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C++ FBoneContainer::GetSkeletonAsset方法代码示例

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];
			}
		}
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:29,代码来源:AnimationRuntime.cpp

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);
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:19,代码来源:SkeletalControl.cpp


注:本文中的FBoneContainer::GetSkeletonAsset方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。