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C++ FTransform::IsValid方法代码示例

本文整理汇总了C++中FTransform::IsValid方法的典型用法代码示例。如果您正苦于以下问题:C++ FTransform::IsValid方法的具体用法?C++ FTransform::IsValid怎么用?C++ FTransform::IsValid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FTransform的用法示例。


在下文中一共展示了FTransform::IsValid方法的5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: AddBoxesToRigidActor_AssumesLocked

	void AddBoxesToRigidActor_AssumesLocked() const
	{
		float ContactOffsetFactor, MaxContactOffset;
		GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);

		for (int32 i = 0; i < BodySetup->AggGeom.BoxElems.Num(); i++)
		{
			const FKBoxElem& BoxElem = BodySetup->AggGeom.BoxElems[i];

			PxBoxGeometry PBoxGeom;
			PBoxGeom.halfExtents.x = (0.5f * BoxElem.X * Scale3DAbs.X);
			PBoxGeom.halfExtents.y = (0.5f * BoxElem.Y * Scale3DAbs.Y);
			PBoxGeom.halfExtents.z = (0.5f * BoxElem.Z * Scale3DAbs.Z);

			FTransform BoxTransform = BoxElem.GetTransform() * RelativeTM;
			if (PBoxGeom.isValid() && BoxTransform.IsValid())
			{
				PxTransform PLocalPose(U2PTransform(BoxTransform));
				PLocalPose.p.x *= Scale3D.X;
				PLocalPose.p.y *= Scale3D.Y;
				PLocalPose.p.z *= Scale3D.Z;

				ensure(PLocalPose.isValid());
				{
					const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoxGeom.halfExtents.minElement());
					AttachShape_AssumesLocked(PBoxGeom, PLocalPose, ContactOffset);
				}
			}
			else
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddBoxesToRigidActor: [%s] BoxElems[%d] invalid or has invalid transform"), *GetPathNameSafe(BodySetup->GetOuter()), i);
			}
		}
	}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:34,代码来源:BodySetup.cpp

示例2: AddConvexElemsToRigidActor_AssumesLocked

	void AddConvexElemsToRigidActor_AssumesLocked() const
	{
		float ContactOffsetFactor, MaxContactOffset;
		GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);

		for (int32 i = 0; i < BodySetup->AggGeom.ConvexElems.Num(); i++)
		{
			const FKConvexElem& ConvexElem = BodySetup->AggGeom.ConvexElems[i];

			if (ConvexElem.ConvexMesh)
			{
				PxTransform PLocalPose;
				bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

				PxConvexMeshGeometry PConvexGeom;
				PConvexGeom.convexMesh = bUseNegX ? ConvexElem.ConvexMeshNegX : ConvexElem.ConvexMesh;
				PConvexGeom.scale.scale = U2PVector(Scale3DAbs * ConvexElem.GetTransform().GetScale3D().GetAbs());
				FTransform ConvexTransform = ConvexElem.GetTransform();
				if (ConvexTransform.GetScale3D().X < 0 || ConvexTransform.GetScale3D().Y < 0 || ConvexTransform.GetScale3D().Z < 0)
				{
					UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has negative scale. Not currently supported"), *GetPathNameSafe(BodySetup->GetOuter()), i);
				}
				if (ConvexTransform.IsValid())
				{
					PxTransform PElementTransform = U2PTransform(ConvexTransform * RelativeTM);
					PLocalPose.q *= PElementTransform.q;
					PLocalPose.p = PElementTransform.p;
					PLocalPose.p.x *= Scale3D.X;
					PLocalPose.p.y *= Scale3D.Y;
					PLocalPose.p.z *= Scale3D.Z;

					if (PConvexGeom.isValid())
					{
						PxVec3 PBoundsExtents = PConvexGeom.convexMesh->getLocalBounds().getExtents();

						ensure(PLocalPose.isValid());
						{
							const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoundsExtents.minElement());
							AttachShape_AssumesLocked(PConvexGeom, PLocalPose, ContactOffset);
						}
					}
					else
					{
						UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] invalid"), *GetPathNameSafe(BodySetup->GetOuter()), i);
					}
				}
				else
				{
					UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has invalid transform"), *GetPathNameSafe(BodySetup->GetOuter()), i);
				}
			}
			else
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (%d: %s)"), i, *BodySetup->GetPathName());
			}
		}
	}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:57,代码来源:BodySetup.cpp

