本文整理汇总了C++中FVector2D::SizeSquared方法的典型用法代码示例。如果您正苦于以下问题:C++ FVector2D::SizeSquared方法的具体用法?C++ FVector2D::SizeSquared怎么用?C++ FVector2D::SizeSquared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::SizeSquared方法的7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: DrawText
void SProfilerThreadView::DrawText( const FString& Text, const FSlateFontInfo& FontInfo, FVector2D Position, const FColor& TextColor, const FColor& ShadowColor, FVector2D ShadowOffset, const FSlateRect* ClippingRect /*= nullptr*/ ) const
{
check( PaintState );
if( ShadowOffset.SizeSquared() > 0.0f )
{
FSlateDrawElement::MakeText
(
PaintState->OutDrawElements,
PaintState->LayerId,
PaintState->AllottedGeometry.ToOffsetPaintGeometry( Position + ShadowOffset ),
Text,
FontInfo,
ClippingRect ? *ClippingRect : PaintState->AbsoluteClippingRect,
PaintState->DrawEffects,
ShadowColor
);
}
FSlateDrawElement::MakeText
(
PaintState->OutDrawElements,
++PaintState->LayerId,
PaintState->AllottedGeometry.ToOffsetPaintGeometry( Position ),
Text,
FontInfo,
ClippingRect ? *ClippingRect : PaintState->AbsoluteClippingRect,
PaintState->DrawEffects,
TextColor
);
}
示例2: FindClosestPointOnLine
/** Find the point on line segment from LineStart to LineEnd which is closest to Point */
FVector2D FGeometryHelper::FindClosestPointOnLine(const FVector2D& LineStart, const FVector2D& LineEnd, const FVector2D& TestPoint)
{
const FVector2D LineVector = LineEnd - LineStart;
const float A = -FVector2D::DotProduct(LineStart - TestPoint, LineVector);
const float B = LineVector.SizeSquared();
const float T = FMath::Clamp<float>(A / B, 0.0f, 1.0f);
// Generate closest point
return LineStart + (T * LineVector);
}
示例3: ComputeActionAtLocation
ETransformAction STransformHandle::ComputeActionAtLocation(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) const
{
FVector2D LocalPosition = MyGeometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());
FVector2D GrabOriginOffset = LocalPosition - DragOrigin;
if ( GrabOriginOffset.SizeSquared() < 36.f )
{
return ETransformAction::Primary;
}
else
{
return ETransformAction::Secondary;
}
}
示例4: GetPreferredVelocity
FVector2D UAvoidanceComponent::GetPreferredVelocity()
{
FVector2D ToTarget;
if (bUseAITargetLocation && aiController)
{
ToTarget = FVector2D{ aiController->GetPathFollowingComponent()->GetCurrentTargetLocation() };
//FVector2D actLoc {pawn->GetActorLocation() };
//UE_LOG(LogRVOTest, Warning, TEXT("UAv::prefv GetCurrentTargetLocation, %f %f, actloc: %f %f"), CurrentTarget.X, CurrentTarget.Y, actLoc.X, actLoc.Y);
//UE_LOG(LogRVOTest, Warning, TEXT("UAv::Totarget: %f %f"), ToTarget.X, ToTarget.Y);
}
else
{
ToTarget = FVector2D{ CurrentTarget - FVector2D{ pawn->GetActorLocation() } };
}
float sqrDist = ToTarget.SizeSquared();
if (sqrDist < AcceptanceSquared)
return FVector2D::ZeroVector;
float m = 1.f / (SlowdownSquared - AcceptanceSquared);
float b = -m * AcceptanceSquared;
float k = (sqrDist < SlowdownSquared && pathFollowSlowdown) ? sqrDist * m + b : 1.f;
if (k < SMALL_NUMBER)
{
return FVector2D::ZeroVector;
}
FVector2D res = ToTarget.GetSafeNormal() * MaxVelocity * k;
