// 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; }