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C++ TInlineComponentArray::Add方法代码示例

本文整理汇总了C++中TInlineComponentArray::Add方法的典型用法代码示例。如果您正苦于以下问题:C++ TInlineComponentArray::Add方法的具体用法?C++ TInlineComponentArray::Add怎么用?C++ TInlineComponentArray::Add使用的例子?那么恭喜您, 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TInlineComponentArray的用法示例。


在下文中一共展示了TInlineComponentArray::Add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: ProcessNewComponentArray

void UActorRecording::ProcessNewComponentArray(TInlineComponentArray<USceneComponent*>& ProspectiveComponents) const
{
	// Only iterate as far as the current size of the array (it may grow inside the loop)
	int32 LastIndex = ProspectiveComponents.Num();
	for(int32 Index = 0; Index < LastIndex; ++Index)
	{
		USceneComponent* NewComponent = ProspectiveComponents[Index];

		USceneComponent* Parent = ProspectiveComponents[Index]->GetAttachParent();

		while (Parent)
		{
			TWeakObjectPtr<USceneComponent> WeakParent(Parent);
			if (TrackedComponents.Contains(WeakParent) || ProspectiveComponents.Contains(Parent) || Parent->GetOwner() != NewComponent->GetOwner())
			{
				break;
			}
			else
			{
				ProspectiveComponents.Add(Parent);
			}

			Parent = Parent->GetAttachParent();
		}
	}

	// Sort parent first, to ensure that attachments get added properly
	TMap<USceneComponent*, int32> AttachmentDepths;
	for (USceneComponent* Component : ProspectiveComponents)
	{
		AttachmentDepths.Add(Component, GetAttachmentDepth(Component));
	}

	ProspectiveComponents.Sort(
		[&](USceneComponent& A, USceneComponent& B)
		{
			return *AttachmentDepths.Find(&A) < *AttachmentDepths.Find(&B);
		}
	);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:40,代码来源:ActorRecording.cpp

示例2: ExecuteScriptOnActor

void USimpleConstructionScript::ExecuteScriptOnActor(AActor* Actor, const FTransform& RootTransform, bool bIsDefaultTransform)
{
	if(RootNodes.Num() > 0)
	{
		TSet<UActorComponent*> AllComponentsCreatedBySCS;
		TInlineComponentArray<UActorComponent*> InstancedComponents;
		for(auto NodeIt = RootNodes.CreateIterator(); NodeIt; ++NodeIt)
		{
			USCS_Node* RootNode = *NodeIt;
			if(RootNode != nullptr)
			{
				// Get all native scene components
				TInlineComponentArray<USceneComponent*> Components;
				Actor->GetComponents(Components);
				for (int32 Index = Components.Num()-1; Index >= 0; --Index)
				{
					USceneComponent* SceneComponent = Components[Index];
					if (SceneComponent->CreationMethod == EComponentCreationMethod::Instance)
					{
						Components.RemoveAt(Index);
					}
					else
					{
						// Handle the native sub-component of an instance component case
						USceneComponent* ParentSceneComponent = SceneComponent->GetTypedOuter<USceneComponent>();
						if (ParentSceneComponent && ParentSceneComponent->CreationMethod == EComponentCreationMethod::Instance)
						{
							Components.RemoveAt(Index);
						}
					}
				}

				// Get the native root component; if it's not set, the first native scene component will be used as root. This matches what's done in the SCS editor.
				USceneComponent* RootComponent = Actor->GetRootComponent();
				if(RootComponent == nullptr && Components.Num() > 0)
				{
					RootComponent = Components[0];
				}

				// If the root node specifies that it has a parent
				USceneComponent* ParentComponent = nullptr;
				if(RootNode->ParentComponentOrVariableName != NAME_None)
				{
					// Get the Actor class object
					UClass* ActorClass = Actor->GetClass();
					check(ActorClass != nullptr);

					// If the root node is parented to a "native" component (i.e. in the 'Components' array)
					if(RootNode->bIsParentComponentNative)
					{
						for(int32 CompIndex = 0; CompIndex < Components.Num(); ++CompIndex)
						{
							// If we found a match, remember the index
							if(Components[CompIndex]->GetFName() == RootNode->ParentComponentOrVariableName)
							{
								ParentComponent = Components[CompIndex];
								break;
							}
						}
					}
					else
					{
						// In the non-native case, the SCS node's variable name property is used as the parent identifier
						UObjectPropertyBase* Property = FindField<UObjectPropertyBase>(ActorClass, RootNode->ParentComponentOrVariableName);
						if(Property != nullptr)
						{
							// If we found a matching property, grab its value and use that as the parent for this node
							ParentComponent = Cast<USceneComponent>(Property->GetObjectPropertyValue_InContainer(Actor));
						}
					}
				}

				// Create the new component instance and any child components it may have
				UActorComponent* InstancedComponent = RootNode->ExecuteNodeOnActor(Actor, ParentComponent != nullptr ? ParentComponent : RootComponent, &RootTransform, bIsDefaultTransform);
				if(InstancedComponent != nullptr)
				{
					InstancedComponents.Add(InstancedComponent);
				}

