本文整理汇总了C++中FVector2D::IsNearlyZero方法的典型用法代码示例。如果您正苦于以下问题:C++ FVector2D::IsNearlyZero方法的具体用法?C++ FVector2D::IsNearlyZero怎么用?C++ FVector2D::IsNearlyZero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FVector2D
的用法示例。
在下文中一共展示了FVector2D::IsNearlyZero方法的3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: DrawPerfConnection
//.........这里部分代码省略.........
const float SquaredDistToPin2 = (Params.AssociatedPin2 != nullptr) ? (P1 - ClosestPoint).SizeSquared() : FLT_MAX;
SplineOverlapResult = FGraphSplineOverlapResult(Params.AssociatedPin1, Params.AssociatedPin2, ClosestDistanceSquared, SquaredDistToPin1, SquaredDistToPin2);
}
}
}
}
// Draw the spline itself
const float WireThickness = Params.WireThickness * ZoomFactor;
TArray<FSlateGradientStop> Gradients;
Gradients.Add(FSlateGradientStop(FVector2D::ZeroVector, Params.WireColor));
Gradients.Add(FSlateGradientStop(FVector2D::ZeroVector, Params.WireColor2));
FSlateDrawElement::MakeDrawSpaceGradientSpline(
DrawElementsList,
LayerId,
P0, P0Tangent,
P1, P1Tangent,
ClippingRect,
Gradients,
WireThickness,
ESlateDrawEffect::None);
if (Params.bDrawBubbles || (MidpointImage != nullptr))
{
// This table maps distance along curve to alpha
FInterpCurve<float> SplineReparamTable;
const float SplineLength = MakeSplineReparamTable(P0, P0Tangent, P1, P1Tangent, SplineReparamTable);
// Draw bubbles on the spline
if (Params.bDrawBubbles)
{
const float BubbleSpacing = 64.f * ZoomFactor;
const float BubbleSpeed = 192.f * ZoomFactor;
float Time = (FPlatformTime::Seconds() - GStartTime);
const float BubbleOffset = FMath::Fmod(Time * BubbleSpeed, BubbleSpacing);
const int32 NumBubbles = FMath::CeilToInt(SplineLength/BubbleSpacing);
const float SizeMin = WireThickness * 0.05f;
const float SizeScale = WireThickness * 0.10f;
const float SizeA = SizeMin + (Params.PerformanceData1 * SizeScale);
const float SizeB = SizeMin + (Params.PerformanceData2 * SizeScale);
for (int32 i = 0; i < NumBubbles; ++i)
{
const float Distance = ((float)i * BubbleSpacing) + BubbleOffset;
if (Distance < SplineLength)
{
const float Alpha = SplineReparamTable.Eval(Distance, 0.f);
FVector2D BubblePos = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, Alpha);
const FVector2D BubbleSize = BubbleImage->ImageSize * FMath::Lerp(SizeA, SizeB, Alpha);
const FLinearColor ElementColor = FLinearColor::LerpUsingHSV(Params.WireColor, Params.WireColor2, Alpha);
BubblePos -= (BubbleSize * 0.5f);
FSlateDrawElement::MakeBox(
DrawElementsList,
LayerId,
FPaintGeometry( BubblePos, BubbleSize, ZoomFactor ),
BubbleImage,
ClippingRect,
ESlateDrawEffect::None,
ElementColor
);
}
}
}
// Draw the midpoint image
if (MidpointImage != nullptr)
{
// Determine the spline position for the midpoint
const float MidpointAlpha = SplineReparamTable.Eval(SplineLength * 0.5f, 0.f);
const FVector2D Midpoint = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha);
// Approximate the slope at the midpoint (to orient the midpoint image to the spline)
const FVector2D MidpointPlusE = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha + KINDA_SMALL_NUMBER);