示例3: AddBoxesToRigidActor

void UBodySetup::AddBoxesToRigidActor(PxRigidActor* PDestActor, const FTransform& RelativeTM, const FVector& Scale3D, const FVector& Scale3DAbs, TArray<PxShape*>* NewShapes) const
{
	float ContactOffsetFactor, MaxContactOffset;
	GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);
	PxMaterial* PDefaultMat = GetDefaultPhysMaterial();

	for (int32 i = 0; i < AggGeom.BoxElems.Num(); i++)
	{
		const FKBoxElem& BoxElem = AggGeom.BoxElems[i];

		PxBoxGeometry PBoxGeom;
		PBoxGeom.halfExtents.x = (0.5f * BoxElem.X * Scale3DAbs.X);
		PBoxGeom.halfExtents.y = (0.5f * BoxElem.Y * Scale3DAbs.Y);
		PBoxGeom.halfExtents.z = (0.5f * BoxElem.Z * Scale3DAbs.Z);

		FTransform BoxTransform = BoxElem.GetTransform() * RelativeTM;
		if (PBoxGeom.isValid() && BoxTransform.IsValid())
		{
			PxTransform PLocalPose(U2PTransform(BoxTransform));
			PLocalPose.p.x *= Scale3D.X;
			PLocalPose.p.y *= Scale3D.Y;
			PLocalPose.p.z *= Scale3D.Z;

			ensure(PLocalPose.isValid());
			PxShape* NewShape = PDestActor->createShape(PBoxGeom, *PDefaultMat, PLocalPose);

			if (NewShapes)
			{
				NewShapes->Add(NewShape);
			}

			const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoxGeom.halfExtents.minElement());
			NewShape->setContactOffset(ContactOffset);
		}
		else
		{
			UE_LOG(LogPhysics, Warning, TEXT("AddBoxesToRigidActor: [%s] BoxElems[%d] invalid or has invalid transform"), *GetPathNameSafe(GetOuter()), i);
		}
	}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:40,代码来源:BodySetup.cpp

示例4: AddConvexElemsToRigidActor

void UBodySetup::AddConvexElemsToRigidActor(PxRigidActor* PDestActor, const FTransform& RelativeTM, const FVector& Scale3D, const FVector& Scale3DAbs, TArray<PxShape*>* NewShapes) const
{
	float ContactOffsetFactor, MaxContactOffset;
	GetContactOffsetParams(ContactOffsetFactor, MaxContactOffset);
	PxMaterial* PDefaultMat = GetDefaultPhysMaterial();

	for (int32 i = 0; i < AggGeom.ConvexElems.Num(); i++)
	{
		const FKConvexElem& ConvexElem = AggGeom.ConvexElems[i];

		if (ConvexElem.ConvexMesh)
		{
			PxTransform PLocalPose;
			bool bUseNegX = CalcMeshNegScaleCompensation(Scale3D, PLocalPose);

			PxConvexMeshGeometry PConvexGeom;
			PConvexGeom.convexMesh = bUseNegX ? ConvexElem.ConvexMeshNegX : ConvexElem.ConvexMesh;
			PConvexGeom.scale.scale = U2PVector(Scale3DAbs * ConvexElem.GetTransform().GetScale3D().GetAbs());
			FTransform ConvexTransform = ConvexElem.GetTransform();
			if (ConvexTransform.GetScale3D().X < 0 || ConvexTransform.GetScale3D().Y < 0 || ConvexTransform.GetScale3D().Z < 0)
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has negative scale. Not currently supported"), *GetPathNameSafe(GetOuter()), i);
			}
			if (ConvexTransform.IsValid())
			{
				PxTransform PElementTransform = U2PTransform(ConvexTransform * RelativeTM);
				PLocalPose.q *= PElementTransform.q;
				PLocalPose.p = PElementTransform.p;
				PLocalPose.p.x *= Scale3D.X;
				PLocalPose.p.y *= Scale3D.Y;
				PLocalPose.p.z *= Scale3D.Z;

				if (PConvexGeom.isValid())
				{
					PxVec3 PBoundsExtents = PConvexGeom.convexMesh->getLocalBounds().getExtents();