				// get list of every component SCS created, in case some of them aren't in the attachment hierarchy any more (e.g. rigid bodies)
				TInlineComponentArray<USceneComponent*> ComponentsAfterSCS;
				Actor->GetComponents(ComponentsAfterSCS);
				for (USceneComponent* C : ComponentsAfterSCS)
				{
					if (Components.Contains(C) == false)
					{
						AllComponentsCreatedBySCS.Add(C);
					}
				}
			}
		}

		// Register all instanced SCS components once SCS execution has finished; sorted in order to register the scene component hierarchy first, followed by the remaining actor components (in case they happen to depend on something in the scene hierarchy)
		InstancedComponents.Sort([](const UActorComponent& A, const UActorComponent& B) { return A.IsA<USceneComponent>(); });
		for(auto InstancedComponent : InstancedComponents)
		{
			RegisterInstancedComponent(InstancedComponent);
		}

		// now that the instanced components in the attachment hierarchy are registered, register any other components that SCS made but aren't in the attachment hierarchy for whatever reason.
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:SimpleConstructionScript.cpp

示例3: StartRecordingNewComponents

void UActorRecording::StartRecordingNewComponents(ULevelSequence* CurrentSequence, float CurrentSequenceTime)
{
	if (GetActorToRecord() != nullptr)
	{
		// find the new component(s)
		TInlineComponentArray<USceneComponent*> NewComponents;
		TArray<USceneComponent*> SceneComponents;
		GetSceneComponents(SceneComponents);
		for(USceneComponent* SceneComponent : SceneComponents)
		{
			if(ValidComponent(SceneComponent))
			{
				TWeakObjectPtr<USceneComponent> WeakSceneComponent(SceneComponent);
				int32 FoundIndex = TrackedComponents.Find(WeakSceneComponent);
				if(FoundIndex == INDEX_NONE)
				{
					// new component!
					NewComponents.Add(SceneComponent);
				}
			}
		}

		ProcessNewComponentArray(NewComponents);

		UMovieScene* MovieScene = CurrentSequence->GetMovieScene();
		check(MovieScene);

		FAnimationRecordingSettings ComponentAnimationSettings = AnimationSettings;
		ComponentAnimationSettings.bRemoveRootAnimation = false;
		ComponentAnimationSettings.bRecordInWorldSpace = false;

		const USequenceRecorderSettings* Settings = GetDefault<USequenceRecorderSettings>();
		if (!bRecordToPossessable)
		{
			FMovieSceneSpawnable* Spawnable = MovieScene->FindSpawnable(Guid);
			check(Spawnable);

			AActor* ObjectTemplate = CastChecked<AActor>(Spawnable->GetObjectTemplate());

			for (USceneComponent* SceneComponent : NewComponents)
			{
				// new component, so we need to add this to our BP if it didn't come from SCS
				FName NewName;
				if (SceneComponent->CreationMethod != EComponentCreationMethod::SimpleConstructionScript)
				{
					// Give this component a unique name within its parent
					NewName = *FString::Printf(TEXT("Dynamic%s"), *SceneComponent->GetFName().GetPlainNameString());
					NewName.SetNumber(1);
					while (FindObjectFast<UObject>(ObjectTemplate, NewName))
					{
						NewName.SetNumber(NewName.GetNumber() + 1);
					}

					USceneComponent* TemplateRoot = ObjectTemplate->GetRootComponent();
					USceneComponent* AttachToComponent = nullptr;

					// look for a similar attach parent in the current structure
					USceneComponent* AttachParent = SceneComponent->GetAttachParent();
					if(AttachParent != nullptr)
					{
						// First off, check if we're attached to a component that has already been duplicated into this object
						// If so, the name lookup will fail, so we use a direct reference
						if (TWeakObjectPtr<USceneComponent>* DuplicatedComponent = DuplicatedDynamicComponents.Find(AttachParent))
						{
							AttachToComponent = DuplicatedComponent->Get();
						}
					
						// If we don't have an attachment parent duplicated already, perform a name lookup
						if (!AttachToComponent)
						{
							FName AttachName = SceneComponent->GetAttachParent()->GetFName();

							TInlineComponentArray<USceneComponent*> AllChildren;
							ObjectTemplate->GetComponents(AllChildren);

							for (USceneComponent* Child : AllChildren)
							{
								CA_SUPPRESS(28182); // Dereferencing NULL pointer. 'Child' contains the same NULL value as 'AttachToComponent' did.
								if (Child->GetFName() == AttachName)
								{
									AttachToComponent = Child;
									break;
								}
							}
						}
					}

					if (!AttachToComponent)
					{
						AttachToComponent = ObjectTemplate->GetRootComponent();
					}

					USceneComponent* NewTemplateComponent = Cast<USceneComponent>(StaticDuplicateObject(SceneComponent, ObjectTemplate, NewName, RF_AllFlags & ~RF_Transient));
					NewTemplateComponent->AttachToComponent(AttachToComponent, FAttachmentTransformRules::KeepRelativeTransform, SceneComponent->GetAttachSocketName());

