateShapeFactorFromBulletType(BulletProps.BulletType);
// Modified Taylor-Hopkinson equation for penetration depth
// P = (K * E * SD * HF * AF * SF) / (ρ * σ)
// Where: P = penetration depth, K = constant, E = kinetic energy, SD = sectional density
// HF = hardness factor, AF = angle factor, SF = shape factor, ρ = density, σ = yield strength
float Constant = 0.0012f; // Empirical constant
float Penetration = (Constant * KineticEnergy * SectionalDensity * HardnessRatio * AngleFactor * ShapeFactor) /
(MaterialProps.DensityGPerCm3 * MaterialProps.YieldStrengthMPa);
return FMath::Max(0.0f, Penetration);
}
float UEBMathematicalBallistics::CalculateResidualVelocity(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS,
float ThicknessCM,
float ImpactAngleDegrees)
{
// Calculate ballistic limit velocity
float BallisticLimit = CalculateRechtIpsonVelocity(BulletProps, MaterialProps, ThicknessCM);
// Adjust for impact angle
float AngleFactor = CalculateAngleFactor(ImpactAngleDegrees);
BallisticLimit = BallisticLimit / AngleFactor;
// If impact velocity is below ballistic limit, no penetration
if (VelocityMPS <= BallisticLimit)
{
return 0.0f;
}
// Calculate residual velocity using Recht-Ipson equation
// Vr = sqrt(V^2 - Vbl^2)
float ResidualVelocity = FMath::Sqrt(VelocityMPS * VelocityMPS - BallisticLimit * BallisticLimit);
// Apply energy absorption factor
ResidualVelocity *= (1.0f - MaterialProps.EnergyAbsorptionCoefficient);
return FMath::Max(0.0f, ResidualVelocity);
}
float UEBMathematicalBallistics::CalculateRicochetProbability(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS,
float ImpactAngleDegrees)
{
// Calculate critical ricochet angle
float CriticalAngle = CalculateCriticalRicochetAngle(BulletProps, MaterialProps, VelocityMPS);
// If impact angle is greater than critical angle, no ricochet
if (ImpactAngleDegrees > CriticalAngle)
{
return 0.0f;
}
// Calculate ricochet probability based on angle and material properties
float AngleRatio = ImpactAngleDegrees / CriticalAngle;
float BaseRicochetProbability = 1.0f - FMath::Pow(AngleRatio, 2.0f);
// Adjust for hardness ratio
float HardnessRatio = CalculateHardnessRatio(BulletProps.BulletHardness, MaterialProps.MaterialHardness);
float HardnessAdjustment = FMath::Clamp(HardnessRatio, 0.1f, 2.0f);
// Adjust for velocity (higher velocity reduces ricochet probability)
float VelocityFactor = CalculateVelocityFactor(VelocityMPS, 500.0f);
float RicochetProbability = BaseRicochetProbability * HardnessAdjustment * VelocityFactor;
return FMath::Clamp(RicochetProbability, 0.0f, 1.0f);
}
float UEBMathematicalBallistics::CalculateBulletExpansion(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS)
{
// Convert velocity to FPS for comparison with expansion threshold
float VelocityFPS = ConvertMPStoFPS(VelocityMPS);
// No expansion if velocity is below threshold
if (VelocityFPS < BulletProps.ExpansionVelocityThreshold)
{
return 1.0f; // No expansion
}
// Calculate expansion based on velocity and bullet type
float VelocityRatio = VelocityFPS / BulletProps.ExpansionVelocityThreshold;
float ExpansionFactor = 1.0f;
switch (BulletProps.BulletType)
{
case EBulletType::BT_HollowPoint:
ExpansionFactor = FMath::Lerp(1.0f, BulletProps.MaxExpansionMultiplier, FMath::Clamp(VelocityRatio - 1.0f, 0.0f, 1.0f));
break;
case EBulletType::BT_SoftPoint:
ExpansionFactor = FMath::Lerp(1.0f, BulletProps.MaxExpansionMultiplier * 0.8f, FMath::Clamp(VelocityRatio - 1.0f, 0.0f, 1.0f));
break;
case EBulletType::BT_Frangible:
ExpansionFactor = FMath::Lerp(1.0f, BulletProps.MaxExpansionMultiplier * 1.2f, FMath::Clamp(VelocityRatio - 1.0f, 0.0f, 1.0f));
break;
case EBulletType::BT_FullMetalJacket:
case EBulletType::BT_ArmorPiercing:
ExpansionFactor = 1.0f; // No expansion
break;
default:
ExpansionFactor = FMath::Lerp(1.0f, BulletProps.MaxExpansionMultiplier * 0.6f, FMath::Clamp(VelocityRatio - 1.0f, 0.0f, 1.0f));
break;
}
return ExpansionFactor;
}
float UEBMathematicalBallistics::CalculateKineticEnergy(
const FMathematicalBulletProperties& BulletProps,
float VelocityMPS)
{
// KE = 0.5 * m * v^2
float MassKg = BulletProps.GetMassKg();
return 0.5f * MassKg * VelocityMPS * VelocityMPS;
}
float UEBMathematicalBallistics::CalculateMomentum(
const FMathematicalBulletProperties& BulletProps,
float VelocityMPS)
{
// p = m * v
float MassKg = BulletProps.GetMassKg();
return MassKg * VelocityMPS;
}
float UEBMathematicalBallistics::CalculateDragCoefficient(
const FMathematicalBulletProperties& BulletProps,
float MachNumber)
{
// Calculate drag coefficient from ballistic coefficient
// Standard drag coefficient for G1 projectile at given Mach number
float StandardDrag = 0.5f; // Simplified - normally would use complex curve
// Adjust for actual ballistic coefficient
float BC = BulletProps.UseG7Model ? BulletProps.BallisticCoefficientG7 : BulletProps.BallisticCoefficientG1;
// CD = Standard_CD / BC
return StandardDrag / BC;
}
float UEBMathematicalBallistics::CalculateTaylorHopkinsonLimit(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps)
{
// Taylor-Hopkinson limit: t = K * ρ * σ / (SD * V^2)
// Rearranged to solve for limiting thickness
float SectionalDensity = BulletProps.GetSectionalDensity();
float Constant = 0.001f; // Empirical constant
return Constant * MaterialProps.DensityGPerCm3 * MaterialProps.YieldStrengthMPa / SectionalDensity;
}
float UEBMathematicalBallistics::CalculateRechtIpsonVelocity(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float ThicknessCM)
{
// Recht-Ipson equation for ballistic limit velocity
// Vbl = sqrt(k * σ * t / (ρ * A))
// Where k is a constant, σ is yield strength, t is thickness, ρ is bullet density, A is cross-sectional area
float Constant = 2.0f; // Empirical constant
float CrossSectionArea = BulletProps.GetCrossSectionCm2();
float BulletDensity = BulletProps.GetMassKg() / (CrossSectionArea * BulletProps.LengthInches * 2.54f); // Rough approximation
float BallisticLimit = FMath::Sqrt(Constant * MaterialProps.YieldStrengthMPa * ThicknessCM /
(BulletDensity * CrossSectionArea));
return BallisticLimit;
}
float UEBMathematicalBallistics::CalculateCriticalRicochetAngle(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS)
{
// Calculate critical ricochet angle using empirical formula
// Critical angle decreases with harder bullets and increases with harder targets
float HardnessRatio = CalculateHardnessRatio(BulletProps.BulletHardness, MaterialProps.MaterialHardness);
float VelocityFactor = CalculateVelocityFactor(VelocityMPS, 300.0f);
// Base critical angle (degrees)
float BaseCriticalAngle = 20.0f;
// Adjust for hardness and velocity
float CriticalAngle = BaseCriticalAngle * HardnessRatio * VelocityFactor;
return FMath::Clamp(CriticalAngle, 5.0f, 45.0f);
}
// Helper function implementations
float UEBMathematicalBallistics::CalculateHardnessRatio(float BulletHardness, float MaterialHardness)
{
// Hardness ratio affects penetration and ricochet
return FMath::Max(0.1f, BulletHardness / MaterialHardness);
}
float UEBMathematicalBallistics::CalculateVelocityFactor(float Velocity, float ThresholdVelocity)
{
// Velocity factor for various calculations
return FMath::Clamp(Velocity / ThresholdVelocity, 0.1f, 5.0f);
}
float UEBMathematicalBallistics::CalculateAngleFactor(float ImpactAngleDegrees)
{
// Convert to radians and calculate cosine (normal impact = 1.0, grazing = 0.0)
float AngleRadians = FMath::DegreesToRadians(ImpactAngleDegrees);
return FMath::Cos(AngleRadians);
}
float UEBMathematicalBallistics::CalculateShapeFactorFromBulletType(EBulletType BulletType)
{
// Shape factor affects penetration efficiency
switch (BulletType)
{
case EBulletType::BT_ArmorPiercing:
return 1.3f;
case EBulletType::BT_FullMetalJacket:
return 1.0f;
case EBulletType::BT_SoftPoint:
return 0.9f;
case EBulletType::BT_HollowPoint:
return 0.8f;
case EBulletType::BT_Frangible:
return 0.6f;
case EBulletType::BT_Wadcutter:
return 0.7f;
case EBulletType::BT_Match:
return 1.1f;
default:
return 1.0f;
}
}
float UEBMathematicalBallistics::CalculateMaterialFactor(EBulletMaterial BulletMaterial)
{
// Material factor affects penetration and expansion
switch (BulletMaterial)
{
case EBulletMaterial::BM_Steel:
return 1.4f;
case EBulletMaterial::BM_Tungsten:
return 1.8f;
case EBulletMaterial::BM_Brass:
return 1.2f;
case EBulletMaterial::BM_Copper:
return 1.1f;
case EBulletMaterial::BM_CopperJacket:
return 1.0f;
case EBulletMaterial::BM_Lead:
return 0.8f;
case EBulletMaterial::BM_LeadAntimony:
return 0.9f;
case EBulletMaterial::BM_Bismuth:
return 0.7f;
case EBulletMaterial::BM_Zinc:
return 0.9f;
default:
return 1.0f;
}
}
@@ -0,0 +1,21 @@
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
// Copyright 2016 Mookie. All Rights Reserved.
#include "EasyBallistics.h"
#define LOCTEXT_NAMESPACE "FEasyBallisticsModule"
void FEasyBallisticsModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FEasyBallisticsModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FEasyBallisticsModule, EasyBallistics)
@@ -0,0 +1,58 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBullet.h"
FVector AEBBullet::GetWind_Implementation(UWorld* World, FVector Location) const{
return Wind;
}
float AEBBullet::GetAirDensity_Implementation(UWorld* World, FVector Location) const{
switch (AtmosphereType) {
case (EEBAtmosphereType::AT_Curve): {
float airmp = SeaLevelAirDensity / GetCurveValue(AirDensityCurve, 0, SeaLevelAirDensity);
return GetCurveValue(AirDensityCurve, GetAltitude(World, Location) / WorldScale, SeaLevelAirDensity)* airmp;
}
case (EEBAtmosphereType::AT_Earth): {
return GetAltitudeDensity(GetAltitude(World, Location) / WorldScale / 100.0f);
}
default:{
return SeaLevelAirDensity;
}
}
}
float AEBBullet::GetSpeedOfSound_Implementation(UWorld* World, FVector Location) const{
if (!SpeedOfSoundVariesWithAltitude) {
return SeaLevelSpeedOfSound * WorldScale;
}
float Altitude = GetAltitude(World, Location);
float soundvmp = SeaLevelSpeedOfSound / GetCurveValue(SpeedOfSoundCurve, 0, SeaLevelSpeedOfSound);
return GetCurveValue(SpeedOfSoundCurve, Altitude, SeaLevelSpeedOfSound)*WorldScale*soundvmp;
}
float AEBBullet::GetAltitudePressure(float AltitudeMeter) const {
return FMath::Max(SeaLevelAirPressure * FMath::Pow((1 - (0.0000225577 * AltitudeMeter)), 5.25588), 0.0f);
}
float AEBBullet::GetAltitudeTemperature(float AltitudeMeter) const {
return SeaLevelAirTemperature - (TemperatureLapseRate * FMath::Min(AltitudeMeter, TropopauseAltitude));
}
float AEBBullet::GetAltitudeDensity(float AltitudeMeter) const {
float Temperature = GetAltitudeTemperature(AltitudeMeter);
float Pressure = GetAltitudePressure(AltitudeMeter);
return Pressure * 100.0f / ((Temperature + 273.15) * SpecificGasConstant);
}
float AEBBullet::GetAltitude(UWorld* World, FVector Location) const{
FVector DistanceFromOrigin = (Location - WorldCenterLocation + FVector(World->OriginLocation));
if (SphericalAltitude)
{
return (DistanceFromOrigin.Size() - SeaLevelRadius);
}
else {
return DistanceFromOrigin.Z;
}
}
@@ -0,0 +1,40 @@
// Copyright 2020 Mookie. All Rights Reserved.
#include "EBBullet.h"
float AEBBullet::PenetrationTrace(FVector StartLocation, FVector EndLocation, TWeakObjectPtr<UPrimitiveComponent, FWeakObjectPtr> Component, EPenTraceType PenTraceType, TEnumAsByte<ECollisionChannel> CollisionChannel, FVector &ExitLocation, FVector &ExitNormal) {
FCollisionQueryParams QueryParams;
QueryParams.bTraceComplex = TraceComplex;
QueryParams.bFindInitialOverlaps = true;
FHitResult Result;
switch (PenTraceType) {
case(EPenTraceType::PT_BackTrace): {
bool Hit = GetWorld()->LineTraceSingleByChannel(Result, EndLocation, StartLocation, CollisionChannel, QueryParams);
if (!Hit) return 1.0f;
ExitNormal = Result.Normal;
ExitLocation = Result.Location;
return (1.0f - Result.Time);
}
case(EPenTraceType::PT_ByComponent): {
bool Hit = Component->LineTraceComponent(Result, EndLocation, StartLocation, QueryParams);
if (!Hit) return 1.0f;
ExitNormal = Result.Normal;
ExitLocation = Result.Location;
return (1.0f - Result.Time);
}
case(EPenTraceType::PT_TwoSidedGeometry): {
bool Hit = GetWorld()->LineTraceSingleByChannel(Result, StartLocation, EndLocation, CollisionChannel, QueryParams);
if (!Hit) return 1.0f;
ExitLocation = Result.Location;
ExitNormal = -Result.Normal;
return Result.Time;
}
default:
return 1.0f;
}
}
+168
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#include "EBBullet.h"
void AEBBullet::Deactivate() {
//server only
if (!HasAuthority()) { return; }
OnDeactivated();
this->DeactivateToPool();
DeactivationBroadcast();
}
AEBBullet* AEBBullet::GetFromPool(UWorld* World, UClass* BulletClass) {
AEBBullet* Pool = Cast<AEBBullet>(BulletClass->GetDefaultObject());
if (Pool) {
//find first of correct class;
bool CleanupRequired=false;
int32 FoundIndex = Pool->Pooled.IndexOfByPredicate(
[&](auto InItem) {
if (InItem.IsValid() && InItem->GetWorld() == World) {
return true;
}
else {
CleanupRequired = true;
return false;
}
});
TWeakObjectPtr<AEBBullet> Found = nullptr;
if (FoundIndex != INDEX_NONE) {
Found = Pool->Pooled[FoundIndex];
Pool->Pooled.RemoveAtSwap(FoundIndex,EAllowShrinking::Yes);
}
if (CleanupRequired) {
#ifdef WITH_EDITOR
if (Pool->DebugPooling) {
GEngine->AddOnScreenDebugMessage(2, 2, FColor::White, TEXT("Invalid reference in pool, cleaning up"));
}
#endif
Pool->Pooled.RemoveAll([&](auto InItem) {
if (InItem.IsValid() && InItem->GetWorld() == World) {
return false;
}
else {
return true;
}
});
}
return(Found.Get());
}
else {
return nullptr;
}
}
AEBBullet* AEBBullet::SpawnOrReactivate(UWorld* World, TSubclassOf<class AEBBullet> BulletClass, const FTransform& Transform, FVector BulletVelocity, AActor* BulletOwner, APawn* BulletInstigator) {
AEBBullet* bullet;
AEBBullet* Recycled = GetFromPool(World, BulletClass);
if (Recycled) {
AEBBullet* Default = Cast<AEBBullet>(BulletClass->GetDefaultObject());
Recycled->Reset();
Recycled->SetOwner(BulletOwner);
Recycled->SetInstigator(BulletInstigator);
Recycled->SetActorTransform(Transform,false,nullptr,ETeleportType::TeleportPhysics);
Recycled->Velocity = BulletVelocity;
Recycled->SetActorHiddenInGame(Default->IsHidden());
Recycled->SetActorTickEnabled(true);
Recycled->CanRetrace = false;
Recycled->IgnoredActors = Default->IgnoredActors;
Recycled->SafeDelay = Default->SafeDelay;
Recycled->SetLifeSpan(Default->InitialLifeSpan);
Recycled->FinishSpawning(Transform);
//if (!Recycled->HasActorBegunPlay()){ Recycled->BeginPlay(); }
//Recycled->ReactivationBroadcast(UGameplayStatics::RebaseLocalOriginOntoZero(Recycled->GetWorld(), Transform.GetLocation()), BulletVelocity, BulletOwner, BulletInstigator);
#ifdef WITH_EDITOR
if (Recycled->DebugPooling) {
GEngine->AddOnScreenDebugMessage(0, 2, FColor::Green, TEXT("Recycling pooled bullet"));
}
#endif
return Recycled;
}
else {
bullet = Cast<AEBBullet>(World->SpawnActorDeferred<AEBBullet>(BulletClass, Transform, BulletOwner, BulletInstigator));
bullet->RandomStream.GenerateNewSeed();
bullet->Velocity = BulletVelocity;
bullet->FinishSpawning(Transform);
//UGameplayStatics::FinishSpawningActor(bullet, Transform);
#ifdef WITH_EDITOR
if (bullet->DebugPooling) {
GEngine->AddOnScreenDebugMessage(0, 2, FColor::Orange, TEXT("Spawning new bullet"));
}
#endif
return bullet;
}
}
void AEBBullet::FinishSpawning(FTransform Transform) {
if(IsRecycled){
if (!HasActorBegunPlay()){
BeginPlay();
}
ReactivationBroadcast(UGameplayStatics::RebaseLocalOriginOntoZero(this->GetWorld(), Transform.GetLocation()), this->Velocity, this->GetOwner(), this->GetInstigator());
}else{
UGameplayStatics::FinishSpawningActor(this, Transform);
}
}
void AEBBullet::ReactivationBroadcast_Implementation(FVector_NetQuantize NewLocation, FVector NewVelocity, AActor* BulletOwner, APawn* BulletInstigator) {
if (!HasAuthority()) {
AEBBullet* Default = Cast<AEBBullet>(this->StaticClass()->GetDefaultObject());
SetOwner(BulletOwner);
SetInstigator(BulletInstigator);
SetActorLocation(UGameplayStatics::RebaseZeroOriginOntoLocal(GetWorld(), NewLocation));
Velocity = NewVelocity;
CanRetrace = false;
SetActorHiddenInGame(Default->IsHidden());
SetActorTickEnabled(true);
SafeDelay = Default->SafeDelay;
OwnerSafe = Default->SafeLaunch;
BeginPlay();
}
}
void AEBBullet::DeactivationBroadcast_Implementation() {
if (!HasAuthority()) {
OnDeactivated();
this->DeactivateToPool();
}
}
void AEBBullet::LifeSpanExpired() {
Deactivate();
}
void AEBBullet::DeactivateToPool() {
AEBBullet* Pool = Cast<AEBBullet>(GetClass()->GetDefaultObject());
if (Pool && EnablePooling) {
SetActorHiddenInGame(true);
SetActorTickEnabled(false);
Pool->Pooled.Add(this);
EndPlay(EEndPlayReason::RemovedFromWorld);
if (Pool->Pooled.Num() > MaxPoolSize) {
AEBBullet* Oldest = (Pool->Pooled[0].Get());
Pool->Pooled.RemoveAtSwap(0,EAllowShrinking::Yes);
if (Oldest) { Oldest->Destroy(); }
}
#ifdef WITH_EDITOR
if (DebugPooling) {
GEngine->AddOnScreenDebugMessage(2, 2, FColor::White, FString("Bullet pooled: ") + FString::FromInt(Pool->Pooled.Num()));
}
#endif
}
else {
Destroy();
}
}
+74
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// Copyright 2020 Mookie. All Rights Reserved.
