本文整理汇总了C++中FBoneContainer::GetSkeletonAsset方法的典型用法代码示例。如果您正苦于以下问题:C++ FBoneContainer::GetSkeletonAsset方法的具体用法?C++ FBoneContainer::GetSkeletonAsset怎么用?C++ FBoneContainer::GetSkeletonAsset使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FBoneContainer
的用法示例。
在下文中一共展示了FBoneContainer::GetSkeletonAsset方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: FillWithRefPose
void FAnimationRuntime::FillWithRefPose(TArray<FTransform> & OutAtoms, const FBoneContainer& RequiredBones)
{
// Copy Target Asset's ref pose.
OutAtoms = RequiredBones.GetRefPoseArray();
// If retargeting is disabled, copy ref pose from Skeleton, rather than mesh.
// this is only used in editor and for debugging.
if( RequiredBones.GetDisableRetargeting() )
{
checkSlow( RequiredBones.IsValid() );
// Only do this if we have a mesh. otherwise we're not retargeting animations.
if( RequiredBones.GetSkeletalMeshAsset() )
{
TArray<int32> const & PoseToSkeletonBoneIndexArray = RequiredBones.GetPoseToSkeletonBoneIndexArray();
TArray<FBoneIndexType> const & RequireBonesIndexArray = RequiredBones.GetBoneIndicesArray();
TArray<FTransform> const & SkeletonRefPose = RequiredBones.GetSkeletonAsset()->GetRefLocalPoses();
for (int32 ArrayIndex = 0; ArrayIndex<RequireBonesIndexArray.Num(); ArrayIndex++)
{
int32 const & PoseBoneIndex = RequireBonesIndexArray[ArrayIndex];
int32 const & SkeletonBoneIndex = PoseToSkeletonBoneIndexArray[PoseBoneIndex];
// Pose bone index should always exist in Skeleton
checkSlow(SkeletonBoneIndex != INDEX_NONE);
OutAtoms[PoseBoneIndex] = SkeletonRefPose[SkeletonBoneIndex];
}
}
}
}
示例2: Initialize
bool FBoneReference::Initialize(const FBoneContainer& RequiredBones)
{
BoneName = *BoneName.ToString().Trim().TrimTrailing();
BoneIndex = RequiredBones.GetPoseBoneIndexForBoneName(BoneName);
// If bone name is not found, look into the master skeleton to see if it's found there.
// SkeletalMeshes can exclude bones from the master skeleton, and that's OK.
// If it's not found in the master skeleton, the bone does not exist at all! so we should report it as a warning.
if( (BoneIndex == INDEX_NONE) && RequiredBones.GetSkeletonAsset() )
{
if( RequiredBones.GetSkeletonAsset()->GetReferenceSkeleton().FindBoneIndex(BoneName) == INDEX_NONE )
{
UE_LOG(LogAnimation, Warning, TEXT("FBoneReference::Initialize BoneIndex for Bone '%s' does not exist in Skeleton '%s'"),
*BoneName.ToString(), *GetNameSafe(RequiredBones.GetSkeletonAsset()));
}
}
return (BoneIndex != INDEX_NONE);
}