					ObjectTemplate->AddInstanceComponent(NewTemplateComponent);

					DuplicatedDynamicComponents.Add(SceneComponent, NewTemplateComponent);
				}
				else
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:ActorRecording.cpp

示例4: StartRecordingActorProperties

void UActorRecording::StartRecordingActorProperties(ULevelSequence* CurrentSequence, float CurrentSequenceTime)
{
	if(CurrentSequence != nullptr)
	{
		// set up our spawnable or possessable for this actor
		UMovieScene* MovieScene = CurrentSequence->GetMovieScene();

		AActor* Actor = GetActorToRecord();

		if (bRecordToPossessable)
		{ 
			Guid = MovieScene->AddPossessable(Actor->GetActorLabel(), Actor->GetClass());
			CurrentSequence->BindPossessableObject(Guid, *Actor, Actor->GetWorld());
		}
		else
		{
			FString TemplateName = GetUniqueSpawnableName(MovieScene, Actor->GetName());

			AActor* ObjectTemplate = CastChecked<AActor>(CurrentSequence->MakeSpawnableTemplateFromInstance(*Actor, *TemplateName));

			if (ObjectTemplate)
			{
				TInlineComponentArray<USkeletalMeshComponent*> SkeletalMeshComponents;
				ObjectTemplate->GetComponents(SkeletalMeshComponents);
				for (USkeletalMeshComponent* SkeletalMeshComponent : SkeletalMeshComponents)
				{
					SkeletalMeshComponent->SetAnimationMode(EAnimationMode::AnimationSingleNode);
					SkeletalMeshComponent->bEnableUpdateRateOptimizations = false;
					SkeletalMeshComponent->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones;
					SkeletalMeshComponent->ForcedLodModel = 1;
				}

				Guid = MovieScene->AddSpawnable(TemplateName, *ObjectTemplate);
			}
		}

		// now add tracks to record
		if(Guid.IsValid())
		{
			// add our folder
			FindOrAddFolder(MovieScene);

			// force set recording to record translations as we need this with no animation
			UMovieScene3DTransformSectionRecorderSettings* TransformSettings = ActorSettings.GetSettingsObject<UMovieScene3DTransformSectionRecorderSettings>();
			check(TransformSettings);
			TransformSettings->bRecordTransforms = true;

			// grab components so we can track attachments
			// don't include non-CDO here as they wont be part of our initial BP (duplicated above)
			// we will catch these 'extra' components on the first tick
			const bool bIncludeNonCDO = false;
			SyncTrackedComponents(bIncludeNonCDO);

			TInlineComponentArray<USceneComponent*> SceneComponents(GetActorToRecord());

			// check if components need recording
			TInlineComponentArray<USceneComponent*> ValidSceneComponents;
			for(TWeakObjectPtr<USceneComponent>& SceneComponent : TrackedComponents)
			{
				if(ValidComponent(SceneComponent.Get()))
				{
					ValidSceneComponents.Add(SceneComponent.Get());

					// add all parent components too
					TArray<USceneComponent*> ParentComponents;
					SceneComponent->GetParentComponents(ParentComponents);
					for(USceneComponent* ParentComponent : ParentComponents)
					{	
						ValidSceneComponents.AddUnique(ParentComponent);
					}
				}
			}

			ProcessNewComponentArray(ValidSceneComponents);

			TSharedPtr<FMovieSceneAnimationSectionRecorder> FirstAnimRecorder = nullptr;
			for(USceneComponent* SceneComponent : ValidSceneComponents)
			{
				TSharedPtr<FMovieSceneAnimationSectionRecorder> AnimRecorder = StartRecordingComponentProperties(SceneComponent->GetFName(), SceneComponent, GetActorToRecord(), CurrentSequence, CurrentSequenceTime, AnimationSettings);
				if(!FirstAnimRecorder.IsValid() && AnimRecorder.IsValid() && GetActorToRecord()->IsA<ACharacter>())
				{
					FirstAnimRecorder = AnimRecorder;
				}
			}

			// we need to create a transform track even if we arent recording transforms
			if (FSequenceRecorder::Get().GetTransformRecorderFactory().CanRecordObject(GetActorToRecord()))
			{
				TSharedPtr<IMovieSceneSectionRecorder> Recorder = FSequenceRecorder::Get().GetTransformRecorderFactory().CreateSectionRecorder(TransformSettings->bRecordTransforms, FirstAnimRecorder);
				if(Recorder.IsValid())
				{ 
					Recorder->CreateSection(GetActorToRecord(), MovieScene, Guid, CurrentSequenceTime);
					Recorder->Record(CurrentSequenceTime);
					SectionRecorders.Add(Recorder);
				}
			}

			TArray<IMovieSceneSectionRecorderFactory*> ModularFeatures = IModularFeatures::Get().GetModularFeatureImplementations<IMovieSceneSectionRecorderFactory>(MovieSceneSectionRecorderFactoryName);
			for (IMovieSceneSectionRecorderFactory* Factory : ModularFeatures)
			{
//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:ActorRecording.cpp


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