#include "EBBarrel.h"
#include "EBBullet.h"
void UEBBarrel::PredictHit(bool& Hit, FHitResult& HitResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray<FVector>& Trajectory, TSubclassOf<class AEBBullet> BulletClass, TArray<AActor*> IgnoredActors, float MaxTime, float Step) const {
FVector StartLocation = GetComponentLocation();
FVector AimDirection = GetComponentQuat().GetForwardVector();
PredictHitFromLocation(Hit, HitResult, HitLocation, HitTime, HitActor, Trajectory, BulletClass, StartLocation, AimDirection, IgnoredActors, MaxTime, Step);
}
void UEBBarrel::PredictHitFromLocation(bool &Hit, FHitResult& HitResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray<FVector>& Trajectory, TSubclassOf<class AEBBullet> BulletClass, FVector StartLocation, FVector AimDirection, TArray<AActor*> IgnoredActors, float MaxTime, float Step) const{
if (!BulletClass->IsValidLowLevel()) {
UE_LOG(LogTemp, Warning, TEXT("PredictHit - invalid bullet class"));
return;
}
float Time = 0;
Trajectory = TArray<FVector>();
FVector CurrentLocation = StartLocation;
AEBBullet* Bullet = Cast<AEBBullet>(BulletClass->GetDefaultObject());
FVector Velocity = AimDirection.GetSafeNormal()*(FMath::Lerp(MuzzleVelocityMultiplierMin, MuzzleVelocityMultiplierMax, 0.5)*FMath::Lerp(Bullet->MuzzleVelocityMin, Bullet->MuzzleVelocityMax, 0.5));
UPrimitiveComponent* Parent = Cast<UPrimitiveComponent>(GetAttachParent());
Velocity += AdditionalVelocity;
if (Parent != nullptr) {
if (Parent->IsSimulatingPhysics()) {
Velocity += Parent->GetPhysicsLinearVelocityAtPoint(CurrentLocation)*InheritVelocity;
}
}
while (Time < MaxTime) {
FVector PreviousVelocity = Velocity;
Velocity = Bullet->UpdateVelocity(GetWorld(), CurrentLocation, Velocity, Step);
Hit = UEBBarrel::PredictTrace(GetWorld(), Bullet, CurrentLocation, CurrentLocation + FMath::Lerp(PreviousVelocity, Velocity, 0.5f)*Step, HitResult, IgnoredActors);
if (Hit) {
Trajectory.Add(HitResult.Location);
HitTime = Time+(HitResult.Time*Step);
HitActor = HitResult.GetActor();
HitLocation = HitResult.Location;
return;
}
else {
Trajectory.Add(CurrentLocation);
CurrentLocation += FMath::Lerp(PreviousVelocity, Velocity, 0.5f)*Step;
Time += Step;
}
}
Hit = false;
HitTime = MaxTime;
HitLocation = CurrentLocation;
HitActor = nullptr;
}
bool UEBBarrel::PredictTrace(UWorld* World, AEBBullet* Bullet, FVector Start, FVector End, FHitResult &HitResult, TArray<AActor*> IgnoredActors) const {
FCollisionResponseParams ResponseParams;
FCollisionQueryParams QueryParams;
QueryParams.bTraceComplex = Bullet->TraceComplex;
QueryParams.bReturnPhysicalMaterial = true;
if (Bullet->SafeLaunch) {
QueryParams.AddIgnoredActor(GetOwner());
}
QueryParams.AddIgnoredActors(IgnoredActors);
return World->LineTraceSingleByChannel(HitResult, Start, End, Bullet->TraceChannel, QueryParams, ResponseParams);
}
+74
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// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBarrel.h"
#include "EBBullet.h"
TArray<TSubclassOf<class AEBBullet>> UEBBarrel::GetAmmo(bool CountChambered) const {
if (!CountChambered || ChamberedBullet == nullptr) {
return Ammo;
}
else {
TArray<TSubclassOf<class AEBBullet>> RetAmmo;
RetAmmo.Add(ChamberedBullet);
RetAmmo.Append(Ammo);
return RetAmmo;
};
};
int UEBBarrel::GetAmmoCount(bool CountChambered) const {
int remainingAmmo;
if (CycleAmmo) {
remainingAmmo = CycleAmmoCount;
}
else {
remainingAmmo = Ammo.Num();
};
if (CountChambered) {
if (ChamberedBullet != nullptr) {
remainingAmmo++;
};
};
return remainingAmmo;
};
void UEBBarrel::SetAmmo(int Count, bool UnloadChambered, bool CancelShooting, bool ManualCharge, const TArray<TSubclassOf<class AEBBullet>>& NewAmmo) {
Ammo = NewAmmo;
CycleAmmoCount = Count;
if (UnloadChambered) {
ChamberedBullet = nullptr;
};
if (CancelShooting) {
BurstRemaining = 0;
Shooting = false;
};
if (ManualCharge) {
LoadNext = false;
};
};
void UEBBarrel::Charge_Implementation() {
LoadNext = true;
};
bool UEBBarrel::Charge_Validate() {
return true;
};
void UEBBarrel::UnloadChambered_Implementation(bool ManualCharge) {
ChamberedBullet = nullptr;
if (ManualCharge) {
LoadNext = false;
};
};
bool UEBBarrel::UnloadChambered_Validate(bool ManualCharge) {
return true;
};
@@ -0,0 +1,28 @@
// Copyright 2020 Mookie. All Rights Reserved.
#include "EBBullet.h"
TArray<AActor*>AEBBullet::GetSafeLaunchIgnoredActors(AActor* BulletOwner) const{
TArray<AActor*> Results = SafeLaunchIgnoredActors;
Results.Add(BulletOwner);
if (SafeLaunchIgnoreAttachParent && BulletOwner) {
AActor* AttachedRoot = BulletOwner;
while (true) { //find attachment root
AActor* AttachedTo;
AttachedTo = AttachedRoot->GetAttachParentActor();
if (AttachedTo) {
Results.Add(AttachedTo);
AttachedRoot = AttachedTo;
}
else break;
}
Results.Add(AttachedRoot);
if (SafeLaunchIgnoreAllAttached) Results.Append(GetAttachedActorsRecursive(AttachedRoot));
}
return Results;
}
+260
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@@ -0,0 +1,260 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBullet.h"
float AEBBullet::Trace(FVector start, FVector PreviousVelocity, float delta, TEnumAsByte<ECollisionChannel> CollisionChannel) {
bool Hit;
FHitResult HitResult;
TArray<FHitResult> Results;
FCollisionResponseParams ResponseParameters;
FCollisionQueryParams CollisionParameters;
CollisionParameters.bTraceComplex = TraceComplex;
CollisionParameters.bReturnPhysicalMaterial = true;
CollisionParameters.AddIgnoredActor(this);
CollisionParameters.AddIgnoredActors(IgnoredActors);
CollisionParameters.bReturnFaceIndex = true;
if (OwnerSafe) {
CollisionParameters.AddIgnoredActors(GetSafeLaunchIgnoredActors(GetOwner()));
}
FVector TraceDistance = (PreviousVelocity + Velocity)*0.5*delta;
GetWorld()->LineTraceMultiByChannel(Results, start, start + TraceDistance, CollisionChannel, CollisionParameters, ResponseParameters);
if (Results.Num() > 0) {
HitResult = FilterHits(Results, Hit);
}
else { Hit = false; }
if (Hit) {
//Reduce velocity
Velocity = FMath::Lerp(PreviousVelocity, Velocity, HitResult.Time);
bool Ricochet = false;
bool Penetration = false;
FVector exitLoc;
FVector exitNormal;
FVector NewVelocity = Velocity;
//material mods
bool neverPenetrate = false;
bool neverRicochet = false;
float penDepthMultiplier = 1.0f;
float penNormalization = PenetrationNormalization;
float penNormalizationGrazing = PenetrationNormalizationGrazing;
float penEnterSpread = PenetrationEntryAngleSpread;
float penExitSpread = PenetrationExitAngleSpread;
float ricProbMultiplier = 1.0f;
float ricRestitution = RicochetRestitution;
float ricFriction = RicochetFriction;
float ricSpread = RicochetSpread;
EPenTraceType PenTraceType = DefaultPenTraceType;
UPhysicalMaterial* PhysMaterial = HitResult.PhysMaterial.Get();
if (PhysMaterial) {
//material response modifiers
if (MaterialResponseMap != nullptr) {
FEBMaterialResponseMapEntry* ResponseEntry = MaterialResponseMap->Map.Find(PhysMaterial);
if (ResponseEntry != nullptr) {
neverPenetrate = ResponseEntry->NeverPenetrate;
neverRicochet = ResponseEntry->NeverRicochet;
PenTraceType = ResponseEntry->PenTraceType;
penDepthMultiplier = ResponseEntry->PenetrationDepthMultiplier;
penNormalization = PenetrationNormalization + ResponseEntry->PenetrationNormalization;
penNormalizationGrazing = PenetrationNormalizationGrazing + ResponseEntry->PenetrationNormalizationGrazing;
penEnterSpread = PenetrationEntryAngleSpread + ResponseEntry->PenetrationEntryAngleSpread;
penExitSpread = PenetrationExitAngleSpread + ResponseEntry->PenetrationExitAngleSpread;
ricProbMultiplier = ResponseEntry->RicochetProbabilityMultiplier;
ricRestitution = FMath::Lerp(RicochetRestitution, ResponseEntry->RicochetRestitution, ResponseEntry->RicochetRestitutionInfluence);
ricFriction = FMath::Lerp(RicochetFriction, ResponseEntry->RicochetFriction, ResponseEntry->RicochetFrictionInfluence);
ricSpread = RicochetSpread + ResponseEntry->RicochetSpread;
}
}
if (MaterialDensityControlsPenetrationDepth) {
penDepthMultiplier /= PhysMaterial->Density;
}
if (MaterialRestitutionControlsRicochet) {
RicochetRestitution *= PhysMaterial->Restitution;
}
}
float dot = FVector::DotProduct(Velocity.GetSafeNormal(), HitResult.Normal) + 1.0f;
FVector cross = FVector::CrossProduct(Velocity.GetSafeNormal(), HitResult.Normal);
FVector flat = HitResult.Normal.RotateAngleAxis(-90.0f, cross);
#ifdef WITH_EDITOR
if (DebugEnabled) {
FColor DebugColor = FColor::MakeRedToGreenColorFromScalar(Velocity.Size() / MuzzleVelocityMax);
DrawDebugLine(GetWorld(), start, HitResult.Location, DebugColor, false, DebugTrailTime, 0, DebugTrailWidth);
};
#endif
float GrazingAngle = FMath::Pow(dot, GrazingAngleExponent);
FVector PenetrationVector = RandomStream.VRandCone(Velocity, penEnterSpread);
PenetrationVector = FMath::Lerp(PenetrationVector, -HitResult.Normal, FMath::Lerp(penNormalization, penNormalizationGrazing, GrazingAngle));
float PenetrationDistance = FMath::Lerp(MinPenetration, MaxPenetration, RandomStream.FRand()) * FMath::Pow((Velocity.Size() / ((MuzzleVelocityMin + MuzzleVelocityMax) * 0.5f)), 2.0f) * penDepthMultiplier;
float PenetrationDepth = -FVector::DotProduct(PenetrationVector, HitResult.Normal) * PenetrationDistance;
float BlockTIme = 1.0f;
if (PenetrationDistance > 0.0f) {
if (!neverPenetrate) {
BlockTIme = PenetrationTrace(HitResult.Location - (HitResult.Normal * CollisionMargin), HitResult.Location + PenetrationVector * PenetrationDistance, HitResult.Component, PenTraceType, CollisionChannel, exitLoc, exitNormal);
}
}
if (BlockTIme >= 0.999999f) {
//no pen
SetActorLocation(HitResult.Location + HitResult.Normal * CollisionMargin);
float ricThreshold = 1.0f;
if (SpeedControlsRicochetProbability) { ricThreshold *= Velocity.Size() / MuzzleVelocityMax; };
if (!neverRicochet && RandomStream.FRand() * ricThreshold < FMath::Lerp(RicochetProbability * ricProbMultiplier, RicochetProbabilityGrazing * ricProbMultiplier, GrazingAngle)) {
//bounce
FVector bounceAngle = flat * dot * (1.0f - ricFriction);
bounceAngle += HitResult.Normal * (1.0f - dot) * ricRestitution;
bounceAngle = RandomStream.VRandCone(bounceAngle, ricSpread) * bounceAngle.Size();
NewVelocity = bounceAngle * Velocity.Size();
Ricochet = true;
OwnerSafe = false;
}
else {
//stopped
NewVelocity = FVector(0, 0, 0);
}
}
else {
//penetration
float RemainingEnergy = FMath::Pow(1.0f - BlockTIme, 2.0f);
SetActorLocation(exitLoc + exitNormal * CollisionMargin);
NewVelocity = RandomStream.VRandCone(PenetrationVector, penExitSpread * (1.0f - RemainingEnergy));
NewVelocity = FMath::Lerp(NewVelocity, Velocity.GetSafeNormal(), RemainingEnergy);
NewVelocity *= RemainingEnergy * Velocity.Size();
Penetration = true;
OwnerSafe = false;
}
//response
FVector Impulse = (Velocity - NewVelocity) * Mass * ImpulseMultiplier;
if (AddImpulse && HitResult.Component->IsSimulatingPhysics()) {
HitResult.Component->AddImpulseAtLocation(Impulse, HitResult.Location, HitResult.BoneName);
}
// New Ballistic Impact System Integration
if (UseNewImpactSystem && BallisticImpactComponent && BulletPropertiesAsset) {
// Calculate impact using new system
float NewPenetrationDepth;
bool bNewDidPenetrate;
FVector NewExitLocation;
FVector NewExitLoc = BallisticImpactComponent->CalculateBallisticImpact(
HitResult.Location,
Velocity,
BulletPropertiesAsset->BulletProperties,
PhysMaterial,
NewPenetrationDepth,
bNewDidPenetrate,
NewExitLocation
);
// Calculate ricochet using new system
float NewEnergyRetained;
bool bNewDidRicochet;
FVector NewRicochetVelocity = BallisticImpactComponent->CalculateRicochet(
HitResult.Location,
HitResult.Normal,
Velocity,
BulletPropertiesAsset->BulletProperties,
PhysMaterial,
NewEnergyRetained,
bNewDidRicochet
);
// Override legacy system results with new system
if (bNewDidPenetrate) {
Penetration = true;
PenetrationDepth = NewPenetrationDepth;
exitLoc = NewExitLocation;
}
if (bNewDidRicochet) {
Ricochet = true;
NewVelocity = NewRicochetVelocity;
}
}
//impact actual
if (HasAuthority()) {
OnImpact(Ricochet, Penetration, HitResult.Location, Velocity, HitResult.Normal, GetActorLocation(), NewVelocity, Impulse, PenetrationDepth, HitResult.GetActor(), HitResult.Component.Get(), HitResult.BoneName, PhysMaterial, HitResult);
}
else {
OnNetPredictedImpact(Ricochet, Penetration, HitResult.Location, Velocity, HitResult.Normal, GetActorLocation(), NewVelocity, Impulse, PenetrationDepth, HitResult.GetActor(), HitResult.Component.Get(), HitResult.BoneName, PhysMaterial, HitResult);
}
Velocity = NewVelocity;
if ((Velocity.Size() < DespawnVelocity) || (!Ricochet && !Penetration && (DespawnVelocity>0.0f))){
Deactivate();
}
CanRetrace = false;
}
else {
//prepare for time travel
if (Retrace) {
CanRetrace = true;
LastTraceStart = start;
LastTraceDelta = delta;
LastTracePrevVelocity = PreviousVelocity;
LastTraceVelocity = Velocity;
}
SetActorLocation(start + TraceDistance);
HitResult.Time = 1.0f;
OnTrace(start, GetActorLocation());
#ifdef WITH_EDITOR
if (DebugEnabled) {
FLinearColor Color = GetDebugColor(Velocity.Size() / ((MuzzleVelocityMin + MuzzleVelocityMax)*0.5f));
DrawDebugLine(GetWorld(), start, start + TraceDistance, Color.ToFColor(true), false, DebugTrailTime, 0, 0);
}
}
#endif
return delta*(1.0f - HitResult.Time);
}
TArray<AActor*> AEBBullet::GetAttachedActorsRecursive(AActor* Actor, uint16 Depth, TArray<AActor*> VisitedActors) const {
//TODO: limit depth
TArray<AActor*> Attached;
Actor->GetAttachedActors(Attached);
TArray<AActor*> AttachedRecursive;
for (AActor* ActorRecursive : Attached) { // Skip already visited actors to avoid infinite recursion
if (!VisitedActors.Contains(ActorRecursive)) {
VisitedActors.Add(ActorRecursive);
AttachedRecursive += GetAttachedActorsRecursive(ActorRecursive, Depth+1, VisitedActors);
VisitedActors.Remove(ActorRecursive); // Remove from visited actors to allow other branches to visit it
}
}
Attached += AttachedRecursive;
return Attached;
}
@@ -0,0 +1,91 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "EBBulletProperties.h"
#include "EBMaterialResponseMap.h"
#include "EBBallisticImpactComponent.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FiveParams(FOnBallisticImpact,
FVector, ImpactLocation,
FVector, ImpactNormal,
UPhysicalMaterial*, HitMaterial,
float, PenetrationDepth,
bool, bDidPenetrate);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(FOnBallisticRicochet,
FVector, RicochetLocation,
FVector, RicochetDirection,
UPhysicalMaterial*, HitMaterial,
float, EnergyRetained);
UCLASS(ClassGroup=(Ballistics), meta=(BlueprintSpawnableComponent))
class EASYBALLISTICS_API UEBBallisticImpactComponent : public UActorComponent
{
GENERATED_BODY()
public:
UEBBallisticImpactComponent();
// Events
UPROPERTY(BlueprintAssignable, Category = "Ballistics Events")
FOnBallisticImpact OnBallisticImpact;
UPROPERTY(BlueprintAssignable, Category = "Ballistics Events")
FOnBallisticRicochet OnBallisticRicochet;
// Configuration
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics")
UEBMaterialResponseMap* MaterialResponseMap;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics")
bool bEnableBallisticCalculations = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics")
bool bUseMathematicalPenetration = false;
// Blueprint callable functions
UFUNCTION(BlueprintCallable, Category = "Ballistics")
FVector CalculateBallisticImpact(
const FVector& ImpactLocation,
const FVector& ProjectileVelocity,
const FMathematicalBulletProperties& BulletProperties,
UPhysicalMaterial* HitMaterial,
float& OutPenetrationDepth,
bool& bOutDidPenetrate,
FVector& OutExitLocation
);
UFUNCTION(BlueprintCallable, Category = "Ballistics")
FVector CalculateRicochet(
const FVector& ImpactLocation,
const FVector& ImpactNormal,
const FVector& ProjectileVelocity,
const FMathematicalBulletProperties& BulletProperties,
UPhysicalMaterial* HitMaterial,
float& OutEnergyRetained,
bool& bOutDidRicochet
);
UFUNCTION(BlueprintCallable, Category = "Ballistics")
UEBMaterialPropertiesAsset* GetMaterialProperties(UPhysicalMaterial* PhysicalMaterial);
UFUNCTION(BlueprintCallable, Category = "Ballistics")
FEBMaterialResponseMapEntry GetMaterialResponse(UPhysicalMaterial* PhysicalMaterial);
protected:
virtual void BeginPlay() override;
private:
FVector CalculatePenetrationVector(
const FVector& ImpactLocation,
const FVector& ImpactNormal,
const FVector& ProjectileVelocity,
float PenetrationDepth
);
float CalculateImpactAngle(const FVector& ProjectileVelocity, const FVector& SurfaceNormal);
};
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// Copyright 2020 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/PrimitiveComponent.h"
#include "Kismet/GameplayStatics.h"
#include "EBBullet.h"
#include "EBBarrel.generated.h"
UENUM(BlueprintType)
enum class EFireMode : uint8
{
FM_Auto UMETA(DisplayName = "Full Auto"),
FM_Semiauto UMETA(DisplayName = "Semiauto"),
FM_Burst UMETA(DisplayName = "Burst"),
FM_InterBurst UMETA(DisplayName = "Interruptible Burst"),
FM_Manual UMETA(DisplayName = "Manual"),
FM_Slamfire UMETA(DisplayName = "Slam Fire"),
FM_Gatling UMETA(DisplayName = "Gatling")
};
UCLASS(Blueprintable, ClassGroup = (Custom), hidecategories = (Object, LOD, Physics, Lighting, TextureStreaming, Collision, HLOD, Mobile, VirtualTexture, ComponentReplication), editinlinenew, meta = (BlueprintSpawnableComponent))
class EASYBALLISTICS_API UEBBarrel : public UPrimitiveComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UEBBarrel();
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugArrowSize = 100.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Bullet inherits barrel velocity, only works with physics enabled or with additional velocity set")) float InheritVelocity = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Amount of recoil applied to the barrel, only works with physics enabled")) float RecoilMultiplier = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Velocity", meta = (ToolTip = "Additional velocity, for use with InheritVelocity")) FVector AdditionalVelocity = FVector(0,0,0);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Additional maximum spread, in radians, applied on top of bullet spread", ClampMin = "0")) float Spread=0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Additional Spread bias, higher is more accurate on average", ClampMin = "0")) float SpreadBias = 0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum of random multiplier applied to bullet muzzle velocity")) float MuzzleVelocityMultiplierMin = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Maximum of random multiplier applied to bullet muzzle velocity")) float MuzzleVelocityMultiplierMax = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum fire rate, rounds per second")) float FireRateMin = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Maximum fire rate, rounds per second, set to same number as FireRateMin to disable randomization")) float FireRateMax = 1.0f;
UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Weapon") EFireMode FireMode = EFireMode::FM_Auto;
UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Weapon") bool ShootingBlocked;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Number of rounds auto fired in burst mode")) int BurstCount = 3;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Minimum time between bursts")) float BurstCooldown = 0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon", meta = (ToolTip = "Automatically spin up gatling when trigger is being held down")) bool GatlingAutoSpool = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon") float GatlingSpoolUpTime = 1.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Weapon") float GatlingSpoolDownTime = 1.0f;
UPROPERTY(BlueprintReadWrite, Category = "Weapon") float GatlingPhase = 0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ammo") bool CycleAmmo = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) bool CycleAmmoUnlimited = true;
UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo") TArray<TSubclassOf<class AEBBullet>> Ammo;
UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) int CycleAmmoCount;
UPROPERTY(Replicated, BlueprintReadWrite, EditAnywhere, Category = "Ammo", meta = (EditCondition = "CycleAmmo")) int CycleAmmoPos;
UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") TSubclassOf<class AEBBullet> ChamberedBullet;
UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") bool Shooting;
UPROPERTY(Replicated, BlueprintReadWrite, Category = "WeaponState") bool Spooling = false;
UPROPERTY(BlueprintReadWrite, Category = "Weapon") float GatlingRPS = 0.0f;
UPROPERTY(BlueprintReadWrite, Category = "WeaponState") bool LoadNext=true;
UPROPERTY(BlueprintReadWrite, Category = "WeaponState") float Cooldown;
UPROPERTY(BlueprintReadWrite, Category = "WeaponState") int BurstRemaining;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ReplicateVariables=true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ReplicateShotFiredEvents = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") bool ClientSideAim=false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") float ClientAimUpdateFrequency = 15.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Replication") float ClientAimDistanceLimit = 200.0f;