const FVector2D MidpointMinusE = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha - KINDA_SMALL_NUMBER);
const FVector2D SlopeUnnormalized = MidpointPlusE - MidpointMinusE;
// Draw the arrow
const FVector2D MidpointDrawPos = Midpoint - MidpointRadius;
const float AngleInRadians = SlopeUnnormalized.IsNearlyZero() ? 0.0f : FMath::Atan2(SlopeUnnormalized.Y, SlopeUnnormalized.X);
FLinearColor ElementColor = FLinearColor::LerpUsingHSV(Params.WireColor, Params.WireColor2, 0.5f);
FSlateDrawElement::MakeRotatedBox(
DrawElementsList,
LayerId,
FPaintGeometry(MidpointDrawPos, MidpointImage->ImageSize * ZoomFactor, ZoomFactor),
MidpointImage,
ClippingRect,
ESlateDrawEffect::None,
AngleInRadians,
TOptional<FVector2D>(),
FSlateDrawElement::RelativeToElement,
ElementColor
);
}
}
}
示例2: OnMouseMove
FReply SScrubWidget::OnMouseMove( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
// Bar Dragging
if(DraggingBar)
{
// Update bar if we are dragging
FVector2D CursorPos = MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() );
FTrackScaleInfo ScaleInfo(ViewInputMin.Get(), ViewInputMax.Get(), 0.f, 0.f, MyGeometry.Size);
float NewDataPos = FMath::Clamp( ScaleInfo.LocalXToInput(CursorPos.X), ViewInputMin.Get(), ViewInputMax.Get() );
OnBarDrag.ExecuteIfBound(DraggableBarIndex, NewDataPos);
}
else
{
// Update what bar we are hovering over
FVector2D CursorPos = MyGeometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());
FTrackScaleInfo ScaleInfo(ViewInputMin.Get(), ViewInputMax.Get(), 0.f, 0.f, MyGeometry.Size);
DraggableBarIndex = INDEX_NONE;
if ( DraggableBars.IsBound() )
{
const TArray<float>& DraggableBarsVal = DraggableBars.Get();
for ( int32 I=0; I < DraggableBarsVal.Num(); I++ )
{
if( FMath::Abs( ScaleInfo.InputToLocalX(DraggableBarsVal[I]) - CursorPos.X ) < 10 )
{
DraggableBarIndex = I;
break;
}
}
}
}
if ( this->HasMouseCapture() )
{
if (MouseEvent.IsMouseButtonDown( EKeys::RightMouseButton ) && bPanning)
{
FTrackScaleInfo ScaleInfo(ViewInputMin.Get(), ViewInputMax.Get(), 0.f, 0.f, MyGeometry.Size);
FVector2D ScreenDelta = MouseEvent.GetCursorDelta();
float InputDeltaX = ScreenDelta.X/ScaleInfo.PixelsPerInput;
bMouseMovedDuringPanning |= !ScreenDelta.IsNearlyZero(0.001f);
float NewViewInputMin = ViewInputMin.Get() - InputDeltaX;
float NewViewInputMax = ViewInputMax.Get() - InputDeltaX;
// we'd like to keep the range if outside when panning
if ( NewViewInputMin < 0.f )
{
NewViewInputMin = 0.f;
NewViewInputMax = ScaleInfo.ViewInputRange;
}
else if ( NewViewInputMax > SequenceLength.Get() )
{
NewViewInputMax = SequenceLength.Get();
NewViewInputMin = NewViewInputMax - ScaleInfo.ViewInputRange;
}
OnSetInputViewRange.ExecuteIfBound(NewViewInputMin, NewViewInputMax);
}
else if (!bDragging)
{
DistanceDragged += FMath::Abs(MouseEvent.GetCursorDelta().X);
if ( DistanceDragged > FSlateApplication::Get().GetDragTriggerDistance() )
{
bDragging = true;
}
if( bDragging )
{
OnBeginSliderMovement.ExecuteIfBound();
}
}
else if (bDragging)
{
FTrackScaleInfo TimeScaleInfo(ViewInputMin.Get(), ViewInputMax.Get(), 0.f, 0.f, MyGeometry.Size);
