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C++ TActorIterator::GetActorLocation方法代码示例

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


在下文中一共展示了TActorIterator::GetActorLocation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: GenerateItems

void UEnvQueryGenerator_ActorsOfClass::GenerateItems(FEnvQueryInstance& QueryInstance) const
{
	SearchRadius.BindData(QueryInstance.Owner.Get(), QueryInstance.QueryID);
	float RadiusValue = SearchRadius.GetValue();

	UWorld* World = GEngine->GetWorldFromContextObject(QueryInstance.Owner.Get());
	if (World == NULL || SearchedActorClass == NULL)
	{
		return;
	}

	const float RadiusSq = FMath::Square(RadiusValue);

	TArray<FVector> ContextLocations;
	QueryInstance.PrepareContext(SearchCenter, ContextLocations);

	for (TActorIterator<AActor> ItActor = TActorIterator<AActor>(World, SearchedActorClass); ItActor; ++ItActor)
	{
		for (int32 ContextIndex = 0; ContextIndex < ContextLocations.Num(); ++ContextIndex)
		{
			if (FVector::DistSquared(ContextLocations[ContextIndex], ItActor->GetActorLocation()) < RadiusSq)
			{
				QueryInstance.AddItemData<UEnvQueryItemType_Actor>(*ItActor);
				break;
			}
		}
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:28,代码来源:EnvQueryGenerator_ActorsOfClass.cpp

示例2: GenerateItems

void UEnvQueryGenerator_ActorsOfClass::GenerateItems(FEnvQueryInstance& QueryInstance) const
{
	float RadiusValue = 0.0f;
	float DensityValue = 0.0f;

	UWorld* World = GEngine->GetWorldFromContextObject(QueryInstance.Owner.Get());
	// @TODO add some logging here
	if (World == NULL || QueryInstance.GetParamValue(Radius, RadiusValue, TEXT("Radius")) == false
		|| SearchedActorClass == NULL)
	{
		return;
	}

	const float RadiusSq = FMath::Square(RadiusValue);

	TArray<FVector> ContextLocations;
	QueryInstance.PrepareContext(SearchCenter, ContextLocations);

	for (TActorIterator<AActor> ItActor = TActorIterator<AActor>(World, SearchedActorClass); ItActor; ++ItActor)
	{
		for (int32 ContextIndex = 0; ContextIndex < ContextLocations.Num(); ++ContextIndex)
		{
			if (FVector::DistSquared(ContextLocations[ContextIndex], ItActor->GetActorLocation()) < RadiusSq)
			{
				QueryInstance.AddItemData<UEnvQueryItemType_Actor>(*ItActor);
				break;
			}
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:30,代码来源:EnvQueryGenerator_ActorsOfClass.cpp


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