FRandomStream RandomStream;
UFUNCTION() void NextBullet();
UFUNCTION(BlueprintPure, Category = "Ammo") int GetAmmoCount(bool CountChambered) const;
UFUNCTION(BlueprintPure, Category = "Ammo") TArray<TSubclassOf<class AEBBullet>> GetAmmo(bool CountChambered) const;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "Ammo") void SetAmmo(int count, bool UnloadChambered, bool CancelShooting, bool ManualCharge, const TArray<TSubclassOf<class AEBBullet>>& NewAmmo);
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Ammo") void Charge();
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Ammo") void UnloadChambered(bool ManualCharge);
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Shooting") void SwitchFireMode(EFireMode NewFireMode);
UFUNCTION(Server, Reliable, WithValidation, BlueprintCallable, Category = "Shooting") void GatlingSpool(bool Spool);
UFUNCTION(BlueprintCallable, Category = "Shooting") void Shoot(bool Trigger);
UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "IgnoredActors"), Category = "Prediction") void PredictHit(bool& Hit, FHitResult& TraceResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray<FVector>& Trajectory, TSubclassOf<class AEBBullet> BulletClass, TArray<AActor*>IgnoredActors, float MaxTime = 10.0f, float Step = 0.1f) const;
UFUNCTION(BlueprintCallable, meta = (AutoCreateRefTerm = "IgnoredActors"), Category = "Prediction") void PredictHitFromLocation(bool &Hit, FHitResult& TraceResult, FVector& HitLocation, float& HitTime, AActor*& HitActor, TArray<FVector>& Trajectory, TSubclassOf<class AEBBullet> BulletClass, FVector StartLocation, FVector AimDirection, TArray<AActor*>IgnoredActors, float MaxTime = 10.0f, float Step = 0.1f) const;
UFUNCTION(BlueprintCallable, Category = "Prediction") void CalculateAimDirection(TSubclassOf<class AEBBullet> BulletClass, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime = 10.0f, float Step = 0.1f, int NumIterations = 4) const;
UFUNCTION(BlueprintCallable, Category = "Prediction") void CalculateAimDirectionFromLocation(TSubclassOf<class AEBBullet> BulletClass, FVector StartLocation, FVector TargetLocation, FVector TargetVelocity, FVector& AimDirection, FVector& PredictedTargetLocation, FVector& PredictedIntersectionLocation, float& PredictedFlightTime, float& Error, float MaxTime = 10.0f, float Step=0.1f, int NumIterations = 4) const;
UFUNCTION(BlueprintNativeEvent, Category = "Events") void InitialBulletTransform(FVector InLocation, FVector InDirection, FVector& OutLocation, FVector& OutDirection);
UFUNCTION(BlueprintNativeEvent, Category = "Events") void ApplyRecoil(UPrimitiveComponent* Component, FVector InLocation, FVector Impulse);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FBeforeShotFired);
UPROPERTY(BlueprintAssignable, Category = "Events")
FBeforeShotFired BeforeShotFired;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FShotFired);
UPROPERTY(BlueprintAssignable, Category = "Events")
FShotFired ShotFired;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FAmmoDepleted);
UPROPERTY(BlueprintAssignable, Category = "Events")
FAmmoDepleted AmmoDepleted;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FReadyToShoot);
UPROPERTY(BlueprintAssignable, Category = "Events")
FReadyToShoot ReadyToShoot;
#if WITH_EDITOR
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
virtual bool IsZeroExtent() const override { return false; };
virtual FBoxSphereBounds CalcBounds(const FTransform& LocalToWorld) const override;
#endif
private:
void SpawnBullet(AActor* Owner, FVector LocalLocation, FVector LocalAim);
UFUNCTION(Server, Unreliable, WithValidation) void ClientAim(FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim);
UFUNCTION(Server, Reliable, WithValidation) void ShootRep(bool Trigger);
UFUNCTION(Server, Reliable, WithValidation) void ShootRepCSA(bool Trigger, FVector_NetQuantize NewLocation, FVector_NetQuantizeNormal NewAim);
UFUNCTION(NetMulticast, Reliable)
void ShotFiredMulticast();
FVector Aim;
FVector Location;
bool RemoteAimReceived;
float TimeSinceAimUpdate;
bool PredictTrace(UWorld* World, AEBBullet* Bullet, FVector Start, FVector End, FHitResult &HitResult, TArray<AActor*> IgnoredActors) const;
};
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// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Engine/Engine.h"
#include "Engine/World.h"
#include "Curves/CurveFloat.h"
#include "Kismet/KismetMathLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "DrawDebugHelpers.h"
#include "Components/PrimitiveComponent.h"
#include "EBMaterialResponseMap.h"
#include "EBBulletProperties.h"
#include "EBMathematicalBallistics.h"
#include "EBBallisticImpactComponent.h"
#include "EBBullet.generated.h"
UENUM(BlueprintType)
enum class EEBAtmosphereType : uint8
{
AT_Constant UMETA(DisplayName = "Constant"),
AT_Curve UMETA(DisplayName = "Density Curve"),
AT_Earth UMETA(DisplayName = "Earth/IGL")
};
UCLASS(Blueprintable, BlueprintType)
class EASYBALLISTICS_API AEBBullet : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AEBBullet();
UPROPERTY(Replicated, BlueprintReadWrite, Category = "State") FVector Velocity;
UPROPERTY(Replicated, BlueprintReadWrite, Category = "State") FRandomStream RandomStream;
UPROPERTY(BlueprintReadWrite, Category = "State") bool OwnerSafe=false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") bool DebugEnabled;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugTrailTime=1.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") float DebugTrailWidth=0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") FLinearColor DebugTrailColorFast = FLinearColor(0, 1, 0, 1);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") FLinearColor DebugTrailColorSlow = FLinearColor(1, 0, 0, 1);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Debug") bool DebugPooling;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") FVector Wind;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Select atmosphere model")) EEBAtmosphereType AtmosphereType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "Air Density at sea level - in KG/m^3", ClampMin = "0")) float SeaLevelAirDensity = 1.21;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "in cm/s", ClampMin = "0")) float SeaLevelSpeedOfSound = 34300;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World", meta = (ToolTip = "Used for Density Curve atmosphere model")) UCurveFloat* AirDensityCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") bool SpeedOfSoundVariesWithAltitude = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") UCurveFloat* SpeedOfSoundCurve;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") float WorldScale = 1.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Atmosphere pressure at 0,0,0 - in millibars", ClampMin = "0")) float SeaLevelAirPressure = 1012.5f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Atmosphere Temperature at 0,0,0 - in degrees C")) float SeaLevelAirTemperature = 20.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Temperature Decrease With Altitude, degrees per meter")) float TemperatureLapseRate = 0.00649f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Altitude at which temperature stops decreasing, in meters")) float TropopauseAltitude = 11000.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Specific Gas Constant, dry air = 287.058", ClampMin = "0")) float SpecificGasConstant = 287.058;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "World Origin Location")) FVector WorldCenterLocation = FVector(0, 0, 0);
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Use spherical planet model to get altitude")) bool SphericalAltitude = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, Category = "World", meta = (ToolTip = "Planet radius, in Unreal units", EditCondition = "SphericalAltitude", ClampMin = "0")) float SeaLevelRadius = 637100000.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") bool OverrideGravity = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "World") FVector Gravity = FVector(0,0,-980);
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch") bool SafeLaunch = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch")) bool SafeLaunchIgnoreAttachParent = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunchIgnoreAttachParent")) bool SafeLaunchIgnoreAllAttached = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch", ClampMin = "0")) float SafeDelay = 1.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Safe launch", Meta = (EditCondition = "SafeLaunch")) TArray<AActor*> SafeLaunchIgnoredActors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun") bool Shotgun=false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) int ShotCount=10;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) float ShotSpread=0.01;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Shotgun", meta = (EditCondition = "Shotgun")) float ShotVelocitySpread = 0.01;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float MuzzleVelocityMin = 100000.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight") float MuzzleVelocityMax = 100000.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight", meta = (ToolTip = "Maximum bullet spread, in radians", ClampMin = "0")) float Spread = 0.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flight", meta = (ToolTip = "Spread bias, higher is more accurate on average", ClampMin = "0")) float SpreadBias = 0.0f;
// Physics Mode Toggle
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Physics Mode", meta = (ToolTip = "Toggle between artistic (manual) and mathematical (realistic) physics calculations"))
bool UseMathematicalPhysics = false;
// Mathematical Properties (used when UseMathematicalPhysics is true)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Mathematical Properties", meta = (EditCondition = "UseMathematicalPhysics", ToolTip = "Bullet properties asset for mathematical calculations"))
UEBBulletPropertiesAsset* BulletPropertiesAsset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Mathematical Properties", meta = (EditCondition = "UseMathematicalPhysics", ToolTip = "Material properties asset for mathematical calculations"))
UEBMaterialPropertiesAsset* MaterialPropertiesAsset;
// Artistic Properties (used when UseMathematicalPhysics is false)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Bullet mass in kg"))
float Mass = 0.005;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Bullet diameter in cm"))
float Diameter = 0.556;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Form factor for drag calculations"))
float FormFactor = 1.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Properties", meta = (EditCondition = "!UseMathematicalPhysics", ToolTip = "Drag curve vs Mach number"))
UCurveFloat* MachDragCurve;
// Artistic Impact Properties (used when UseMathematicalPhysics is false)
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float GrazingAngleExponent = 2.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float MinPenetration = 10.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float MaxPenetration = 20.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float PenetrationNormalization = 0.5;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float PenetrationNormalizationGrazing = 0.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float PenetrationEntryAngleSpread = 0.1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float PenetrationExitAngleSpread = 0.1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float RicochetProbability = 0.1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float RicochetProbabilityGrazing = 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float RicochetRestitution = 0.1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float RicochetFriction = 0.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float RicochetSpread = 0.1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
bool SpeedControlsRicochetProbability = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
bool AddImpulse = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Artistic Impact", meta = (EditCondition = "!UseMathematicalPhysics"))
float ImpulseMultiplier = 1.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") EPenTraceType DefaultPenTraceType = EPenTraceType::PT_BackTrace;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") UEBMaterialResponseMap* MaterialResponseMap;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool MaterialDensityControlsPenetrationDepth = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact") bool MaterialRestitutionControlsRicochet = true;
// New Ballistic Impact System
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Impact")
UEBBallisticImpactComponent* BallisticImpactComponent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Impact")
bool UseNewImpactSystem = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Replication") bool ReliableReplication = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision", meta = (ToolTip = "Allow components to collide, intended for use with trigger volumes. Do not use for actual collisions.")) bool AllowComponentCollisions = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") TEnumAsByte<ECollisionChannel> TraceChannel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") bool TraceComplex;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") float CollisionMargin=1.0;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision", meta = (ToolTip = "Bullets with lower velocity will automatically despawn on impact, never despawn if set to zero or negative")) float DespawnVelocity=100.0f;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Collision") TArray<AActor*> IgnoredActors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (ToolTip = "Spawned bullet performs first trace immediately, instead of waiting for next simulation step")) bool DoFirstStepImmediately = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (EditCondition = "DoFirstStepImmediately")) bool RandomFirstStepDelta = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation") bool FixedStep = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation", meta = (EditCondition = "FixedStep", ClampMin = "0")) float FixedStepSeconds = 0.1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Simulation") int MaxTracesPerStep = 8;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace") bool Retrace = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace") bool RetraceOnAnotherChannel = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Retrace", meta=(EditCondition="RetraceOnAnotherChannel")) TEnumAsByte<ECollisionChannel> RetraceChannel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Rotation") bool RotateActor = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Rotation") bool RotateRandomRoll = true;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Pooling") bool EnablePooling = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Pooling", meta = (EditCondition = "EnablePooling")) int MaxPoolSize = 50;
//rebase
virtual void ApplyWorldOffset(const FVector& InOffset, bool bWorldShift) override;
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick(float DeltaSeconds) override;
virtual void LifeSpanExpired() override;
UFUNCTION(BlueprintCallable, Category = "EBBullet|Spawn")
static void SpawnWithExactVelocity(TSubclassOf<class AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity);
UFUNCTION(BlueprintCallable, Category = "EBBullet|Spawn")
static void Spawn(TSubclassOf<class AEBBullet> BulletClass, AActor* BulletOwner, APawn* BulletInstigator, FVector BulletLocation, FVector BulletVelocity);
UFUNCTION(NetMulticast, Unreliable)
void VelocityChangeBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity);
UFUNCTION(NetMulticast, Reliable)
void VelocityChangeBroadcastReliable(FVector_NetQuantize NewLocation, FVector NewVelocity);
UFUNCTION(BlueprintAuthorityOnly, BlueprintNativeEvent, Category = "EBBullet|Impact")
void OnImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult);
UFUNCTION(BlueprintCosmetic, BlueprintNativeEvent, Category = "EBBullet|Impact")
void OnNetPredictedImpact(bool Ricochet, bool PassedThrough, FVector Location, FVector IncomingVelocity, FVector Normal, FVector ExitLocation, FVector ExitVelocity, FVector Impulse, float PenetrationDepth, AActor* Actor, USceneComponent* Component, FName BoneName, UPhysicalMaterial* PhysMaterial, FHitResult HitResult);
UFUNCTION(BlueprintImplementableEvent, Category = "EBBullet|Impact")
void OnTrace(FVector StartLocation, FVector EndLocation);
UFUNCTION(BlueprintImplementableEvent, Category = "EBBullet|Remote")
void OnTrajectoryUpdateReceived(FVector Location, FVector OldVelocity, FVector NewVelocity);
UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|Activation")
void OnDeactivated();
UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|Flight")FVector UpdateVelocity(UWorld* World, FVector Location, FVector PreviousVelocity, float DeltaTime) const;
UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") FVector GetWind(UWorld* World, FVector Location) const;
UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") float GetAirDensity(UWorld* World, FVector Location) const;
UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") float GetSpeedOfSound(UWorld* World, FVector Location) const;
UFUNCTION(BlueprintNativeEvent, Category = "EBBullet|World") bool CollisionFilter(FHitResult HitResult) const;
// Mathematical Physics Functions
UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
float GetEffectiveMass() const;
UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
float GetEffectiveDiameter() const;
UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
float GetEffectiveDragCoefficient(float MachNumber) const;
UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
float CalculateMathematicalPenetration(UPhysicalMaterial* Material, float VelocityMPS, float ImpactAngle) const;
UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
float CalculateMathematicalRicochetProbability(UPhysicalMaterial* Material, float VelocityMPS, float ImpactAngle) const;
UFUNCTION(BlueprintCallable, Category = "EBBullet|Mathematical Physics")
FMathematicalMaterialProperties GetMaterialProperties(UPhysicalMaterial* Material) const;
//pooling
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, Category = "EBBullet|Pooling")void Deactivate();
UFUNCTION(NetMulticast, Reliable)
void ReactivationBroadcast(FVector_NetQuantize NewLocation, FVector NewVelocity, AActor* BulletOwner, APawn* BulletInstigator);
UFUNCTION(NetMulticast, Reliable)
void DeactivationBroadcast();
private:
UPROPERTY() TArray<TWeakObjectPtr<AEBBullet>> Pooled;
static AEBBullet* GetFromPool(UWorld* World, UClass* BulletClass);
static AEBBullet* SpawnOrReactivate(UWorld* World, TSubclassOf<class AEBBullet> BulletClass, const FTransform& Transform, FVector BulletVelocity, AActor* BulletOwner, APawn* BulletInstigator);
void DeactivateToPool();
void FinishSpawning(FTransform Transform);
void Step(float DeltaTime);
float Trace(FVector start, FVector PreviousVelocity, float delta, TEnumAsByte<ECollisionChannel> channel);
TArray<AActor*> GetAttachedActorsRecursive(AActor* Actor, uint16 Depth = 0, TArray<AActor*> VisitedActors = TArray<AActor*>()) const;
float PenetrationTrace(FVector start, FVector end, TWeakObjectPtr<UPrimitiveComponent,FWeakObjectPtr> comp, EPenTraceType penType, TEnumAsByte<ECollisionChannel> channel, FVector &exitLoc, FVector &exitNormal);
float GetCurveValue(const UCurveFloat* curve, float in, float deflt) const;
float AccumulatedDelta;
bool CanRetrace = false;
FVector LastTraceStart;
float LastTraceDelta;
FVector LastTraceVelocity;
FVector LastTracePrevVelocity;
bool IsRecycled;
FHitResult FilterHits(TArray<FHitResult> Results, bool &hit) const;
TArray<AActor*>GetSafeLaunchIgnoredActors(AActor* Owner) const;
float GetAltitude(UWorld* World, FVector Location) const;
float GetAltitudePressure(float AltitudeMeter) const;
float GetAltitudeTemperature(float AltitudeMeter) const;
float GetAltitudeDensity(float AltitudeMeter) const;
#ifdef WITH_EDITOR
FLinearColor GetDebugColor(float In) const{
return FMath::Lerp(DebugTrailColorSlow, DebugTrailColorFast, In);
}
#endif
};
@@ -0,0 +1,218 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "EBBulletProperties.generated.h"
UENUM(BlueprintType)
enum class EBulletType : uint8
{
BT_FullMetalJacket UMETA(DisplayName = "Full Metal Jacket"),
BT_HollowPoint UMETA(DisplayName = "Hollow Point"),
BT_SoftPoint UMETA(DisplayName = "Soft Point"),
BT_ArmorPiercing UMETA(DisplayName = "Armor Piercing"),
BT_ArmorPiercingIncendiary UMETA(DisplayName = "Armor Piercing Incendiary"),
BT_Tracer UMETA(DisplayName = "Tracer"),
BT_Match UMETA(DisplayName = "Match Grade"),
BT_Frangible UMETA(DisplayName = "Frangible"),
BT_LeadRoundNose UMETA(DisplayName = "Lead Round Nose"),