FVector2D CursorPos = MyGeometry.AbsoluteToLocal(MouseEvent.GetLastScreenSpacePosition());
float NewValue = TimeScaleInfo.LocalXToInput(CursorPos.X);
CommitValue( NewValue, true, false );
}
return FReply::Handled();
}
return FReply::Unhandled();
}
示例3: DrawConnection
void FConnectionDrawingPolicy::DrawConnection( int32 LayerId, const FVector2D& Start, const FVector2D& End, const FLinearColor& InColor, float Thickness, bool bDrawBubbles )
{
const FVector2D& P0 = Start;
const FVector2D& P1 = End;
const int32 Tension = FMath::Abs<int32>(Start.X - End.X);
const FVector2D P0Tangent = Tension * FVector2D(1.0f, 0);
const FVector2D P1Tangent = P0Tangent;
// Draw the spline itself
FSlateDrawElement::MakeDrawSpaceSpline(
DrawElementsList,
LayerId,
P0, P0Tangent,
P1, P1Tangent,
ClippingRect,
Thickness,
ESlateDrawEffect::None,
InColor
);
if (bDrawBubbles || (MidpointImage != NULL))
{
// This table maps distance along curve to alpha
FInterpCurve<float> SplineReparamTable;
float SplineLength = MakeSplineReparamTable(P0, P0Tangent, P1, P1Tangent, SplineReparamTable);
// Draw bubbles on the spline
if (bDrawBubbles)
{
const float BubbleSpacing = 64.f * ZoomFactor;
const float BubbleSpeed = 192.f * ZoomFactor;
const FVector2D BubbleSize = BubbleImage->ImageSize * ZoomFactor * 0.1f * Thickness;
float Time = (FPlatformTime::Seconds() - GStartTime);
const float BubbleOffset = FMath::Fmod(Time * BubbleSpeed, BubbleSpacing);
const int32 NumBubbles = FMath::Ceil(SplineLength/BubbleSpacing);
for (int32 i = 0; i < NumBubbles; ++i)
{
const float Distance = ((float)i * BubbleSpacing) + BubbleOffset;
if (Distance < SplineLength)
{
const float Alpha = SplineReparamTable.Eval(Distance, 0.f);
FVector2D BubblePos = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, Alpha);
BubblePos -= (BubbleSize * 0.5f);
FSlateDrawElement::MakeBox(
DrawElementsList,
LayerId,
FPaintGeometry( BubblePos, BubbleSize, ZoomFactor ),
BubbleImage,
ClippingRect,
ESlateDrawEffect::None,
InColor
);
}
}
}
// Draw the midpoint image
if (MidpointImage != NULL)
{
// Determine the spline position for the midpoint
const float MidpointAlpha = SplineReparamTable.Eval(SplineLength * 0.5f, 0.f);
const FVector2D Midpoint = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha);
// Approximate the slope at the midpoint (to orient the midpoint image to the spline)
const FVector2D MidpointPlusE = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha + KINDA_SMALL_NUMBER);
const FVector2D MidpointMinusE = FMath::CubicInterp(P0, P0Tangent, P1, P1Tangent, MidpointAlpha - KINDA_SMALL_NUMBER);
const FVector2D SlopeUnnormalized = MidpointPlusE - MidpointMinusE;
// Draw the arrow
const FVector2D MidpointDrawPos = Midpoint - MidpointRadius;
const float AngleInRadians = SlopeUnnormalized.IsNearlyZero() ? 0.0f : FMath::Atan2(SlopeUnnormalized.Y, SlopeUnnormalized.X);
FSlateDrawElement::MakeRotatedBox(
DrawElementsList,
LayerId,
FPaintGeometry(MidpointDrawPos, MidpointImage->ImageSize * ZoomFactor, ZoomFactor),
MidpointImage,
ClippingRect,
ESlateDrawEffect::None,
AngleInRadians,
TOptional<FVector2D>(),
FSlateDrawElement::RelativeToElement,
InColor
);
}
}
}