if (res.ContainsNaN())
{
UE_LOG(LogRVOTest, VeryVerbose, TEXT("UAvoidanceComp:: GetPreferredV , %f %f"), res.X, res.Y);
}
return res;
}
示例5:
float UKismetMathLibrary::VSize2DSquared(FVector2D A)
{
return A.SizeSquared();
}
示例6: ReceiveTick
void UTapGestureRecognizer::ReceiveTick(float DeltaTime)
{
Super::ReceiveTick(DeltaTime);
if (CurrentTouchCount > PreviousTouchCount) // more fingers this tick than last means a tap sequence can't have ended
{
return;
}
float Now = GetWorld()->GetRealTimeSeconds();
for (int32 i = 0; i < EKeys::NUM_TOUCH_KEYS; i++)
{
TapCounts[i] = 0;
}
bool bDidFindTapSequence = false;
// If less fingers on screen, we could have a tap sequence in any of the fingers
for (int32 Index = CurrentTouchCount; Index < EKeys::NUM_TOUCH_KEYS; Index++)
{
FGestureTouchData ThisTouch = TouchData[Index];
if (ThisTouch.TouchStartTimes.Num() == 0) continue; // No points to look at, so bail
if (Now > ThisTouch.LatestTouchTime + MaximumTimeBetweenTaps && ThisTouch.LatestTouchTime != 0.f)
{
// Make sure it wasn't a pan or swipe
if (ThisTouch.TouchPoints.Num() > 1)
{
FVector2D TouchDelta = ThisTouch.TouchPoints.Last() - ThisTouch.TouchPoints[0];
float MovementSquared = TouchDelta.SizeSquared();
if (MovementSquared > 16.f) // More than 4 pixels of movement
{
// Not a tap, move along
ResetGesture();
continue;
}
}
// Enough time has passed that this finger MIGHT have finished a tap sequence
for (int32 TouchTimeIndex = ThisTouch.TouchStartTimes.Num()-1; TouchTimeIndex >= 0; TouchTimeIndex--)
{
float TapDuration = ThisTouch.TouchEndTimes[TouchTimeIndex] - ThisTouch.TouchStartTimes[TouchTimeIndex];
if ( TapDuration >= MinimumTimeForTap && TapDuration <= MaximumTimeForTap)
{
// We have a tap! But was it part of a sequence?
// First valid touch doesn't need this check
if (TouchTimeIndex == ThisTouch.TouchStartTimes.Num()-1)
{
TapCounts[Index]++;
}
// Need to include 0 in the loop for single taps, but don't want to try and compare it with previous tap
if (TouchTimeIndex > 0)
{
if (ThisTouch.TouchStartTimes[TouchTimeIndex] <= ThisTouch.TouchStartTimes[TouchTimeIndex-1] + MaximumTimeBetweenTaps)
{
TapCounts[Index]++;
}
}
}
else
{
break; // Not fast enough for tap
}
}
}
// Don't want to count this one again!
if (TapCounts[Index] > 0)
{
bDidFindTapSequence = true;
}
}
if (bDidFindTapSequence)
{
NumberOfFingersInTap = 0;
int32 HighestTapCount = 0;
int32 FirstIndexMatchingHighestTapCount;
// Find the highest tap count for a finger
for (int32 Index = 0; Index < EKeys::NUM_TOUCH_KEYS; Index++)
{
if (TapCounts[Index] > HighestTapCount)
{
HighestTapCount = TapCounts[Index];
FirstIndexMatchingHighestTapCount = Index;
}
}
// Find out how many fingers tapped for that amount
for (int32 Index = 0; Index < EKeys::NUM_TOUCH_KEYS; Index++)
{
if (TapCounts[Index] == HighestTapCount)
{
NumberOfFingersInTap++;
}
}
NumberOfTaps = HighestTapCount;
LastTapLocation = TouchData[FirstIndexMatchingHighestTapCount].TouchPoints.Last();
if (NumberOfTaps >= MinimumNumberOfTaps &&
NumberOfTaps <= MaximumNumberOfTaps &&
//.........这里部分代码省略.........