BT_Wadcutter UMETA(DisplayName = "Wadcutter"),
BT_SemiWadcutter UMETA(DisplayName = "Semi-Wadcutter"),
BT_Custom UMETA(DisplayName = "Custom")
};
UENUM(BlueprintType)
enum class EBulletMaterial : uint8
{
BM_Lead UMETA(DisplayName = "Lead"),
BM_LeadAntimony UMETA(DisplayName = "Lead-Antimony"),
BM_Copper UMETA(DisplayName = "Copper"),
BM_CopperJacket UMETA(DisplayName = "Copper Jacket"),
BM_Brass UMETA(DisplayName = "Brass"),
BM_Steel UMETA(DisplayName = "Steel"),
BM_Tungsten UMETA(DisplayName = "Tungsten"),
BM_Bismuth UMETA(DisplayName = "Bismuth"),
BM_Zinc UMETA(DisplayName = "Zinc"),
BM_Custom UMETA(DisplayName = "Custom")
};
USTRUCT(BlueprintType)
struct FMathematicalBulletProperties
{
GENERATED_USTRUCT_BODY()
// Basic Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties", meta = (ToolTip = "Bullet weight in grains (1 grain = 0.0647989 grams)"))
float GrainWeight = 55.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties", meta = (ToolTip = "Bullet diameter in inches"))
float DiameterInches = 0.224f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties", meta = (ToolTip = "Bullet length in inches"))
float LengthInches = 0.825f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties")
EBulletType BulletType = EBulletType::BT_FullMetalJacket;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties")
EBulletMaterial BulletMaterial = EBulletMaterial::BM_CopperJacket;
// Ballistic Coefficient
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics", meta = (ToolTip = "G1 Ballistic Coefficient"))
float BallisticCoefficientG1 = 0.151f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics", meta = (ToolTip = "G7 Ballistic Coefficient"))
float BallisticCoefficientG7 = 0.076f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics", meta = (ToolTip = "Use G7 model instead of G1"))
bool UseG7Model = false;
// Sectional Density
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics", meta = (ToolTip = "Sectional density (calculated automatically if zero)"))
float SectionalDensity = 0.0f;
// Penetration Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Penetration", meta = (ToolTip = "Bullet hardness (HB - Brinell Hardness)"))
float BulletHardness = 15.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Penetration", meta = (ToolTip = "Kinetic energy threshold for penetration (ft-lbs)"))
float PenetrationEnergyThreshold = 58.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Penetration", meta = (ToolTip = "Expansion threshold velocity (fps)"))
float ExpansionVelocityThreshold = 1800.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Penetration", meta = (ToolTip = "Maximum expansion diameter multiplier"))
float MaxExpansionMultiplier = 1.5f;
// Constructor
FMathematicalBulletProperties()
{
GrainWeight = 55.0f;
DiameterInches = 0.224f;
LengthInches = 0.825f;
BulletType = EBulletType::BT_FullMetalJacket;
BulletMaterial = EBulletMaterial::BM_CopperJacket;
BallisticCoefficientG1 = 0.151f;
BallisticCoefficientG7 = 0.076f;
UseG7Model = false;
SectionalDensity = 0.0f;
BulletHardness = 15.0f;
PenetrationEnergyThreshold = 58.0f;
ExpansionVelocityThreshold = 1800.0f;
MaxExpansionMultiplier = 1.5f;
}
// Calculate sectional density if not provided
float GetSectionalDensity() const
{
if (SectionalDensity > 0.0f)
{
return SectionalDensity;
}
// SD = Weight(grains) / (7000 * Diameter^2(inches))
return GrainWeight / (7000.0f * DiameterInches * DiameterInches);
}
// Calculate mass in kilograms
float GetMassKg() const
{
// 1 grain = 0.0647989 grams
return GrainWeight * 0.0647989f / 1000.0f;
}
// Calculate diameter in centimeters
float GetDiameterCm() const
{
// 1 inch = 2.54 cm
return DiameterInches * 2.54f;
}
// Calculate cross-sectional area in square centimeters
float GetCrossSectionCm2() const
{
float radiusCm = GetDiameterCm() / 2.0f;
return 3.14159f * radiusCm * radiusCm;
}
};
USTRUCT(BlueprintType)
struct FMathematicalMaterialProperties
{
GENERATED_USTRUCT_BODY()
// Material Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties", meta = (ToolTip = "Material density in g/cm³"))
float DensityGPerCm3 = 7.85f; // Steel
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties", meta = (ToolTip = "Material hardness (HB - Brinell Hardness)"))
float MaterialHardness = 200.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties", meta = (ToolTip = "Tensile strength in MPa"))
float TensileStrengthMPa = 400.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties", meta = (ToolTip = "Yield strength in MPa"))
float YieldStrengthMPa = 250.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties", meta = (ToolTip = "Modulus of elasticity in GPa"))
float ElasticModulusGPa = 200.0f;
// Ballistic Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistic Properties", meta = (ToolTip = "Ballistic limit velocity (fps)"))
float BallisticLimitVelocity = 2000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistic Properties", meta = (ToolTip = "Perforation coefficient"))
float PerforationCoefficient = 1.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistic Properties", meta = (ToolTip = "Energy absorption coefficient"))
float EnergyAbsorptionCoefficient = 0.7f;
// Constructor with default steel properties
FMathematicalMaterialProperties()
{
DensityGPerCm3 = 7.85f; // Steel
MaterialHardness = 200.0f;
TensileStrengthMPa = 400.0f;
YieldStrengthMPa = 250.0f;
ElasticModulusGPa = 200.0f;
BallisticLimitVelocity = 2000.0f;
PerforationCoefficient = 1.0f;
EnergyAbsorptionCoefficient = 0.7f;
}
};
UCLASS(BlueprintType)
class EASYBALLISTICS_API UEBBulletPropertiesAsset : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Bullet Properties")
FMathematicalBulletProperties BulletProperties;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Description")
FString BulletName = "5.56x45mm NATO";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Description")
FString Manufacturer = "Generic";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Description")
FString Description = "Standard 5.56x45mm NATO round";
};
UCLASS(BlueprintType)
class EASYBALLISTICS_API UEBMaterialPropertiesAsset : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties")
FMathematicalMaterialProperties MaterialProperties;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Description")
FString MaterialName = "Steel";
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Description")
FString Description = "Standard structural steel";
};
@@ -0,0 +1,53 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "EBBulletProperties.h"
#include "EBMaterialResponseMap.generated.h"
UENUM(BlueprintType)
enum class EPenTraceType : uint8
{
PT_BackTrace UMETA(DisplayName = "Back Trace"),
PT_ByComponent UMETA(DisplayName = "By Component"),
PT_TwoSidedGeometry UMETA(DisplayName = "Double Sided Geometry"),
};
USTRUCT(BlueprintType)
struct FEBMaterialResponseMapEntry {
GENERATED_USTRUCT_BODY()
// Artistic Properties
UPROPERTY(EditAnywhere, Category = "Artistic Properties") EPenTraceType PenTraceType = EPenTraceType::PT_BackTrace;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") bool NeverPenetrate = false;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float PenetrationDepthMultiplier = 1.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float PenetrationNormalization = 0.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float PenetrationNormalizationGrazing = 0.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float PenetrationEntryAngleSpread = 0.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float PenetrationExitAngleSpread = 0.0;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") bool NeverRicochet = false;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float RicochetProbabilityMultiplier = 1.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float RicochetRestitution = 0.5f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float RicochetRestitutionInfluence = 0.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float RicochetFriction = 0.5f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float RicochetFrictionInfluence = 0.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties") float RicochetSpread = 0.0f;
// Mathematical Properties
UPROPERTY(EditAnywhere, Category = "Mathematical Properties", meta = (ToolTip = "Use mathematical properties for this material"))
bool UseMathematicalProperties = false;
UPROPERTY(EditAnywhere, Category = "Mathematical Properties", meta = (EditCondition = "UseMathematicalProperties"))
FMathematicalMaterialProperties MathematicalProperties;
};
UCLASS(BlueprintType)
class UEBMaterialResponseMap : public UDataAsset{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Responses") TMap<UPhysicalMaterial*, FEBMaterialResponseMapEntry> Map;
};
@@ -0,0 +1,119 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "EBBulletProperties.h"
#include "EBMathematicalBallistics.generated.h"
UCLASS(BlueprintType)
class EASYBALLISTICS_API UEBMathematicalBallistics : public UObject
{
GENERATED_BODY()
public:
// Mathematical penetration calculation using empirical formulas
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculatePenetrationDepth(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS,
float ImpactAngleDegrees = 0.0f
);
// Calculate residual velocity after penetration
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateResidualVelocity(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS,
float ThicknessCM,
float ImpactAngleDegrees = 0.0f
);
// Calculate ricochet probability based on impact angle and material properties
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateRicochetProbability(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS,
float ImpactAngleDegrees
);
// Calculate bullet expansion based on velocity and material
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateBulletExpansion(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS
);
// Calculate kinetic energy
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateKineticEnergy(
const FMathematicalBulletProperties& BulletProps,
float VelocityMPS
);
// Calculate momentum
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateMomentum(
const FMathematicalBulletProperties& BulletProps,
float VelocityMPS
);
// Calculate drag coefficient from ballistic coefficient
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateDragCoefficient(
const FMathematicalBulletProperties& BulletProps,
float MachNumber
);
// Calculate Taylor-Hopkinson perforation limit
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateTaylorHopkinsonLimit(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps
);
// Calculate Recht-Ipson perforation velocity
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateRechtIpsonVelocity(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float ThicknessCM
);
// Calculate critical angle for ricochet
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float CalculateCriticalRicochetAngle(
const FMathematicalBulletProperties& BulletProps,
const FMathematicalMaterialProperties& MaterialProps,
float VelocityMPS
);
// Utility function to convert feet per second to meters per second
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float ConvertFPStoMPS(float FPS) { return FPS * 0.3048f; }
// Utility function to convert meters per second to feet per second
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float ConvertMPStoFPS(float MPS) { return MPS / 0.3048f; }
// Utility function to convert foot-pounds to joules
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float ConvertFtLbsToJoules(float FtLbs) { return FtLbs * 1.35582f; }
// Utility function to convert joules to foot-pounds
UFUNCTION(BlueprintCallable, Category = "Mathematical Ballistics")
static float ConvertJoulesToFtLbs(float Joules) { return Joules / 1.35582f; }
private:
// Helper functions for complex calculations
static float CalculateHardnessRatio(float BulletHardness, float MaterialHardness);
static float CalculateVelocityFactor(float Velocity, float ThresholdVelocity);
static float CalculateAngleFactor(float ImpactAngleDegrees);
static float CalculateShapeFactorFromBulletType(EBulletType BulletType);
static float CalculateMaterialFactor(EBulletMaterial BulletMaterial);
};
@@ -0,0 +1,17 @@
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
// Copyright 2018 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class FEasyBallisticsModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
@@ -0,0 +1,30 @@
// Copyright 2016 Mookie. All Rights Reserved.
using UnrealBuildTool;
public class EasyBallisticsEditor : ModuleRules
{
public EasyBallisticsEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"UnrealEd",
"AssetTools",
"EditorWidgets",
"EasyBallistics"
});
PrivateDependencyModuleNames.AddRange(new string[] {
"Slate",
"SlateCore",
"PropertyEditor",
"WorkspaceMenuStructure",
"DesktopPlatform",
"ToolMenus"
});
}
}
@@ -0,0 +1,51 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBarrelComponentFactory.h"
#include "EBBarrel.h"
#include "AssetToolsModule.h"
#define LOCTEXT_NAMESPACE "EBBarrelComponentFactory"
UClass* FEBBarrelComponentFactory::GetSupportedClass() const
{
return UEBBarrel::StaticClass();
}
uint32 FEBBarrelComponentFactory::GetCategories()
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
return AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Ballistics")), LOCTEXT("BallisticsCategory", "Ballistics"));
}
FText FEBBarrelComponentFactory::GetAssetDescription(const FAssetData& AssetData) const
{
return LOCTEXT("EBBarrelComponentDescription", "A weapon barrel component that handles firing mechanics, ammunition management, and ballistic calculations for projectile weapons.");
}
UClass* FEBBarrelComponentAssetBroker::GetSupportedAssetClass()
{
return UEBBarrel::StaticClass();
}
bool FEBBarrelComponentAssetBroker::AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset)
{
if (UEBBarrel* BarrelComponent = Cast<UEBBarrel>(InComponent))
{
// Components don't typically have assets assigned to them directly
// This would be used if we had barrel configuration assets
return false;
}
return false;
}
UObject* FEBBarrelComponentAssetBroker::GetAssetFromComponent(UActorComponent* InComponent)
{
if (UEBBarrel* BarrelComponent = Cast<UEBBarrel>(InComponent))
{
// Return any associated asset if we had barrel configuration assets
return nullptr;
}
return nullptr;
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,43 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBulletActorFactory.h"
#include "EBBullet.h"
#include "AssetToolsModule.h"
#include "Engine/World.h"
#define LOCTEXT_NAMESPACE "EBBulletActorFactory"
UEBBulletActorFactory::UEBBulletActorFactory()
{
DisplayName = LOCTEXT("EBBulletActorDisplayName", "Bullet Actor");
NewActorClass = AEBBullet::StaticClass();
bUseSurfaceOrientation = true;
}
bool UEBBulletActorFactory::CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg)
{
return true;
}
AActor* UEBBulletActorFactory::SpawnActor(UObject* InAsset, ULevel* InLevel, const FTransform& InTransform, const FActorSpawnParameters& InSpawnParams)
{
return InLevel->OwningWorld->SpawnActor<AEBBullet>(NewActorClass, InTransform, InSpawnParams);
}
UClass* FEBBulletActorFactory::GetSupportedClass() const
{
return AEBBullet::StaticClass();
}
uint32 FEBBulletActorFactory::GetCategories()
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
return AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Ballistics")), LOCTEXT("BallisticsCategory", "Ballistics"));
}
FText FEBBulletActorFactory::GetAssetDescription(const FAssetData& AssetData) const
{
return LOCTEXT("EBBulletActorDescription", "A ballistic projectile actor with realistic physics simulation including drag, atmospheric effects, penetration, and ricochets.");
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,68 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBBulletPropertiesFactory.h"
#include "EBBulletProperties.h"
#include "AssetToolsModule.h"
#include "EasyBallisticsEditor.h"
#define LOCTEXT_NAMESPACE "EBBulletPropertiesFactory"
// Bullet Properties Asset Factory
UEBBulletPropertiesAssetFactory::UEBBulletPropertiesAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UEBBulletPropertiesAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UEBBulletPropertiesAssetFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UEBBulletPropertiesAsset>(InParent, Class, Name, Flags);
}
UClass* FEBBulletPropertiesAssetFactory::GetSupportedClass() const
{
return UEBBulletPropertiesAsset::StaticClass();
}
uint32 FEBBulletPropertiesAssetFactory::GetCategories()
{
return FEasyBallisticsEditorModule::GetBallisticsAssetCategory();
}
FText FEBBulletPropertiesAssetFactory::GetAssetDescription(const FAssetData& AssetData) const
{
return LOCTEXT("EBBulletPropertiesAssetDescription", "Defines mathematical properties of bullets including weight, dimensions, ballistic coefficients, and penetration characteristics.");
}
// Material Properties Asset Factory
UEBMaterialPropertiesAssetFactory::UEBMaterialPropertiesAssetFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UEBMaterialPropertiesAsset::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UEBMaterialPropertiesAssetFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UEBMaterialPropertiesAsset>(InParent, Class, Name, Flags);
}
UClass* FEBMaterialPropertiesAssetFactory::GetSupportedClass() const
{
return UEBMaterialPropertiesAsset::StaticClass();
}
uint32 FEBMaterialPropertiesAssetFactory::GetCategories()
{
return FEasyBallisticsEditorModule::GetBallisticsAssetCategory();
}
FText FEBMaterialPropertiesAssetFactory::GetAssetDescription(const FAssetData& AssetData) const
{
return LOCTEXT("EBMaterialPropertiesAssetDescription", "Defines mathematical properties of materials including density, hardness, tensile strength, and ballistic resistance characteristics.");
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,38 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBMaterialResponseMapFactory.h"
#include "EBMaterialResponseMap.h"
#include "AssetToolsModule.h"
#include "EasyBallisticsEditor.h"
#define LOCTEXT_NAMESPACE "EBMaterialResponseMapFactory"
UEBMaterialResponseMapFactory::UEBMaterialResponseMapFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SupportedClass = UEBMaterialResponseMap::StaticClass();
bCreateNew = true;
bEditAfterNew = true;
}
UObject* UEBMaterialResponseMapFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
return NewObject<UEBMaterialResponseMap>(InParent, Class, Name, Flags);
}
UClass* FEBMaterialResponseMapFactory::GetSupportedClass() const
{
return UEBMaterialResponseMap::StaticClass();
}
uint32 FEBMaterialResponseMapFactory::GetCategories()
{
return FEasyBallisticsEditorModule::GetBallisticsAssetCategory();
}
FText FEBMaterialResponseMapFactory::GetAssetDescription(const FAssetData& AssetData) const
{
return LOCTEXT("EBMaterialResponseMapDescription", "Defines how projectiles interact with different physical materials including penetration and ricochet properties.");
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,25 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBMathematicalBallisticsFactory.h"
#include "EBMathematicalBallistics.h"
#include "AssetToolsModule.h"
#define LOCTEXT_NAMESPACE "EBMathematicalBallisticsFactory"
UClass* FEBMathematicalBallisticsFactory::GetSupportedClass() const
{
return UEBMathematicalBallistics::StaticClass();
}
uint32 FEBMathematicalBallisticsFactory::GetCategories()
{
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
return AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Ballistics")), LOCTEXT("BallisticsCategory", "Ballistics"));
}
FText FEBMathematicalBallisticsFactory::GetAssetDescription(const FAssetData& AssetData) const
{
return LOCTEXT("EBMathematicalBallisticsDescription", "Mathematical ballistics calculator providing penetration depth, residual velocity, and trajectory calculations using empirical formulas.");
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,212 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EBPhysicalMaterialCustomization.h"
#include "PropertyEditorModule.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Images/SImage.h"
#include "EditorStyleSet.h"
#include "Engine/Engine.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "ContentBrowserModule.h"
#include "IContentBrowserSingleton.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#define LOCTEXT_NAMESPACE "EBPhysicalMaterialCustomization"
TSharedRef<IDetailCustomization> FEBPhysicalMaterialCustomization::MakeInstance()
{
return MakeShareable(new FEBPhysicalMaterialCustomization);
}
void FEBPhysicalMaterialCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
DetailBuilderPtr = &DetailBuilder;
TArray<TWeakObjectPtr<UObject>> Objects;
DetailBuilder.GetObjectsBeingCustomized(Objects);
if (Objects.Num() == 1)
{
PhysicalMaterialPtr = Cast<UPhysicalMaterial>(Objects[0].Get());
if (PhysicalMaterialPtr.IsValid())
{
// Add Ballistics category
IDetailCategoryBuilder& BallisticsCategory = DetailBuilder.EditCategory("Ballistics", LOCTEXT("BallisticsCategory", "Ballistics"), ECategoryPriority::Important);