					ensure(PLocalPose.isValid());
					PxShape* NewShape = PDestActor->createShape(PConvexGeom, *PDefaultMat, PLocalPose);

					if (NewShapes)
					{
						NewShapes->Add(NewShape);
					}

					const float ContactOffset = FMath::Min(MaxContactOffset, ContactOffsetFactor * PBoundsExtents.minElement());
					NewShape->setContactOffset(ContactOffset);
				}
				else
				{
					UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] invalid"), *GetPathNameSafe(GetOuter()), i);
				}
			}
			else
			{
				UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: [%s] ConvexElem[%d] has invalid transform"), *GetPathNameSafe(GetOuter()), i);
			}
		}
		else
		{
			UE_LOG(LogPhysics, Warning, TEXT("AddConvexElemsToRigidActor: ConvexElem is missing ConvexMesh (%d: %s)"), i, *GetPathName());
		}
	}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:63,代码来源:BodySetup.cpp

示例5: UpdateKinematicBonesToAnim


//.........这里部分代码省略.........
		const UPhysicsAsset* const PhysicsAsset = GetPhysicsAsset();
		if (PhysicsAsset && SkeletalMesh && Bodies.Num() > 0)
		{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			if (!ensure(PhysicsAsset->BodySetup.Num() == Bodies.Num()))
			{
				// related to TTP 280315
				UE_LOG(LogPhysics, Warning, TEXT("Mesh (%s) has PhysicsAsset(%s), and BodySetup(%d) and Bodies(%d) don't match"),
					*SkeletalMesh->GetName(), *PhysicsAsset->GetName(), PhysicsAsset->BodySetup.Num(), Bodies.Num());
				return;
			}
#endif

#if WITH_PHYSX
			// Lock the scenes we need (flags set in InitArticulated)
			if(bHasBodiesInSyncScene)
			{
				SCENE_LOCK_WRITE(PhysScene->GetPhysXScene(PST_Sync))
			}

			if (bHasBodiesInAsyncScene)
			{
				SCENE_LOCK_WRITE(PhysScene->GetPhysXScene(PST_Async))
			}
#endif

			// Iterate over each body
			for (int32 i = 0; i < Bodies.Num(); i++)
			{
				// If we have a physics body, and its kinematic...
				FBodyInstance* BodyInst = Bodies[i];
				check(BodyInst);

				if (BodyInst->IsValidBodyInstance() && (bTeleport || !BodyInst->IsInstanceSimulatingPhysics()))
				{
					const int32 BoneIndex = BodyInst->InstanceBoneIndex;

					// If we could not find it - warn.
					if (BoneIndex == INDEX_NONE || BoneIndex >= GetNumSpaceBases())
					{
						const FName BodyName = PhysicsAsset->BodySetup[i]->BoneName;
						UE_LOG(LogPhysics, Log, TEXT("UpdateRBBones: WARNING: Failed to find bone '%s' need by PhysicsAsset '%s' in SkeletalMesh '%s'."), *BodyName.ToString(), *PhysicsAsset->GetName(), *SkeletalMesh->GetName());
					}
					else
					{
#if WITH_PHYSX
						// update bone transform to world
						const FTransform BoneTransform = InSpaceBases[BoneIndex] * CurrentLocalToWorld;
						if(!BoneTransform.IsValid())
						{
							const FName BodyName = PhysicsAsset->BodySetup[i]->BoneName;
							UE_LOG(LogPhysics, Warning, TEXT("UpdateKinematicBonesToAnim: Trying to set transform with bad data %s on PhysicsAsset '%s' in SkeletalMesh '%s' for bone '%s'"), *BoneTransform.ToHumanReadableString(), *PhysicsAsset->GetName(), *SkeletalMesh->GetName(), *BodyName.ToString());
							BoneTransform.DiagnosticCheck_IsValid();	//In special nan mode we want to actually ensure

							continue;
						}

						// If kinematic and not teleporting, set kinematic target
						if (!BodyInst->IsInstanceSimulatingPhysics() && !bTeleport)
						{
							PhysScene->SetKinematicTarget_AssumesLocked(BodyInst, BoneTransform, true);
						}
						// Otherwise, set global pose
						else
						{
							const PxTransform PNewPose = U2PTransform(BoneTransform);
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:67,代码来源:PhysAnim.cpp


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