本文整理汇总了C++中FVector2D::SafeNormal方法的典型用法代码示例。如果您正苦于以下问题:C++ FVector2D::SafeNormal方法的具体用法?C++ FVector2D::SafeNormal怎么用?C++ FVector2D::SafeNormal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::SafeNormal方法的4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: Internal_DrawLineWithArrow
void FBehaviorTreeConnectionDrawingPolicy::Internal_DrawLineWithArrow(const FVector2D& StartAnchorPoint, const FVector2D& EndAnchorPoint, const FLinearColor& WireColor, float WireThickness, bool bDrawBubbles)
{
//@TODO: Should this be scaled by zoom factor?
const float LineSeparationAmount = 4.5f;
const FVector2D DeltaPos = EndAnchorPoint - StartAnchorPoint;
const FVector2D UnitDelta = DeltaPos.SafeNormal();
const FVector2D Normal = FVector2D(DeltaPos.Y, -DeltaPos.X).SafeNormal();
// Come up with the final start/end points
const FVector2D DirectionBias = Normal * LineSeparationAmount;
const FVector2D LengthBias = ArrowRadius.X * UnitDelta;
const FVector2D StartPoint = StartAnchorPoint + DirectionBias + LengthBias;
const FVector2D EndPoint = EndAnchorPoint + DirectionBias - LengthBias;
// Draw a line/spline
DrawConnection(WireLayerID, StartPoint, EndPoint, WireColor, WireThickness, bDrawBubbles);
// Draw the arrow
const FVector2D ArrowDrawPos = EndPoint - ArrowRadius;
const float AngleInRadians = FMath::Atan2(DeltaPos.Y, DeltaPos.X);
FSlateDrawElement::MakeRotatedBox(
DrawElementsList,
ArrowLayerID,
FPaintGeometry(ArrowDrawPos, ArrowImage->ImageSize * ZoomFactor, ZoomFactor),
ArrowImage,
ClippingRect,
ESlateDrawEffect::None,
AngleInRadians,
TOptional<FVector2D>(),
FSlateDrawElement::RelativeToElement,
WireColor
);
}
示例2: DrawConnection
void FStateMachineConnectionDrawingPolicy::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 FVector2D Delta = End-Start;
const FVector2D NormDelta = Delta.SafeNormal();
const FVector2D P0Tangent = NormDelta;
const FVector2D P1Tangent = NormDelta;
// Draw the spline itself
FSlateDrawElement::MakeDrawSpaceSpline(
DrawElementsList,
LayerId,
P0, P0Tangent,
P1, P1Tangent,
ClippingRect,
Thickness,
ESlateDrawEffect::None,
InColor
);
//@TODO: Handle bDrawBubbles
}
示例3: DrawConnection
void FBehaviorTreeConnectionDrawingPolicy::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 FVector2D Delta = End-Start;
const FVector2D NormDelta = Delta.SafeNormal();
const FVector2D P0Tangent = NormDelta;
const FVector2D P1Tangent = NormDelta;
// Draw the spline itself
FSlateDrawElement::MakeDrawSpaceSpline(
DrawElementsList,
LayerId,
P0, P0Tangent,
P1, P1Tangent,
ClippingRect,
Thickness,
ESlateDrawEffect::None,
InColor
);
if (bDrawBubbles)
{
// This table maps distance along curve to alpha
FInterpCurve<float> SplineReparamTable;
float SplineLength = MakeSplineReparamTable(P0, P0Tangent, P1, P1Tangent, SplineReparamTable);
// Draw bubbles on the spline
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::CeilToInt(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
);
}
}
}
}
示例4:
FVector2D UKismetMathLibrary::Normal2D(FVector2D A)
{
return A.SafeNormal();
}