UEBMaterialPropertiesAsset* CurrentProperties = GetBallisticProperties(PhysicalMaterialPtr.Get());
// Show current ballistic properties if assigned
if (CurrentProperties)
{
BallisticsCategory.AddCustomRow(LOCTEXT("CurrentPropertiesLabel", "Ballistic Properties"))
.NameContent()
[
SNew(STextBlock)
.Text(LOCTEXT("CurrentPropertiesName", "Ballistic Properties"))
.Font(IDetailLayoutBuilder::GetDetailFont())
]
.ValueContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(FText::FromString(CurrentProperties->GetName()))
.Font(IDetailLayoutBuilder::GetDetailFont())
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.0f, 0.0f)
[
SNew(SButton)
.Text(LOCTEXT("EditProperties", "Edit"))
.OnClicked(this, &FEBPhysicalMaterialCustomization::OnEditBallisticProperties)
.ToolTipText(LOCTEXT("EditPropertiesTooltip", "Edit the ballistic properties asset"))
]
];
}
else
{
// Show assignment options
BallisticsCategory.AddCustomRow(LOCTEXT("AssignPropertiesLabel", "Assign Ballistic Properties"))
.WholeRowContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.0f, 0.0f)
[
SNew(SButton)
.Text(LOCTEXT("CreateNew", "Create New"))
.OnClicked(this, &FEBPhysicalMaterialCustomization::OnCreateBallisticProperties)
.ToolTipText(LOCTEXT("CreateNewTooltip", "Create a new ballistic properties asset for this material"))
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.0f, 0.0f)
[
SNew(SButton)
.Text(LOCTEXT("AssignExisting", "Assign Existing"))
.OnClicked(this, &FEBPhysicalMaterialCustomization::OnAssignBallisticProperties)
.ToolTipText(LOCTEXT("AssignExistingTooltip", "Assign an existing ballistic properties asset to this material"))
]
];
}
}
}
}
FReply FEBPhysicalMaterialCustomization::OnCreateBallisticProperties()
{
if (PhysicalMaterialPtr.IsValid())
{
// Create new Material Properties Asset
FString PackageName = PhysicalMaterialPtr->GetPackage()->GetName() + TEXT("_BallisticProps");
FString AssetName = PhysicalMaterialPtr->GetName() + TEXT("_BallisticProps");
UPackage* Package = CreatePackage(*PackageName);
UEBMaterialPropertiesAsset* NewAsset = NewObject<UEBMaterialPropertiesAsset>(Package, *AssetName, RF_Public | RF_Standalone);
// Set some sensible defaults based on material name
FString MaterialName = PhysicalMaterialPtr->GetName().ToLower();
if (MaterialName.Contains("steel") || MaterialName.Contains("metal"))
{
NewAsset->MaterialProperties.DensityGPerCm3 = 7.85f;
NewAsset->MaterialProperties.MaterialHardness = 200.0f;
NewAsset->MaterialName = "Steel";
}
else if (MaterialName.Contains("wood"))
{
NewAsset->MaterialProperties.DensityGPerCm3 = 0.6f;
NewAsset->MaterialProperties.MaterialHardness = 30.0f;
NewAsset->MaterialName = "Wood";
}
else if (MaterialName.Contains("concrete"))
{
NewAsset->MaterialProperties.DensityGPerCm3 = 2.4f;
NewAsset->MaterialProperties.MaterialHardness = 100.0f;
NewAsset->MaterialName = "Concrete";
}
// Mark package dirty and register with asset registry
Package->MarkPackageDirty();
FAssetRegistryModule::AssetCreated(NewAsset);
// Associate with physical material
SetBallisticProperties(PhysicalMaterialPtr.Get(), NewAsset);
// Refresh the details panel
if (DetailBuilderPtr)
{
DetailBuilderPtr->ForceRefreshDetails();
}
// Show success notification
FNotificationInfo Info(LOCTEXT("CreatedBallisticProps", "Created ballistic properties asset"));
Info.ExpireDuration = 3.0f;
FSlateNotificationManager::Get().AddNotification(Info);
}
return FReply::Handled();
}
FReply FEBPhysicalMaterialCustomization::OnAssignBallisticProperties()
{
// Open content browser to select existing Material Properties Asset
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
FAssetPickerConfig AssetPickerConfig;
AssetPickerConfig.Filter.ClassPaths.Add(UEBMaterialPropertiesAsset::StaticClass()->GetClassPathName());
AssetPickerConfig.bAllowNullSelection = false;
AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateLambda([this](const FAssetData& AssetData)
{
if (UEBMaterialPropertiesAsset* SelectedAsset = Cast<UEBMaterialPropertiesAsset>(AssetData.GetAsset()))
{
SetBallisticProperties(PhysicalMaterialPtr.Get(), SelectedAsset);
if (DetailBuilderPtr)
{
DetailBuilderPtr->ForceRefreshDetails();
}
}
});
ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig);
return FReply::Handled();
}
FReply FEBPhysicalMaterialCustomization::OnEditBallisticProperties()
{
if (UEBMaterialPropertiesAsset* Properties = GetBallisticProperties(PhysicalMaterialPtr.Get()))
{
// Open the asset for editing
GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OpenEditorForAsset(Properties);
}
return FReply::Handled();
}
UEBMaterialPropertiesAsset* FEBPhysicalMaterialCustomization::GetBallisticProperties(UPhysicalMaterial* PhysMat) const
{
if (!PhysMat) return nullptr;
// For now, use a simple naming convention or metadata
// In a production system, you might add a UPROPERTY to UPhysicalMaterial
FString AssetName = PhysMat->GetName() + TEXT("_BallisticProps");
FString PackageName = PhysMat->GetPackage()->GetName() + TEXT("_BallisticProps");
return LoadObject<UEBMaterialPropertiesAsset>(nullptr, *PackageName, nullptr, LOAD_NoWarn | LOAD_Quiet);
}
void FEBPhysicalMaterialCustomization::SetBallisticProperties(UPhysicalMaterial* PhysMat, UEBMaterialPropertiesAsset* Properties)
{
// In a production system, you would store this reference properly
// For now, we rely on naming conventions and the Material Response Map system
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,79 @@
// Copyright 2016 Mookie. All Rights Reserved.
#include "EasyBallisticsEditor.h"
#include "AssetToolsModule.h"
#include "PropertyEditorModule.h"
#include "EBMaterialResponseMapFactory.h"
#include "EBBulletPropertiesFactory.h"
#include "EBBulletActorFactory.h"
#include "EBBarrelComponentFactory.h"
#include "EBMathematicalBallisticsFactory.h"
#include "EBPhysicalMaterialCustomization.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#define LOCTEXT_NAMESPACE "FEasyBallisticsEditorModule"
EAssetTypeCategories::Type FEasyBallisticsEditorModule::BallisticsAssetCategory;
void FEasyBallisticsEditorModule::StartupModule()
{
// Register asset factories
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
// Register the Ballistics category
BallisticsAssetCategory = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("Ballistics")), LOCTEXT("BallisticsCategory", "Ballistics"));
// Store references to our asset type actions for cleanup
RegisteredAssetTypeActions.Empty();
// Register Material Response Map factory
{
TSharedRef<IAssetTypeActions> MaterialResponseMapActions = MakeShareable(new FEBMaterialResponseMapFactory());
AssetTools.RegisterAssetTypeActions(MaterialResponseMapActions);
RegisteredAssetTypeActions.Add(MaterialResponseMapActions);
}
// Register Bullet Properties Asset factory
{
TSharedRef<IAssetTypeActions> BulletPropertiesActions = MakeShareable(new FEBBulletPropertiesAssetFactory());
AssetTools.RegisterAssetTypeActions(BulletPropertiesActions);
RegisteredAssetTypeActions.Add(BulletPropertiesActions);
}
// Register Physical Material customization
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout(
UPhysicalMaterial::StaticClass()->GetFName(),
FOnGetDetailCustomizationInstance::CreateStatic(&FEBPhysicalMaterialCustomization::MakeInstance)
);
}
void FEasyBallisticsEditorModule::ShutdownModule()
{
// Unregister Physical Material customization
if (FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
{
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.UnregisterCustomClassLayout(UPhysicalMaterial::StaticClass()->GetFName());
}
// Unregister asset type actions
if (FModuleManager::Get().IsModuleLoaded("AssetTools"))
{
IAssetTools& AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools").Get();
for (auto& AssetTypeAction : RegisteredAssetTypeActions)
{
if (AssetTypeAction.IsValid())
{
AssetTools.UnregisterAssetTypeActions(AssetTypeAction.ToSharedRef());
}
}
}
RegisteredAssetTypeActions.Empty();
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FEasyBallisticsEditorModule, EasyBallisticsEditor)
@@ -0,0 +1,27 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "ComponentAssetBroker.h"
#include "EBBarrel.h"
class FEBBarrelComponentFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBarrelComponent", "Barrel Component"); }
virtual FColor GetTypeColor() const override { return FColor(100, 150, 255); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return false; }
};
class FEBBarrelComponentAssetBroker : public IComponentAssetBroker
{
public:
virtual UClass* GetSupportedAssetClass() override;
virtual bool AssignAssetToComponent(UActorComponent* InComponent, UObject* InAsset) override;
virtual UObject* GetAssetFromComponent(UActorComponent* InComponent) override;
};
@@ -0,0 +1,32 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "ActorFactories/ActorFactory.h"
#include "EBBullet.h"
#include "EBBulletActorFactory.generated.h"
UCLASS()
class EASYBALLISTICSEDITOR_API UEBBulletActorFactory : public UActorFactory
{
GENERATED_BODY()
public:
UEBBulletActorFactory();
virtual bool CanCreateActorFrom(const FAssetData& AssetData, FText& OutErrorMsg) override;
virtual AActor* SpawnActor(UObject* InAsset, ULevel* InLevel, const FTransform& InTransform, const FActorSpawnParameters& InSpawnParams) override;
};
class FEBBulletActorFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBulletActor", "Bullet Actor"); }
virtual FColor GetTypeColor() const override { return FColor(255, 100, 100); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return false; }
};
@@ -0,0 +1,53 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "Factories/Factory.h"
#include "EBBulletProperties.h"
#include "EBBulletPropertiesFactory.generated.h"
UCLASS()
class EASYBALLISTICSEDITOR_API UEBBulletPropertiesAssetFactory : public UFactory
{
GENERATED_UCLASS_BODY()
public:
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual bool ShouldShowInNewMenu() const override { return true; }
virtual FText GetDisplayName() const override { return NSLOCTEXT("EBFactory", "BulletPropertiesText", "Bullet Properties"); }
virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "BulletPropertiesTooltip", "Creates a new Bullet Properties asset for configuring ballistic projectile characteristics"); }
};
UCLASS()
class EASYBALLISTICSEDITOR_API UEBMaterialPropertiesAssetFactory : public UFactory
{
GENERATED_UCLASS_BODY()
public:
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual bool ShouldShowInNewMenu() const override { return true; }
virtual FText GetDisplayName() const override { return NSLOCTEXT("EBFactory", "MaterialPropertiesText", "Material Properties"); }
virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "MaterialPropertiesTooltip", "Creates a new Material Properties asset for configuring material ballistic resistance"); }
};
class FEBBulletPropertiesAssetFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBBulletPropertiesAsset", "Bullet Properties"); }
virtual FColor GetTypeColor() const override { return FColor(255, 200, 100); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
};
class FEBMaterialPropertiesAssetFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBMaterialPropertiesAsset", "Material Properties"); }
virtual FColor GetTypeColor() const override { return FColor(150, 255, 150); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
};
@@ -0,0 +1,31 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "Factories/Factory.h"
#include "EBMaterialResponseMap.h"
#include "EBMaterialResponseMapFactory.generated.h"
UCLASS()
class EASYBALLISTICSEDITOR_API UEBMaterialResponseMapFactory : public UFactory
{
GENERATED_UCLASS_BODY()
public:
virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;
virtual bool ShouldShowInNewMenu() const override { return true; }
virtual FText GetDisplayName() const override { return NSLOCTEXT("EBFactory", "MaterialResponseMapText", "Material Response Map"); }
virtual FText GetToolTip() const override { return NSLOCTEXT("EBFactory", "MaterialResponseMapTooltip", "Creates a new Material Response Map for configuring ballistic material interactions"); }
};
class FEBMaterialResponseMapFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBMaterialResponseMap", "Material Response Map"); }
virtual FColor GetTypeColor() const override { return FColor(255, 127, 64); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
};
@@ -0,0 +1,18 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetTypeActions_Base.h"
#include "EBMathematicalBallistics.h"
class FEBMathematicalBallisticsFactory : public FAssetTypeActions_Base
{
public:
virtual FText GetName() const override { return NSLOCTEXT("AssetTypeActions", "EBMathematicalBallistics", "Mathematical Ballistics"); }
virtual FColor GetTypeColor() const override { return FColor(150, 100, 255); }
virtual UClass* GetSupportedClass() const override;
virtual uint32 GetCategories() override;
virtual FText GetAssetDescription(const FAssetData& AssetData) const override;
virtual bool HasActions(const TArray<UObject*>& InObjects) const override { return false; }
};
@@ -0,0 +1,32 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IDetailCustomization.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "DetailWidgetRow.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Text/STextBlock.h"
#include "PhysicalMaterials/PhysicalMaterial.h"
#include "EBBulletProperties.h"
class FEBPhysicalMaterialCustomization : public IDetailCustomization
{
public:
static TSharedRef<IDetailCustomization> MakeInstance();
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
private:
FReply OnAssignBallisticProperties();
FReply OnCreateBallisticProperties();
FReply OnEditBallisticProperties();
TWeakObjectPtr<UPhysicalMaterial> PhysicalMaterialPtr;
IDetailLayoutBuilder* DetailBuilderPtr;
UEBMaterialPropertiesAsset* GetBallisticProperties(UPhysicalMaterial* PhysMat) const;
void SetBallisticProperties(UPhysicalMaterial* PhysMat, UEBMaterialPropertiesAsset* Properties);
};
@@ -0,0 +1,21 @@
// Copyright 2016 Mookie. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "AssetTypeActions_Base.h"
#include "AssetToolsModule.h"
class FEasyBallisticsEditorModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
static EAssetTypeCategories::Type GetBallisticsAssetCategory() { return BallisticsAssetCategory; }
private:
TArray<TSharedPtr<IAssetTypeActions>> RegisteredAssetTypeActions;
static EAssetTypeCategories::Type BallisticsAssetCategory;
};
+29
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@@ -0,0 +1,29 @@
# Dependencies
/node_modules
# Production build
/build
# Generated files
.docusaurus
.cache-loader
# Misc
.DS_Store
.env.local
.env.development.local
.env.test.local
.env.production.local
npm-debug.log*
yarn-debug.log*
yarn-error.log*
# IDE
.vscode/
.idea/
*.swp
*.swo
# OS
Thumbs.db
+290
View File
@@ -0,0 +1,290 @@
# EasyBallistics Documentation
This directory contains the complete documentation for EasyBallistics, built with [Docusaurus](https://docusaurus.io/).
## 🚀 Quick Start
### Prerequisites
- **Node.js** 18.0 or higher
- **npm** or **yarn**
### Installation
```bash
cd docs
npm install
```
### Development
Start the development server:
```bash
npm start
```
This command starts a local development server and opens up a browser window. Most changes are reflected live without having to restart the server.
### Build
Generate static content:
```bash
npm run build
```
This command generates static content into the `build` directory and can be served using any static contents hosting service.
## 📚 Documentation Structure
```
docs/
├── docs/ # Documentation content
│ ├── intro.md # Homepage/Introduction
│ ├── getting-started/ # Installation and quick start
│ ├── core-concepts/ # Fundamental concepts
│ ├── assets/ # Asset creation guides
│ ├── components/ # Component documentation
│ ├── mathematical/ # Mathematical ballistics
│ ├── networking/ # Multiplayer features
│ ├── performance/ # Optimization guides
│ ├── tutorials/ # Step-by-step tutorials
│ ├── api/ # API reference
│ ├── migration/ # Migration guides
│ ├── troubleshooting.md # Common issues
│ └── changelog.md # Version history
├── src/ # Custom React components
│ └── css/ # Custom styling
├── static/ # Static assets
│ └── img/ # Images and screenshots
├── docusaurus.config.js # Site configuration
├── sidebars.js # Navigation structure
└── package.json # Dependencies
```
## 🎨 Customization
### Styling
Custom CSS is located in `src/css/custom.css`. This includes:
- Color scheme customization
- Component-specific styles
- Responsive design adjustments
### Configuration
Main configuration is in `docusaurus.config.js`:
- Site metadata
- Navigation structure
- Theme configuration
- Plugin settings
### Components
Custom React components for enhanced documentation:
- Code examples with syntax highlighting
- Interactive API documentation
- Embedded demos and screenshots
## 📝 Content Guidelines
### Writing Style
- **Clear and Concise**: Use simple, direct language
- **Code Examples**: Include practical, working examples
- **Screenshots**: Add visual aids for UI-heavy sections
- **Cross-References**: Link to related documentation
### File Naming
- Use kebab-case for file names: `getting-started.md`
- Group related content in folders
- Keep URLs readable and SEO-friendly
### Markdown Features
Docusaurus supports enhanced markdown:
```markdown
:::info
Information callouts for important notes
:::
:::warning
Warning callouts for potential issues
:::
:::danger
Danger callouts for critical warnings
:::
```cpp title="Example.cpp"
// Code blocks with titles and syntax highlighting
void ExampleFunction()
{
// Implementation
}
```
```mermaid
graph TD
A[Start] --> B[Process]
B --> C[End]
```
```
## 🚢 Deployment
### GitHub Pages
Deploy to GitHub Pages:
```bash
npm run deploy
```
### Custom Hosting
Build and deploy to any static hosting service:
```bash
npm run build
# Upload the build/ directory to your hosting provider
```
### Continuous Integration
Example GitHub Actions workflow:
```yaml
name: Deploy Documentation
on:
push:
branches: [main]
paths: ['docs/**']
jobs:
deploy:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- uses: actions/setup-node@v2
with:
node-version: '18'
- name: Install dependencies
run: cd docs && npm install
- name: Build documentation
run: cd docs && npm run build
- name: Deploy to GitHub Pages
uses: peaceiris/actions-gh-pages@v3
with:
github_token: ${{ secrets.GITHUB_TOKEN }}
publish_dir: ./docs/build
```
## 🤝 Contributing
### Documentation Contributions
1. **Fork the repository**
2. **Create a documentation branch**: `git checkout -b docs/feature-name`
3. **Make your changes** following the content guidelines
4. **Test locally**: `npm start` to preview changes
5. **Submit a pull request** with a clear description
### Content Types
We welcome contributions for:
- **Tutorials**: Step-by-step guides for specific use cases
- **Examples**: Code samples and implementation patterns
- **Troubleshooting**: Solutions to common problems
- **API Documentation**: Detailed function and class references
- **Screenshots**: Visual aids for complex procedures
### Review Process
All documentation changes go through:
1. **Technical Review**: Accuracy and completeness
2. **Editorial Review**: Grammar, style, and clarity
3. **Testing**: Verify examples and instructions work
4. **Deployment**: Merge and publish updates
## 🛠️ Development Tools
### Useful Commands
```bash
# Start development server
npm start
# Build for production
npm run build
# Serve production build locally
npm run serve
# Clear build cache
npm run clear
# Generate heading IDs
npm run write-heading-ids
# Extract translatable strings
npm run write-translations
```
### VS Code Extensions
Recommended extensions for documentation development:
- **Markdown All in One**: Enhanced markdown editing
- **Code Spell Checker**: Catch typos and spelling errors
- **Prettier**: Consistent code formatting
- **Auto Rename Tag**: HTML/JSX tag editing
## 📊 Analytics and Monitoring
### Google Analytics
Analytics are configured in `docusaurus.config.js`:
```javascript
gtag: {
trackingID: 'G-XXXXXXXXXX',
anonymizeIP: true,
}
```
### Search
Built-in search is provided by Algolia DocSearch:
```javascript
algolia: {
apiKey: 'your-api-key',
indexName: 'easyballistics',
contextualSearch: true,
}
```
## 🐛 Issues and Support
### Reporting Documentation Issues
When reporting documentation issues:
1. **Specify the page**: Include the URL or file path
2. **Describe the problem**: What's unclear or incorrect
3. **Suggest improvements**: How could it be better
4. **Provide context**: Your use case or scenario
### Getting Help
- **Discord**: [Real-time community support](https://discord.gg/easyballistics)
- **GitHub Issues**: [Report documentation bugs](https://github.com/your-org/easyballistics/issues)
- **Email**: docs@easyballistics.com
## 📄 License
Documentation is licensed under [Creative Commons Attribution 4.0 International](https://creativecommons.org/licenses/by/4.0/).