示例7: SnapDragDelta
void FVertexSnappingImpl::SnapDragDelta( FVertexSnappingArgs& InArgs, const FVector& StartLocation, const FBox& AllowedSnappingBox, TSet< TWeakObjectPtr<AActor> >& ActorsToIgnore, FVector& DragDelta )
{
const FSceneView* View = InArgs.SceneView;
const FVector& DesiredUnsnappedLocation = InArgs.CurrentLocation;
const FVector2D& MousePosition = InArgs.MousePosition;
const EAxisList::Type CurrentAxis = InArgs.CurrentAxis;
const FPlane ActorPlane = InArgs.ActorPlane;
FLevelEditorViewportClient* ViewportClient = InArgs.ViewportClient;
TArray<FSnapActor> PossibleSnapPointActors;
GetPossibleSnapActors( AllowedSnappingBox, MousePosition.IntPoint(), ViewportClient, View, CurrentAxis, ActorsToIgnore, PossibleSnapPointActors );
FVector Direction = FVector( ActorPlane.X, ActorPlane.Y, ActorPlane.Z );
if( PossibleSnapPointActors.Num() > 0 )
{
// Get the closest vertex to the desired location (before snapping)
FVector ClosestPoint = GetClosestVertex( PossibleSnapPointActors, InArgs ).Position;
FVector PrevDragDelta = DragDelta;
float Distance = 0;
if( CurrentAxis != EAxisList::Screen )
{
// Compute a distance from the stat location to the snap point.
// When not using the screen space translation we snap to the plane along the movement axis that the nearest vertex is on and not the vertex itself
FPlane RealPlane( StartLocation, Direction );
Distance = RealPlane.PlaneDot( ClosestPoint );
// Snap to the plane
DragDelta = Distance*Direction;
}
else
{
// Snap to the nearest vertex
DragDelta = ClosestPoint-StartLocation;
Distance = DragDelta.Size();
}
const FVector& PreSnapLocation = StartLocation;
// Compute snapped location after computing the new drag delta
FVector SnappedLocation = StartLocation+DragDelta;
if( ViewportClient->IsPerspective() )
{
// Distance from start location to the location the actor would be in without snapping
float DistFromPreSnapToDesiredUnsnapped = FVector::DistSquared( PreSnapLocation, DesiredUnsnappedLocation );
// Distance from the new location of the actor without snapping to the location with snapping
float DistFromDesiredUnsnappedToSnapped = FVector::DistSquared( DesiredUnsnappedLocation, SnappedLocation );
// Only snap if the distance to the snapped location is less than the distance to the unsnapped location.
// This allows the user to control the speed of snapping based on how fast they move the mouse and also avoids jerkiness when the mouse is behind the snap location
if( (CurrentAxis != EAxisList::Screen && DistFromDesiredUnsnappedToSnapped >= DistFromPreSnapToDesiredUnsnapped) || ClosestPoint == DesiredUnsnappedLocation )
{
DragDelta = FVector::ZeroVector;
}
}
else
{
FVector2D PreSnapLocationPixel;
View->WorldToPixel( PreSnapLocation, PreSnapLocationPixel );
FVector2D SnappedLocationPixel;
View->WorldToPixel( SnappedLocation, SnappedLocationPixel );
FVector2D SLtoML = SnappedLocationPixel-MousePosition;
FVector2D PStoML = MousePosition-PreSnapLocationPixel;
// Only snap if the distance to the snapped location is less than the distance to the unsnapped location
float Dist2 = PStoML.SizeSquared();
float Dist1 = SLtoML.SizeSquared();
if( Dist1 >= Dist2 || ClosestPoint == DesiredUnsnappedLocation )
{
DragDelta = FVector::ZeroVector;
}
}
}
}