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C++ UPrimitiveComponent::HasAnyFlags方法代码示例

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


在下文中一共展示了UPrimitiveComponent::HasAnyFlags方法的1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: UnWeldFromParent

void UPrimitiveComponent::UnWeldFromParent()
{
	FBodyInstance* NewRootBI = GetBodyInstance(NAME_None, false);
	UWorld* CurrentWorld = GetWorld();
	if (NewRootBI == NULL || NewRootBI->bWelded == false || CurrentWorld == nullptr || IsPendingKill())
	{
		return;
	}

	FName SocketName;
	UPrimitiveComponent * RootComponent = GetRootWelded(this, AttachSocketName, &SocketName);

	if (RootComponent)
	{
		if (FBodyInstance* RootBI = RootComponent->GetBodyInstance(SocketName, false))
		{
			bool bRootIsBeingDeleted = RootComponent->HasAnyFlags(RF_PendingKill) || RootComponent->HasAnyFlags(RF_Unreachable);
			if (!bRootIsBeingDeleted)
			{
				//create new root
				RootBI->UnWeld(NewRootBI);	//don't bother fixing up shapes if RootComponent is about to be deleted
			}

			NewRootBI->bWelded = false;
			const FBodyInstance* PrevWeldParent = NewRootBI->WeldParent;
			NewRootBI->WeldParent = nullptr;

			bool bHasBodySetup = GetBodySetup() != nullptr;

			//if BodyInstance hasn't already been created we need to initialize it
			if (bHasBodySetup && NewRootBI->IsValidBodyInstance() == false)
			{
				bool bPrevAutoWeld = NewRootBI->bAutoWeld;
				NewRootBI->bAutoWeld = false;
				NewRootBI->InitBody(GetBodySetup(), GetComponentToWorld(), this, CurrentWorld->GetPhysicsScene());
				NewRootBI->bAutoWeld = bPrevAutoWeld;
			}

			if(PrevWeldParent == nullptr)	//our parent is kinematic so no need to do any unwelding/rewelding of children
			{
				return;
			}

			//now weld its children to it
			TArray<FBodyInstance*> ChildrenBodies;
			TArray<FName> ChildrenLabels;
			GetWeldedBodies(ChildrenBodies, ChildrenLabels);

			for (int32 ChildIdx = 0; ChildIdx < ChildrenBodies.Num(); ++ChildIdx)
			{
				FBodyInstance* ChildBI = ChildrenBodies[ChildIdx];
				if (ChildBI != NewRootBI)
				{
					if (!bRootIsBeingDeleted)
					{
						RootBI->UnWeld(ChildBI);
					}

					//At this point, NewRootBI must be kinematic because it's being unwelded. It's up to the code that simulates to call Weld on the children as needed
					ChildBI->WeldParent = nullptr;	//null because we are currently kinematic
				}
			}
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:65,代码来源:PrimitiveComponentPhysics.cpp


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