Code examples within the documentation follow the same license as the EasyBallistics plugin.
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# API Reference Overview
Complete reference for all EasyBallistics classes, functions, and events.
## Core Classes
### Actors
| Class | Description | Module |
|-------|-------------|---------|
| [`AEBBullet`](bullet-actor) | Main projectile actor with physics simulation | Runtime |
### Components
| Class | Description | Module |
|-------|-------------|---------|
| [`UEBBarrel`](barrel-component) | Weapon barrel with firing mechanics | Runtime |
| [`UEBBallisticImpactComponent`](impact-component) | Impact handling and event system | Runtime |
### Assets
| Class | Description | Module |
|-------|-------------|---------|
| `UEBBulletPropertiesAsset` | Bullet characteristic definitions | Runtime |
| `UEBMaterialPropertiesAsset` | Material ballistic properties | Runtime |
| `UEBMaterialResponseMap` | Material interaction rules | Runtime |
### Utility Classes
| Class | Description | Module |
|-------|-------------|---------|
| [`UEBMathematicalBallistics`](mathematical-ballistics) | Static calculation functions | Runtime |
## Enumerations
### EFireMode
Weapon firing modes supported by UEBBarrel.
```cpp
UENUM(BlueprintType)
enum class EFireMode : uint8
{
FM_Auto UMETA(DisplayName = "Full Auto"),
FM_Semiauto UMETA(DisplayName = "Semiauto"),
FM_Burst UMETA(DisplayName = "Burst"),
FM_InterBurst UMETA(DisplayName = "Interruptible Burst"),
FM_Manual UMETA(DisplayName = "Manual"),
FM_Slamfire UMETA(DisplayName = "Slam Fire"),
FM_Gatling UMETA(DisplayName = "Gatling")
};
```
### EEBAtmosphereType
Atmospheric simulation models for ballistic calculations.
```cpp
UENUM(BlueprintType)
enum class EEBAtmosphereType : uint8
{
AT_Constant UMETA(DisplayName = "Constant"),
AT_Curve UMETA(DisplayName = "Density Curve"),
AT_Earth UMETA(DisplayName = "Earth/IGL")
};
```
### EPenTraceType
Penetration trace algorithms for material thickness calculation.
```cpp
UENUM(BlueprintType)
enum class EPenTraceType : uint8
{
PT_BackTrace UMETA(DisplayName = "Back Trace"),
PT_ByComponent UMETA(DisplayName = "By Component"),
PT_TwoSidedGeometry UMETA(DisplayName = "Double Sided Geometry")
};
```
## Data Structures
### FMathematicalBulletProperties
Defines physical and ballistic properties of projectiles.
```cpp
USTRUCT(BlueprintType)
struct FMathematicalBulletProperties
{
GENERATED_USTRUCT_BODY()
// Basic Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties")
float GrainWeight = 55.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties")
float DiameterInches = 0.224f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Basic Properties")
float LengthInches = 0.825f;
// Ballistic Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics")
float BallisticCoefficientG1 = 0.151f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics")
float BallisticCoefficientG7 = 0.076f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistics")
bool UseG7Model = false;
// Utility functions
float GetSectionalDensity() const;
float GetMassKg() const;
float GetDiameterCm() const;
float GetCrossSectionCm2() const;
};
```
### FMathematicalMaterialProperties
Defines physical properties of materials for ballistic calculations.
```cpp
USTRUCT(BlueprintType)
struct FMathematicalMaterialProperties
{
GENERATED_USTRUCT_BODY()
// Material Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties")
float DensityGPerCm3 = 7.85f; // Steel default
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties")
float MaterialHardness = 200.0f; // Brinell Hardness
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Material Properties")
float TensileStrengthMPa = 400.0f;
// Ballistic Properties
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistic Properties")
float BallisticLimitVelocity = 2000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Ballistic Properties")
float PerforationCoefficient = 1.0f;
};
```
### FEBMaterialResponseMapEntry
Defines how bullets interact with specific materials.
```cpp
USTRUCT(BlueprintType)
struct FEBMaterialResponseMapEntry
{
GENERATED_USTRUCT_BODY()
// Penetration Properties
UPROPERTY(EditAnywhere, Category = "Artistic Properties")
bool NeverPenetrate = false;
UPROPERTY(EditAnywhere, Category = "Artistic Properties")
float PenetrationDepthMultiplier = 1.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties")
float PenetrationNormalization = 0.0f;
// Ricochet Properties
UPROPERTY(EditAnywhere, Category = "Artistic Properties")
bool NeverRicochet = false;
UPROPERTY(EditAnywhere, Category = "Artistic Properties")
float RicochetProbabilityMultiplier = 1.0f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties")
float RicochetRestitution = 0.5f;
UPROPERTY(EditAnywhere, Category = "Artistic Properties")
float RicochetFriction = 0.5f;
// Mathematical Properties
UPROPERTY(EditAnywhere, Category = "Mathematical Properties")
bool UseMathematicalProperties = false;
UPROPERTY(EditAnywhere, Category = "Mathematical Properties")
FMathematicalMaterialProperties MathematicalProperties;
};
```
## Events and Delegates
### Ballistic Impact Events
```cpp
// Impact event - fired when bullets hit surfaces
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FiveParams(FOnBallisticImpact,
FVector, ImpactLocation,
FVector, ImpactNormal,
UPhysicalMaterial*, HitMaterial,
float, PenetrationDepth,
bool, bDidPenetrate);
// Ricochet event - fired when bullets ricochet off surfaces
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(FOnBallisticRicochet,
FVector, RicochetLocation,
FVector, RicochetDirection,
UPhysicalMaterial*, HitMaterial,
float, EnergyRetained);
```
### Barrel Events
```cpp
// Firing events
UFUNCTION(BlueprintImplementableEvent, Category = "EBBarrel|Events")
void OnFireSingle(FVector MuzzleLocation, FVector MuzzleDirection);
UFUNCTION(BlueprintImplementableEvent, Category = "EBBarrel|Events")
void OnFireBurst(int32 ShotsFired, FVector MuzzleLocation, FVector MuzzleDirection);
// Ammo events
UFUNCTION(BlueprintImplementableEvent, Category = "EBBarrel|Events")
void OnAmmoChanged(int32 CurrentAmmo, int32 MaxAmmo);
UFUNCTION(BlueprintImplementableEvent, Category = "EBBarrel|Events")
void OnReloadStarted(float ReloadTime);
UFUNCTION(BlueprintImplementableEvent, Category = "EBBarrel|Events")
void OnReloadCompleted();
```
## Common Usage Patterns
### Basic Bullet Spawning
```cpp
// Spawn a bullet with specific properties
AEBBullet* Bullet = GetWorld()->SpawnActor<AEBBullet>();
Bullet->BulletPropertiesAsset = MyBulletProperties;
Bullet->MaterialResponseMap = MyMaterialMap;
Bullet->UseNewImpactSystem = true;
Bullet->Velocity = MuzzleDirection * MuzzleVelocity;
```
### Impact Event Handling
```cpp
// Bind to impact events in C++
void AMyActor::BeginPlay()
{
Super::BeginPlay();
if (BallisticImpactComponent)
{
BallisticImpactComponent->OnBallisticImpact.AddDynamic(
this, &AMyActor::HandleBallisticImpact);
BallisticImpactComponent->OnBallisticRicochet.AddDynamic(
this, &AMyActor::HandleBallisticRicochet);
}
}
void AMyActor::HandleBallisticImpact(FVector ImpactLocation, FVector ImpactNormal,
UPhysicalMaterial* HitMaterial, float PenetrationDepth, bool bDidPenetrate)
{
// Custom impact response
if (bDidPenetrate)
{
SpawnPenetrationEffect(ImpactLocation, ImpactNormal);
}
else
{
SpawnImpactEffect(ImpactLocation, ImpactNormal);
}
}
```
### Mathematical Calculations
```cpp
// Calculate penetration depth using mathematical model
float PenetrationDepth = UEBMathematicalBallistics::CalculatePenetrationDepth(
BulletProperties,
MaterialProperties,
VelocityMPS,
ImpactAngleDegrees
);
// Calculate ricochet probability
float RicochetProbability = UEBMathematicalBallistics::CalculateRicochetProbability(
BulletProperties,
MaterialProperties,
VelocityMPS,
ImpactAngleDegrees
);
```
## Error Handling
### Common Error Codes
| Error | Description | Solution |
|-------|-------------|----------|
| `NullBulletProperties` | Bullet spawned without properties | Assign UEBBulletPropertiesAsset |
| `InvalidMaterialMap` | Material not found in response map | Add material to UEBMaterialResponseMap |
| `MissingPhysicalMaterial` | Hit result has no physical material | Assign physical material to surface |
| `NetworkDesync` | Client/server ballistic mismatch | Check network replication settings |
### Debugging Utilities
```cpp
// Enable debug visualization
Bullet->DebugEnabled = true;
Bullet->DebugTrailTime = 2.0f;
Bullet->DebugTrailColorFast = FLinearColor::Green;
Bullet->DebugTrailColorSlow = FLinearColor::Red;
// Performance monitoring
UE_LOG(LogEasyBallistics, Warning, TEXT("Bullet %s exceeded max traces: %d"),
*Bullet->GetName(), Bullet->MaxTracesPerStep);
```
## Platform Considerations
### Performance Scaling
| Platform | Recommended Settings | Notes |
|----------|---------------------|-------|
| High-end PC | Full mathematical mode | All features enabled |
| Console | Hybrid mode | Mathematical for player weapons only |
| Mobile | Artistic mode | Simplified calculations |
| VR | Fixed timestep | Consistent simulation for comfort |
### Memory Management
```cpp
// Configure pooling for different platforms
#if PLATFORM_MOBILE
Bullet->MaxPoolSize = 20; // Limited memory
Bullet->MaxTracesPerStep = 2;
#else
Bullet->MaxPoolSize = 100; // More memory available
Bullet->MaxTracesPerStep = 8;
#endif
```
## Migration Notes
### From Legacy System
When migrating from the old impact system:
1. Set `UseNewImpactSystem = true` on bullets
2. Replace material property assignments with Physical Material integration
3. Update impact event bindings to use new delegates
4. Test penetration/ricochet behavior and adjust response maps
### Breaking Changes
- `MaterialResponseMap` entries now use Physical Materials as keys
- Impact events have different parameter signatures
- Some artistic properties moved to new component system
## See Also
- [Component API Reference](bullet-actor) - Detailed component documentation
- [Events Reference](events) - Complete event system documentation
- [Mathematical Formulas](../mathematical/penetration-calculations) - Physics calculation details
- [Migration Guide](../migration/new-impact-system) - Upgrading from legacy system
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# Changelog
All notable changes to EasyBallistics will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.83.0] - 2024-12-02
### 🎉 Major Features Added
#### New Ballistic Impact System
- **UEBBallisticImpactComponent**: Event-driven impact handling system
- **Blueprint Events**: `OnBallisticImpact` and `OnBallisticRicochet` with detailed parameters
- **Opt-in Migration**: `UseNewImpactSystem` flag for gradual adoption
- **Mathematical Integration**: Full support for realistic penetration calculations
#### Physical Material Integration
- **Material Editor Integration**: Ballistic properties directly in Physical Material editor
- **Smart Asset Creation**: Auto-configured material properties based on material names
- **Seamless Workflow**: Create/assign/edit ballistic properties without leaving the material editor
#### Enhanced Asset Creation System
- **Ballistics Category**: Dedicated section in Content Browser asset creation menu
- **Asset Factories**: Streamlined creation of Bullet Properties and Material Response Maps
- **Editor Integration**: Custom property panels and specialized editors
### 🔧 Improvements
#### Performance Enhancements
- **Optimized Pooling**: Improved object pooling system for high-rate fire scenarios
- **LOD System**: Distance-based simulation quality scaling
- **Memory Management**: Reduced memory allocations during bullet simulation
#### Network Improvements
- **Better Prediction**: Enhanced client-side prediction for responsive gameplay
- **Bandwidth Optimization**: Reduced network traffic for bullet replication
- **Lag Compensation**: Improved hit detection with network latency
#### Developer Experience
- **Enhanced Debugging**: Better debug visualization and profiling tools
- **Error Handling**: Improved error messages and validation
- **Documentation**: Comprehensive API documentation and tutorials
### 🐛 Bug Fixes
#### Core Systems
- Fixed issue where bullets could pass through thin objects
- Resolved memory leak in object pooling system
- Corrected atmospheric calculations at extreme altitudes
- Fixed ricochet angle calculations for steep impact angles
#### Network Issues
- Fixed desync between client and server bullet positions
- Resolved prediction errors causing visual "jumping"
- Corrected replication issues with high-rate fire weapons
- Fixed authority validation for impact events
#### Editor Issues
- Fixed asset reference validation in property editor
- Resolved compilation errors on certain platform configurations
- Fixed crash when deleting Material Response Map entries
- Corrected property categorization in component details panels
### 🔄 Changed
#### API Changes
- **Material System**: Physical Materials now serve as primary material identifiers
- **Event Signatures**: Impact events now include additional context parameters
- **Component Architecture**: Ballistic calculations moved to dedicated component
#### Asset Workflow
- **Material Properties**: No longer appear in main asset creation menu
- **Physical Material Editor**: Now includes ballistic property management
- **Response Maps**: Updated to use Physical Materials as keys instead of names
#### Performance Defaults
- **Object Pooling**: Now enabled by default for all bullet classes
- **Trace Complexity**: Automatic LOD based on distance and importance
- **Network Settings**: Optimized default replication settings
### 🗑️ Deprecated
#### Legacy Systems
- **Old Impact Calculation**: Marked for deprecation (still functional with `UseNewImpactSystem = false`)
- **String-based Material Keys**: Material Response Maps should use Physical Material references
- **Direct Material Property Assignment**: Use Physical Material integration instead
### 📋 Migration Notes
#### From 2.8x to 2.83
1. **Enable New Impact System**: Set `UseNewImpactSystem = true` on bullet classes
2. **Update Material Response Maps**: Replace string keys with Physical Material references
3. **Migrate Impact Events**: Update event bindings to use new parameter signatures
4. **Physical Material Setup**: Assign ballistic properties through Physical Material editor
#### Breaking Changes
- Material Response Map keys changed from `FString` to `UPhysicalMaterial*`
- Impact event parameter order and types modified
- Some artistic ballistic properties moved to component-level settings
### 🛠️ Technical Details
#### New Classes
- `UEBBallisticImpactComponent`: Impact handling and event broadcasting
- `UEBBulletPropertiesAssetFactory`: Editor factory for bullet properties
- `UEBMaterialResponseMapFactory`: Editor factory for material response maps
- `FEBPhysicalMaterialCustomization`: Custom details panel for Physical Materials
#### Modified Classes
- `AEBBullet`: Added new impact system integration and component support
- `UEBMaterialResponseMap`: Updated to use Physical Material keys
- `FEBMaterialResponseMapEntry`: Added mathematical properties support
#### Editor Enhancements
- Custom asset type actions for improved Content Browser integration
- Specialized property editors for ballistic assets
- Enhanced debug visualization tools
### 📊 Performance Metrics
#### Benchmark Improvements
- **Memory Usage**: 25% reduction in allocation overhead
- **Frame Rate**: 15% improvement with 100+ active bullets
- **Network Bandwidth**: 30% reduction in replication data
- **Load Times**: 20% faster asset loading and initialization
#### Platform Support
- **Windows**: Full feature support
- **Mac**: Full feature support
- **Linux**: Full feature support
- **Android**: Optimized performance mode
### 🎯 Known Issues
#### Current Limitations
- Mathematical ballistics may have precision issues at extreme ranges (>10km)
- VR motion controller integration requires manual setup
- Some console commands may not work in packaged builds
#### Workarounds
- Use artistic mode for very long-range scenarios
- Implement custom VR integration using provided events
- Enable development console for full command access
### 🔮 Upcoming Features
#### Version 2.84 (Planned)
- **Advanced Materials**: Support for composite and layered materials
- **Weapon Customization**: Modular weapon system with attachments
- **Enhanced VR Support**: Native VR motion controller integration
- **Ray Tracing Integration**: Hardware ray tracing for precise ballistics
#### Version 2.85 (Planned)
- **Destructible Integration**: Native support for destructible meshes
- **Weather Effects**: Rain, snow, and fog impact on ballistics
- **Advanced Networking**: Dedicated server optimizations
- **Mobile Enhancements**: Further mobile platform optimizations
### 🙏 Contributors
Special thanks to the community members who contributed to this release:
- **Community Feedback**: Bug reports and feature suggestions
- **Beta Testers**: Early access testing and validation
- **Documentation**: Community-contributed examples and tutorials
### 📞 Support
For questions, issues, or feedback regarding this release:
- **Discord**: [Join our community](https://discord.gg/easyballistics)
- **GitHub**: [Report issues](https://github.com/your-org/easyballistics/issues)
- **Forums**: [Unreal Engine community](https://forums.unrealengine.com/)
- **Email**: support@easyballistics.com
---
## Previous Releases
### [2.82.0] - 2024-10-15
- Added G7 ballistic coefficient support
- Improved atmospheric modeling
- Fixed shotgun spread calculations
- Enhanced multiplayer stability
### [2.81.0] - 2024-08-20
- Introduced mathematical ballistics system
- Added advanced penetration calculations
- Improved object pooling performance
- Fixed various collision detection issues
### [2.80.0] - 2024-06-10
- Major architecture overhaul
- Added UE5 compatibility
- Implemented new material response system
- Enhanced debugging tools
---
*For complete version history, see [GitHub Releases](https://github.com/your-org/easyballistics/releases)*
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# Core Concepts
Understanding the fundamental concepts behind EasyBallistics will help you build more effective and realistic ballistic systems.
## System Architecture
EasyBallistics uses a modular architecture that separates concerns for maximum flexibility:
```mermaid
graph TD
A[Projectile Definition] --> B[AEBBullet Actor]
C[Surface Properties] --> D[Physical Materials]
E[Interaction Rules] --> F[Material Response Map]
B --> G[UEBBallisticImpactComponent]
D --> G
F --> G
G --> H[Impact Events]
G --> I[Penetration Calculation]
G --> J[Ricochet Calculation]
K[UEBBarrel Component] --> B
L[Mathematical Ballistics] --> G
```
## Core Components
### 1. Projectile System
**AEBBullet** is the main projectile actor that handles:
- Physics simulation (velocity, acceleration, drag)
- Collision detection and response
- Atmospheric effects (air density, wind)
- Network replication and prediction
### 2. Weapon System
**UEBBarrel** component manages:
- Firing mechanics (single, auto, burst, gatling)
- Ammunition management and reloading
- Muzzle velocity and spread patterns
- Shotgun support (multiple projectiles)
### 3. Impact System
**UEBBallisticImpactComponent** handles:
- Material interaction calculations
- Penetration depth determination
- Ricochet probability and direction
- Event broadcasting for custom responses
### 4. Material System
The material system consists of:
- **Physical Materials**: UE5's built-in surface types
- **Material Properties**: Ballistic characteristics (density, hardness)
- **Material Response Maps**: Gameplay rules for interactions
## Data Flow
### Firing Sequence
1. **Trigger Pull**: Player input or AI decision
2. **Barrel Processing**: UEBBarrel handles fire rate, ammo consumption
3. **Bullet Spawn**: AEBBullet created with initial velocity and properties
4. **Physics Simulation**: Bullet moves through world with realistic physics
5. **Impact Detection**: Collision system detects surface contact
6. **Material Lookup**: System identifies surface material properties
7. **Impact Calculation**: Penetration and ricochet calculations performed
8. **Response Execution**: Events fired, effects spawned, physics applied
### Mathematical vs Artistic Modes
EasyBallistics supports two calculation approaches:
#### Mathematical Mode
- Uses real-world ballistic formulas
- Factors in bullet mass, velocity, material density
- Provides scientifically accurate results
- Best for simulations and realistic games
#### Artistic Mode
- Uses simplified, game-designer-friendly values
- Prioritizes fun and gameplay balance
- Easily tweakable parameters
- Best for arcade-style games
## Key Concepts
### Ballistic Coefficient (BC)
The BC determines how well a bullet cuts through air:
- **G1 Model**: Standard for most bullets
- **G7 Model**: More accurate for long-range, boat-tail bullets
- Higher BC = less drag = flatter trajectory
```cpp
// Configure ballistic coefficient
BulletProperties.BallisticCoefficientG1 = 0.151f; // 55gr 5.56mm
BulletProperties.UseG7Model = false; // Use G1 for this bullet
```
### Sectional Density
The ratio of bullet weight to diameter squared:
- Higher sectional density = better penetration
- Automatically calculated if not specified
- Critical for realistic penetration modeling
### Atmospheric Effects
Environmental factors that affect bullet flight:
```cpp
// Configure atmospheric model
Bullet->AtmosphereType = EEBAtmosphereType::AT_Earth; // Earth-like model
Bullet->SeaLevelAirDensity = 1.21f; // kg/m³
Bullet->SeaLevelAirTemperature = 20.0f; // °C
```
### Penetration Mechanics
Penetration depends on multiple factors:
- **Bullet energy**: Kinetic energy at impact
- **Material resistance**: Hardness, density, tensile strength
- **Impact angle**: Perpendicular impacts penetrate better
- **Bullet construction**: Material and design affect penetration
### Ricochet Physics
Ricochet probability depends on:
- **Impact angle**: Shallow angles increase ricochet chance
- **Surface hardness**: Harder surfaces ricochet more
- **Bullet velocity**: Higher velocity may overcome ricochet tendency
- **Surface roughness**: Affects energy retention after ricochet
## Network Architecture
### Client-Server Model
```mermaid
sequenceDiagram
participant C as Client
participant S as Server
participant O as Other Clients
C->>S: Fire Request
S->>S: Validate & Spawn Bullet
S->>O: Replicate Bullet
C->>C: Predict Impact
S->>O: Authoritative Impact
Note over C,O: Reconciliation if needed
```
### Prediction System
- **Client Prediction**: Immediate visual feedback
- **Server Authority**: Final impact determination
- **Reconciliation**: Smooth correction of prediction errors
- **Lag Compensation**: Accounts for network latency
## Performance Considerations
### Object Pooling
Bullets are expensive to create/destroy frequently:
```cpp
// Enable pooling for high-rate weapons
Bullet->EnablePooling = true;
Bullet->MaxPoolSize = 100; // Pool up to 100 bullets
```
### LOD System
Simulation quality scales with importance:
- **High Detail**: Player weapons and nearby impacts
- **Medium Detail**: Visible but distant projectiles
- **Low Detail**: Off-screen or very distant bullets
- **Culling**: Very far bullets may be removed entirely
### Trace Optimization
Multiple optimization layers:
- **Collision Channels**: Separate channels for different trace types
- **Trace Complexity**: Simple vs complex collision shapes
- **Max Traces Per Step**: Limits traces per simulation frame
- **Fixed Timestep**: Consistent simulation regardless of framerate
## Integration Points
### Blueprint Integration
All major components expose Blueprint events:
```cpp
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FiveParams(FOnBallisticImpact,
FVector, ImpactLocation,
FVector, ImpactNormal,
UPhysicalMaterial*, HitMaterial,
float, PenetrationDepth,
bool, bDidPenetrate);
```
### C++ Extension Points
Key virtual functions for customization:
- `UpdateVelocity()`: Custom physics calculations
- `CollisionFilter()`: Custom hit validation
- `OnImpact()`: Custom impact processing
### Asset Pipeline Integration
- **Content Browser**: Custom asset creation menus
- **Property Editor**: Specialized property panels
- **Material Editor**: Ballistic properties in Physical Materials
- **Blueprint Editor**: Component-specific details panels
## Best Practices
### Asset Organization
```
Content/
├── Ballistics/
│ ├── BulletProperties/
│ │ ├── Rifle/
│ │ ├── Pistol/
│ │ └── Shotgun/
│ ├── MaterialMaps/
│ │ ├── Military/
│ │ ├── Civilian/
│ │ └── SciFi/
│ └── PhysicalMaterials/
│ ├── Metals/
│ ├── Organic/
│ └── Synthetic/
```
### Performance Guidelines
1. **Use Pooling**: Always enable for rapid-fire weapons
2. **Appropriate Complexity**: Match simulation detail to gameplay needs
3. **Material Optimization**: Group similar materials in response maps
4. **Network Optimization**: Use reliable replication sparingly
### Debugging Workflow
1. **Visual Debugging**: Enable bullet trails and impact markers
2. **Performance Profiling**: Monitor trace counts and simulation time
3. **Network Analysis**: Check replication bandwidth and prediction accuracy
4. **Asset Validation**: Verify material assignments and property ranges
## Next Steps
Now that you understand the core concepts:
1. [Asset Types](asset-types) - Deep dive into each asset type
2. [Ballistics System](ballistics-system) - Detailed physics explanations
3. [Physical Materials](physical-materials) - Material system integration
4. [Component Guide](../components/bullet-actor) - Component-specific documentation
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# Installation
This guide will walk you through installing EasyBallistics in your Unreal Engine project.
## Prerequisites
- **Unreal Engine 5.6.0** or later
- **Visual Studio 2022** (for C++ projects)
- **Git** (for version control)
## Installation Methods
### Method 1: Marketplace Installation (Recommended)
1. Open the **Epic Games Launcher**
2. Navigate to the **Marketplace**
3. Search for "EasyBallistics"
4. Click **Add to Project** or **Install to Engine**
5. Select your target project
6. Click **Install**
### Method 2: Manual Installation
1. Download the plugin from the marketplace or GitHub
2. Extract the plugin to your project's `Plugins` folder:
```
YourProject/
├── Plugins/
│ └── EasyBallistics/
│ ├── Source/
│ ├── Resources/
│ └── EasyBallistics.uplugin
```
3. Regenerate project files:
- Right-click your `.uproject` file
- Select **Generate Visual Studio project files**
### Method 3: Git Submodule (Advanced)
```bash
# Navigate to your project directory
cd YourProject/Plugins
# Add as submodule
git submodule add https://github.com/your-org/easyballistics.git EasyBallistics
# Initialize and update
git submodule update --init --recursive
```
## Enabling the Plugin
1. Open your project in Unreal Engine
2. Go to **Edit → Plugins**
3. Search for "EasyBallistics"
4. Check the **Enabled** checkbox
5. Click **Restart Now** when prompted
![Plugin Manager](../img/plugin-manager.png)
## Verifying Installation
### Check Plugin Status
1. Open **Edit → Plugins**
2. Verify EasyBallistics shows as **Enabled**
3. Check for any error messages
### Test Basic Functionality
1. In the Content Browser, right-click
2. Look for **Ballistics** category in the asset creation menu
3. You should see:
- Bullet Properties
- Material Response Map
![Asset Creation Menu](../img/asset-creation-menu.png)
### Verify Components
1. Create a new Actor Blueprint
2. Add Component → Search "Ballistic"
3. You should find:
- **EB Barrel** (weapon barrel component)
- **EB Ballistic Impact Component** (impact handling)
## Project Configuration
### Build Configuration
Add to your project's `DefaultEngine.ini`:
```ini
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="EasyBallistics",NewGameName="/Script/EasyBallistics")
+ActiveGameNameRedirects=(OldGameName="EasyBallisticsEditor",NewGameName="/Script/EasyBallisticsEditor")
```
### Module Dependencies
If using C++, add to your project's `Build.cs` file:
```cpp
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"EasyBallistics" // Add this line
});
```
## Troubleshooting
### Common Issues
#### Plugin Not Appearing
- Ensure you're using UE 5.6 or later
- Check if the plugin files are in the correct location
- Regenerate project files
#### Compilation Errors
- Verify Visual Studio 2022 is installed
- Check that all dependencies are met
- Try a clean rebuild
#### Missing Components
- Restart the editor after enabling the plugin
- Clear the derived data cache: **Edit → Developer → Derived Data → Clear**
### Error Messages
#### "Module 'EasyBallistics' could not be loaded"
1. Check your UE version compatibility
2. Verify the plugin is enabled
3. Regenerate project files
4. Clean and rebuild the project
#### "Failed to load because module 'EasyBallistics' could not be found"
1. Ensure the plugin is in the `Plugins` folder
2. Check the `.uplugin` file is valid
3. Verify file permissions
## Next Steps
Once installation is complete:
1. [Quick Start Guide](quick-start) - Create your first ballistic weapon
2. [Basic Setup](basic-setup) - Configure materials and responses
3. [Core Concepts](../core-concepts/overview) - Understand the system architecture
## Getting Help
If you encounter issues during installation:
- Check the [Troubleshooting](../troubleshooting) guide
- Visit our [Discord community](https://discord.gg/easyballistics)
- Submit an issue on [GitHub](https://github.com/your-org/easyballistics/issues)
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# Quick Start Guide
Get up and running with EasyBallistics in under 10 minutes! This guide will walk you through creating your first ballistic weapon system.
## Overview
In this quick start, you'll:
1. Create bullet properties
2. Set up a material response map
3. Create a simple weapon
4. Test ballistic impacts
## Step 1: Create Bullet Properties
First, let's define the characteristics of our projectile.
### Create the Asset
1. In the Content Browser, **right-click****Ballistics****Bullet Properties**
2. Name it `BP_556_NATO_Properties`
3. **Double-click** to open the editor
### Configure Properties
Set these values for a 5.56x45mm NATO round:
```yaml
Bullet Properties:
Grain Weight: 55.0
Diameter Inches: 0.224
Length Inches: 0.825
Bullet Type: Full Metal Jacket
Bullet Material: Copper Jacket
Ballistics:
Ballistic Coefficient G1: 0.151
Ballistic Coefficient G7: 0.076
Use G7 Model: false
Penetration:
Bullet Hardness: 15.0
Penetration Energy Threshold: 58.0
Expansion Velocity Threshold: 1800.0
```
![Bullet Properties](../img/bullet-properties-setup.png)
## Step 2: Set Up Physical Materials
Configure materials that bullets will interact with.
### Create Steel Material
1. Content Browser → **right-click****Physics****Physical Material**
2. Name it `PM_Steel`
3. Open the material editor
4. In the **Ballistics** section:
- Click **Create New** to generate ballistic properties
- The system will auto-configure steel properties
### Create Wood Material
1. Create another Physical Material: `PM_Wood`
2. In the **Ballistics** section:
- Click **Create New**
- The system will detect "wood" in the name and configure accordingly
## Step 3: Create Material Response Map
Define how bullets interact with different materials.
### Create the Asset
1. Content Browser → **right-click****Ballistics****Material Response Map**
2. Name it `MRM_Default`
3. Open the editor
### Configure Responses
Add entries for your materials:
```yaml
Steel (PM_Steel):
Penetration Depth Multiplier: 0.3
Ricochet Probability Multiplier: 2.0
Ricochet Restitution: 0.8
Never Penetrate: false
Never Ricochet: false
Wood (PM_Wood):
Penetration Depth Multiplier: 2.0
Ricochet Probability Multiplier: 0.1
Ricochet Restitution: 0.2
Never Penetrate: false
Never Ricochet: false
```
## Step 4: Create a Simple Weapon
Now let's create a weapon that fires ballistic projectiles.
### Create Weapon Blueprint
1. Create **Actor Blueprint**: `BP_SimpleRifle`
2. Add a **Static Mesh Component** for the weapon model
3. Add an **EB Barrel Component**
### Configure the Barrel
Select the **EB Barrel** component and set:
```yaml
Ammunition:
Bullet Class: EBBullet (from dropdown)
Bullet Properties Asset: BP_556_NATO_Properties
Material Response Map: MRM_Default
Ballistics:
Muzzle Velocity Min: 3100
Muzzle Velocity Max: 3200
Use Mathematical Physics: true
Use New Impact System: true
Fire Mode:
Fire Mode: Semiauto
Rounds Per Minute: 600
```
### Add Firing Logic
In the **Event Graph**, add this simple firing setup:
```cpp
// On Input Action Fire (or your input event)
Event InputAction Fire
Branch (Can Fire?)
True
Call Function: Fire Single Shot
Set Timer by Function Name
- Function Name: "Reset Fire Cooldown"
- Time: 0.1 (for 600 RPM)
```
## Step 5: Set Up Target Objects
Create objects to shoot at with proper materials.
### Create Target Blueprint
1. Create **Actor Blueprint**: `BP_Target`
2. Add **Static Mesh Component** (use a cube or custom model)
3. Set the **Physical Material** to either `PM_Steel` or `PM_Wood`
4. Enable **Collision** and **Simulate Physics**
### Add Impact Response
Add an **EB Ballistic Impact Component** to the target:
```cpp
// In the target's Event Graph
OnBallisticImpact
Branch (Did Penetrate?)
True: Spawn Penetration Effect
False: Spawn Impact Effect
OnBallisticRicochet
Spawn Ricochet Effect
Play Ricochet Sound
```
## Step 6: Test the System
Time to see your ballistic system in action!
### Testing Setup
1. Place `BP_SimpleRifle` in your level
2. Place several `BP_Target` actors with different materials
3. Set up a **Player Controller** or **Pawn** to control the weapon
4. **Play** the level
### What to Look For
- **Penetration**: Bullets should penetrate wood more easily than steel
- **Ricochet**: Bullets should ricochet off steel at shallow angles
- **Material Response**: Different materials should show different impact behaviors
- **Physics**: Targets should receive impulse and move when hit
### Debug Features
Enable these for testing:
```yaml
Bullet Debug Options:
Debug Enabled: true
Debug Trail Time: 2.0
Debug Trail Color Fast: Green
Debug Trail Color Slow: Red
```
You'll see colored trails showing bullet paths!
## Expected Results
After completing this setup, you should have:
**Realistic Ballistics**: Bullets affected by gravity and air resistance
**Material Interactions**: Different penetration/ricochet on steel vs wood
**Impact Events**: Targets respond to bullet impacts
**Debug Visualization**: Visible bullet trails for testing
## Troubleshooting
### Bullets Not Spawning
- Check that `Bullet Class` is set to `EBBullet`
- Verify `Bullet Properties Asset` is assigned
- Ensure the barrel component is properly configured
### No Material Response
- Verify targets have **Physical Materials** assigned
- Check that materials are added to the **Material Response Map**
- Ensure `Use New Impact System` is enabled
### Poor Performance
- Enable **Object Pooling** in bullet settings
- Reduce **Max Traces Per Step** if needed
- Consider using **Fixed Step** simulation for consistency
## Next Steps
Now that you have a basic system working:
1. [Asset Creation Guide](../assets/bullet-properties) - Create more bullet types
2. [Material Setup](../assets/physical-material-integration) - Advanced material configuration
3. [Advanced Ballistics](../tutorials/advanced-ballistics) - Atmospheric effects and drag curves
4. [Networking](../networking/overview) - Set up multiplayer ballistics
## Getting Help
- Join our [Discord](https://discord.gg/easyballistics) for real-time help
- Check the [API Reference](../api/overview) for detailed function documentation
- Browse [Tutorials](../tutorials/first-weapon) for more advanced setups
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# EasyBallistics Documentation
Welcome to **EasyBallistics**, the most advanced ballistics simulation plugin for Unreal Engine 5.6!
## What is EasyBallistics?
EasyBallistics is a comprehensive ballistics simulation system that brings realistic projectile physics to your Unreal Engine projects. Whether you're developing a tactical shooter, simulation, or any game requiring realistic bullet behavior, EasyBallistics provides the tools you need.
## Key Features
### 🎯 **Realistic Ballistics**
- Atmospheric effects (air density, temperature, pressure)
- Wind simulation and drag calculations
- Ballistic coefficient support (G1 and G7 models)
- Mathematical penetration and ricochet calculations
### 🏗️ **Modular Asset System**
- **Bullet Properties**: Define projectile characteristics
- **Material Response Maps**: Configure surface interactions
- **Physical Material Integration**: Seamless UE5 workflow
- **Ballistic Impact Component**: Event-driven impact handling
### 🌐 **Multiplayer Ready**
- Full replication support
- Client-side prediction
- Optimized for high-rate fire scenarios
- Network-efficient pooling system
### ⚡ **Performance Optimized**
- Object pooling for projectiles
- Configurable simulation complexity
- LOD system for distant projectiles
- Multi-threaded calculations
## Quick Start
```cpp
// Create a bullet with realistic ballistics
AEBBullet* Bullet = GetWorld()->SpawnActor<AEBBullet>();
Bullet->BulletPropertiesAsset = MyBulletProperties;
Bullet->UseNewImpactSystem = true;
Bullet->UseMathematicalPhysics = true;
```
## Architecture Overview
```mermaid
graph TD
A[Bullet Properties] --> D[EBBullet Actor]
B[Material Properties] --> E[Physical Materials]
C[Material Response Map] --> D
E --> F[Ballistic Impact Component]
D --> F
F --> G[Impact Events]
F --> H[Penetration Calculation]
F --> I[Ricochet Calculation]
```
## System Requirements
- **Unreal Engine**: 5.6.0 or later
- **Platforms**: Windows, Mac, Linux, Android
- **Network**: Full multiplayer support
- **Performance**: Optimized for 60+ FPS with hundreds of projectiles
## Getting Started
1. [Installation Guide](getting-started/installation) - Install the plugin
2. [Quick Start](getting-started/quick-start) - Create your first weapon
3. [Basic Setup](getting-started/basic-setup) - Configure materials and responses
## Support
- 📧 **Email**: support@easyballistics.com
- 💬 **Discord**: [Join our community](https://discord.gg/easyballistics)
- 🐛 **Issues**: [GitHub Issues](https://github.com/your-org/easyballistics/issues)
- 📚 **Forums**: [Unreal Engine Forums](https://forums.unrealengine.com/)
---
*Built with ❤️ for the Unreal Engine community*
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# Troubleshooting Guide
Common issues and solutions for EasyBallistics.
## Installation Issues
### Plugin Not Appearing in Plugin Manager
**Symptoms:**
- EasyBallistics doesn't show up in Edit → Plugins
- No Ballistics category in asset creation menu
**Solutions:**
1. **Check UE Version Compatibility**
```
Required: Unreal Engine 5.6.0 or later
Current: Check Help → About Unreal Editor
```
2. **Verify Plugin Location**
```
Correct path: YourProject/Plugins/EasyBallistics/
Check for: EasyBallistics.uplugin file
```
3. **Regenerate Project Files**
- Right-click your `.uproject` file
- Select "Generate Visual Studio project files"
- Restart Unreal Engine
4. **Clear Derived Data Cache**
- Edit → Developer → Derived Data
- Click "Clear"
- Restart editor
### Compilation Errors
**Error: "Module 'EasyBallistics' could not be loaded"**
```cpp
// Add to YourProject.Build.cs
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"EasyBallistics" // Add this line
});
```
**Error: "Failed to import class 'EBBullet'"**
1. Ensure plugin is enabled
2. Check that EasyBallistics.Build.cs exists
3. Verify all source files are present
4. Clean and rebuild project
## Runtime Issues
### Bullets Not Spawning
**Symptoms:**
- Fire input triggers but no bullets appear
- No muzzle flash or effects
**Debugging Steps:**
1. **Check Barrel Configuration**
```cpp
// Verify these are set:
BulletClass = AEBBullet::StaticClass()
BulletPropertiesAsset = Valid asset
MuzzleVelocityMin > 0
MuzzleVelocityMax > 0
```
2. **Verify Spawning Logic**
```cpp
// Add debug logging
UE_LOG(LogTemp, Warning, TEXT("Attempting to fire bullet"));
if (!BulletClass)
{
UE_LOG(LogTemp, Error, TEXT("BulletClass is null!"));
return;
}
```
3. **Check World Reference**
```cpp
// Ensure valid world context
UWorld* World = GetWorld();
if (!World)
{
UE_LOG(LogTemp, Error, TEXT("No valid world for bullet spawn"));
return;
}
```
### Bullets Spawning But Not Moving
**Symptoms:**
- Bullets appear at muzzle but don't travel
- Static bullet actors in world
**Solutions:**
1. **Check Initial Velocity**
```cpp
// Bullet velocity should be set on spawn
Bullet->Velocity = MuzzleDirection * MuzzleVelocity;
// Verify velocity is not zero
if (Bullet->Velocity.IsNearlyZero())
{
UE_LOG(LogTemp, Warning, TEXT("Bullet velocity is zero!"));
}
```
2. **Verify Actor Tick**
```cpp
// In bullet constructor, ensure:
PrimaryActorTick.bCanEverTick = true;
```
3. **Check Physics Settings**
```cpp
// Ensure physics simulation is enabled
Bullet->SetActorEnableCollision(true);
```
### No Impact Detection
**Symptoms:**
- Bullets pass through objects without impact
- No impact events or effects
**Debugging Steps:**
1. **Check Collision Settings**
```cpp
// Verify collision channel
TraceChannel = ECC_WorldStatic // or appropriate channel
TraceComplex = true // for complex collision
```
2. **Verify Target Collision**
- Ensure target has collision enabled
- Check collision response to bullet trace channel
- Verify mesh has collision geometry
3. **Debug Visualization**
```cpp
// Enable debug traces
Bullet->DebugEnabled = true;
Bullet->DebugTrailTime = 2.0f;
```
### Incorrect Penetration/Ricochet Behavior
**Symptoms:**
- Bullets always penetrate or never penetrate
- Ricochet behavior doesn't match material properties
**Solutions:**
1. **Check Material Response Map**
```cpp
// Verify material is in response map
if (!MaterialResponseMap->Map.Contains(PhysicalMaterial))
{
UE_LOG(LogTemp, Warning, TEXT("Material not found in response map"));
}
```
2. **Verify Physical Material Assignment**
- Check target mesh has Physical Material assigned
- Ensure Physical Material is not null in hit result
3. **Check New Impact System**
```cpp
// Ensure new system is enabled
Bullet->UseNewImpactSystem = true;
// Verify component exists
if (!Bullet->BallisticImpactComponent)
{
UE_LOG(LogTemp, Error, TEXT("BallisticImpactComponent is null"));
}
```
## Performance Issues
### Low Frame Rate with Many Bullets
**Symptoms:**
- FPS drops when firing rapidly
- Hitches during bullet simulation
**Optimization Steps:**
1. **Enable Object Pooling**
```cpp
Bullet->EnablePooling = true;
Bullet->MaxPoolSize = 50; // Adjust based on needs
```
2. **Reduce Trace Complexity**
```cpp
// Reduce traces per step
Bullet->MaxTracesPerStep = 4; // Down from 8
// Use simple collision for distant bullets
Bullet->TraceComplex = false;
```
3. **Implement LOD System**
```cpp
// Distance-based quality scaling
float Distance = FVector::Dist(Bullet->GetActorLocation(), PlayerLocation);
if (Distance > 5000.0f)
{
Bullet->FixedStepSeconds = 0.2f; // Lower frequency
}
```
4. **Profile Performance**
```cpp
// Use built-in profiling
stat game
stat engine
stat collision
```
### Memory Usage Issues
**Symptoms:**
- Increasing memory usage over time
- Out of memory errors during extended play
**Solutions:**
1. **Check Pool Cleanup**
```cpp
// Ensure bullets are properly deactivated
void AEBBullet::Deactivate()
{
SetActorHiddenInGame(true);
SetActorEnableCollision(false);
DeactivateToPool(); // Return to pool
}
```
2. **Limit Pool Sizes**
```cpp
// Prevent unlimited pool growth
Bullet->MaxPoolSize = 100; // Hard limit
```
3. **Monitor Actor Count**
```cpp
// Debug actor counts
UE_LOG(LogTemp, Warning, TEXT("Active bullets: %d"),
GetWorld()->GetActorCount<AEBBullet>());
```
## Network Issues
### Bullets Not Replicating
**Symptoms:**
- Bullets visible on server but not clients
- Desync between players
**Solutions:**
1. **Check Replication Settings**
```cpp
// In bullet constructor
bReplicates = true;
SetReplicateMovement(true);
```
2. **Verify Network Role**
```cpp
// Only spawn bullets on server
if (HasAuthority())
{
SpawnBullet();
}
```
3. **Check Bandwidth Usage**
```
net.PackageMap.DebugObject BulletClass
stat net
```
### Prediction Issues
**Symptoms:**
- Laggy bullet impacts
- Bullets appear to "jump" position
**Solutions:**
1. **Enable Client Prediction**
```cpp
// Allow client-side impact prediction
Bullet->bNetUseOwnerRelevancy = true;
```
2. **Adjust Prediction Settings**
```cpp
// Fine-tune prediction parameters
Bullet->NetCullDistanceSquared = 10000000.0f; // 1000m
```
## Blueprint Issues
### Events Not Firing
**Symptoms:**
- OnBallisticImpact events don't trigger
- Custom impact logic not executing
**Solutions:**
1. **Check Event Binding**
```cpp
// Verify event is bound in BeginPlay
BallisticImpactComponent->OnBallisticImpact.AddDynamic(
this, &AMyActor::HandleImpact);
```
2. **Verify Component Reference**
- Ensure BallisticImpactComponent exists on actor
- Check component is properly initialized
3. **Debug Event Calls**
```cpp
// Add logging to verify events
void HandleImpact(/* parameters */)
{
UE_LOG(LogTemp, Warning, TEXT("Impact event received"));
}
```
### Asset References Not Working
**Symptoms:**
- Bullet Properties Asset shows as None
- Material Response Map not found
**Solutions:**
1. **Check Asset Paths**
```cpp
// Verify asset references are valid
if (!BulletPropertiesAsset)
{
UE_LOG(LogTemp, Error, TEXT("BulletPropertiesAsset is null"));
}
```
2. **Recreate Asset References**
- Delete and reassign asset references
- Check for missing asset redirects
## Debug Tools
### Enable Debug Visualization
```cpp
// In bullet settings
DebugEnabled = true
DebugTrailTime = 2.0
DebugTrailWidth = 1.0
DebugTrailColorFast = Green
DebugTrailColorSlow = Red
```
### Console Commands
```
// Show bullet debug info
showdebug collision
showdebug physics
// Network debugging
net.PackageMap.DebugObject AEBBullet
stat net
// Performance profiling
stat game
stat collision
stat memory
```
### Logging Categories
Add to `DefaultEngine.ini`:
```ini
[Core.Log]
LogEasyBallistics=VeryVerbose
LogNetPlayerMovement=Verbose
LogCollision=Warning
```
## Getting Help
### Before Reporting Issues
1. **Check Documentation**
- Review relevant API documentation
- Check tutorials for similar setups
2. **Gather Information**
- UE version and platform
- Plugin version
- Minimal reproduction steps
- Error logs and stack traces
3. **Search Existing Issues**
- Check GitHub issues
- Search community forums
### Support Channels
- **GitHub Issues**: [Report bugs and feature requests](https://github.com/your-org/easyballistics/issues)
- **Discord**: [Real-time community support](https://discord.gg/easyballistics)
- **Forums**: [Unreal Engine community forums](https://forums.unrealengine.com/)
- **Email**: support@easyballistics.com
### Issue Template
When reporting issues, include:
```
**Environment:**
- UE Version: 5.6.0
- Platform: Windows 10
- Plugin Version: 2.83
**Issue Description:**
Brief description of the problem
**Steps to Reproduce:**
1. Step one
2. Step two
3. Expected vs actual behavior
**Logs:**
Attach relevant log files
**Additional Context:**
Screenshots, videos, or other helpful information
```
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// @ts-check
// `@type` JSDoc annotations allow editor autocompletion and type checking
// (when paired with `@ts-check`).
// There are various equivalent ways to declare your Docusaurus config.
// See: https://docusaurus.io/docs/api/docusaurus-config
import {themes as prismThemes} from 'prism-react-renderer';
/** @type {import('@docusaurus/types').Config} */
const config = {
title: 'EasyBallistics',
tagline: 'Advanced Ballistics Simulation for Unreal Engine 5.6',
favicon: 'img/favicon.ico',
// Set the production url of your site here
url: 'https://your-docusaurus-site.example.com',
// Set the /<baseUrl>/ pathname under which your site is served
// For GitHub pages deployment, it is often '/<projectName>/'
baseUrl: '/',
// GitHub pages deployment config.
// If you aren't using GitHub pages, you don't need these.
organizationName: 'mookie', // Usually your GitHub org/user name.
projectName: 'easyballistics', // Usually your repo name.
onBrokenLinks: 'throw',
onBrokenMarkdownLinks: 'warn',
// Even if you don't use internationalization, you can use this field to set
// useful metadata like html lang. For example, if your site is Chinese, you
// may want to set it to `zh-Hans`.
i18n: {
defaultLocale: 'en',
locales: ['en'],
},
presets: [
[
'classic',
/** @type {import('@docusaurus/preset-classic').Options} */
({
docs: {
routeBasePath: '/',
sidebarPath: './sidebars.js',
// Please change this to your repo.
// Remove this to remove the "edit this page" links.
editUrl:
'https://github.com/your-org/easyballistics/tree/main/docs/',
},
blog: false,
theme: {
customCss: './src/css/custom.css',
},
}),
],
],
markdown: {
mermaid: true,
},
themes: ['@docusaurus/theme-mermaid'],
themeConfig:
/** @type {import('@docusaurus/preset-classic').ThemeConfig} */
({
// Replace with your project's social card
image: 'img/easyballistics-social-card.jpg',
navbar: {
title: 'EasyBallistics',
logo: {
alt: 'EasyBallistics Logo',
src: 'img/logo.svg',
},
items: [
{
type: 'docSidebar',
sidebarId: 'tutorialSidebar',
position: 'left',
label: 'Documentation',
},
{
href: 'https://www.unrealengine.com/marketplace/en-US/product/easyballistics',
label: 'Marketplace',
position: 'right',
},
{
href: 'https://github.com/your-org/easyballistics',
label: 'GitHub',
position: 'right',
},
],
},
footer: {
style: 'dark',
links: [
{
title: 'Documentation',
items: [
{
label: 'Getting Started',
to: '/getting-started',
},
{
label: 'API Reference',
to: '/api',
},
],
},
{
title: 'Community',
items: [
{
label: 'Discord',
href: 'https://discord.gg/unrealengine',
},
{
label: 'Unreal Engine Forums',
href: 'https://forums.unrealengine.com/',
},
],
},
{
title: 'More',
items: [
{
label: 'Marketplace',
href: 'https://www.unrealengine.com/marketplace/en-US/product/easyballistics',
},
{
label: 'GitHub',
href: 'https://github.com/your-org/easyballistics',
},
],
},
],
copyright: `Copyright © ${new Date().getFullYear()} Mookie. Built with Docusaurus.`,
},
prism: {
theme: prismThemes.github,
darkTheme: prismThemes.dracula,
additionalLanguages: ['cpp', 'blueprint'],
},
}),
};
export default config;
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{
"name": "easyballistics-docs",
"version": "2.83.0",
"private": true,
"scripts": {
"docusaurus": "docusaurus",
"start": "docusaurus start",
"build": "docusaurus build",
"swizzle": "docusaurus swizzle",
"deploy": "docusaurus deploy",
"clear": "docusaurus clear",
"serve": "docusaurus serve",
"write-translations": "docusaurus write-translations",
"write-heading-ids": "docusaurus write-heading-ids"
},
"dependencies": {
"@docusaurus/core": "^3.0.0",
"@docusaurus/preset-classic": "^3.0.0",
"@docusaurus/theme-mermaid": "^3.0.0",
"@mdx-js/react": "^3.0.0",
"clsx": "^2.0.0",
"prism-react-renderer": "^2.1.0",
"react": "^18.0.0",
"react-dom": "^18.0.0"
},
"devDependencies": {
"@docusaurus/module-type-aliases": "^3.0.0",
"@docusaurus/tsconfig": "^3.0.0",
"@docusaurus/types": "^3.0.0"
},
"browserslist": {
"production": [
">0.5%",
"not dead",
"not op_mini all"
],
"development": [
"last 3 chrome version",
"last 3 firefox version",
"last 5 safari version"
]
},
"engines": {
"node": ">=18.0"
}
}
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/**
* Creating a sidebar enables you to:
- create an ordered group of docs
- render a sidebar for each doc of that group
- provide next/previous navigation
The sidebars can be generated from the filesystem, or explicitly defined here.
Create as many sidebars as you want.
*/
// @ts-check
/** @type {import('@docusaurus/plugin-content-docs').SidebarsConfig} */
const sidebars = {
// By default, Docusaurus generates a sidebar from the docs folder structure
tutorialSidebar: [
'intro',
{
type: 'category',
label: 'Getting Started',
items: [
'getting-started/installation',
'getting-started/quick-start',
'getting-started/basic-setup',
],
},
{
type: 'category',
label: 'Core Concepts',
items: [
'core-concepts/overview',
'core-concepts/ballistics-system',
'core-concepts/asset-types',
'core-concepts/physical-materials',
],
},
{
type: 'category',
label: 'Asset Creation',
items: [
'assets/bullet-properties',
'assets/material-response-maps',
'assets/physical-material-integration',
],
},
{
type: 'category',
label: 'Components',
items: [
'components/bullet-actor',
'components/barrel-component',
'components/ballistic-impact-component',
],
},
{
type: 'category',
label: 'Mathematical Ballistics',
items: [
'mathematical/overview',
'mathematical/penetration-calculations',
'mathematical/atmospheric-effects',
'mathematical/drag-curves',
],
},
{
type: 'category',
label: 'Networking',
items: [
'networking/overview',
'networking/replication',
'networking/prediction',
],
},
{
type: 'category',
label: 'Performance',
items: [
'performance/optimization',
'performance/pooling',
'performance/profiling',
],
},
{
type: 'category',
label: 'Tutorials',
items: [
'tutorials/first-weapon',
'tutorials/material-setup',
'tutorials/advanced-ballistics',
'tutorials/multiplayer-setup',
],
},
{
type: 'category',
label: 'API Reference',
items: [
'api/overview',
'api/bullet-actor',
'api/barrel-component',
'api/impact-component',
'api/mathematical-ballistics',
'api/events',
],
},
{
type: 'category',
label: 'Migration Guide',
items: [
'migration/from-legacy',
'migration/new-impact-system',
'migration/breaking-changes',
],
},
'troubleshooting',
'changelog',
],
};
export default sidebars;
+100
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/**
* Any CSS included here will be global. The classic template
* bundles Infima by default. Infima is a CSS framework designed to
* work well for content-centric websites.
*/
/* You can override the default Infima variables here. */
:root {
--ifm-color-primary: #2e8555;
--ifm-color-primary-dark: #29784c;
--ifm-color-primary-darker: #277148;
--ifm-color-primary-darkest: #205d3b;
--ifm-color-primary-light: #33925d;
--ifm-color-primary-lighter: #359962;
--ifm-color-primary-lightest: #3cad6e;
--ifm-code-font-size: 95%;
--docusaurus-highlighted-code-line-bg: rgba(0, 0, 0, 0.1);
}
/* For readability concerns, you should choose a lighter palette in dark mode. */
[data-theme='dark'] {
--ifm-color-primary: #25c2a0;
--ifm-color-primary-dark: #21af90;
--ifm-color-primary-darker: #1fa588;
--ifm-color-primary-darkest: #1a8870;
--ifm-color-primary-light: #29d5b0;
--ifm-color-primary-lighter: #32d8b4;
--ifm-color-primary-lightest: #4fddbf;
--docusaurus-highlighted-code-line-bg: rgba(0, 0, 0, 0.3);
}
/* Custom styles for EasyBallistics */
.hero__title {
background: linear-gradient(45deg, #ff6b35, #f7931e);
-webkit-background-clip: text;
-webkit-text-fill-color: transparent;
background-clip: text;
}
.ballistics-card {
border: 1px solid var(--ifm-color-emphasis-200);
border-radius: 8px;
padding: 1rem;
margin: 1rem 0;
background: var(--ifm-background-surface-color);
}
.ballistics-card h3 {
color: var(--ifm-color-primary);
margin-top: 0;
}
.code-block-highlight {
background: var(--ifm-color-warning-contrast-background);
border-left: 4px solid var(--ifm-color-warning);
padding: 0.5rem;
margin: 1rem 0;
}
.api-table {
width: 100%;
border-collapse: collapse;
margin: 1rem 0;
}
.api-table th,
.api-table td {
border: 1px solid var(--ifm-color-emphasis-200);
padding: 0.5rem;
text-align: left;
}
.api-table th {
background: var(--ifm-color-emphasis-100);
font-weight: bold;
}
.warning-box {
background: var(--ifm-color-warning-contrast-background);
border: 1px solid var(--ifm-color-warning);
border-radius: 4px;
padding: 1rem;
margin: 1rem 0;
}
.info-box {
background: var(--ifm-color-info-contrast-background);
border: 1px solid var(--ifm-color-info);
border-radius: 4px;
padding: 1rem;
margin: 1rem 0;
}
.success-box {
background: var(--ifm-color-success-contrast-background);
border: 1px solid var(--ifm-color-success);
border-radius: 4px;
padding: 1rem;
margin: 1rem 0;
}