本文整理汇总了C++中UPrimitiveComponent::PushEditorVisibilityToProxy方法的典型用法代码示例。如果您正苦于以下问题:C++ UPrimitiveComponent::PushEditorVisibilityToProxy方法的具体用法?C++ UPrimitiveComponent::PushEditorVisibilityToProxy怎么用?C++ UPrimitiveComponent::PushEditorVisibilityToProxy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UPrimitiveComponent
的用法示例。
在下文中一共展示了UPrimitiveComponent::PushEditorVisibilityToProxy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: RemoveViewFromActorViewVisibility
void FLayers::RemoveViewFromActorViewVisibility( FLevelEditorViewportClient* ViewportClient )
{
const int32 ViewIndex = ViewportClient->ViewIndex;
// get the bit for the view index
uint64 ViewBit = ((uint64)1 << ViewIndex);
// get all bits under that that we want to keep
uint64 KeepBits = ViewBit - 1;
// Iterate over all actors, looking for actors in the specified layers.
for( FActorIterator It(ViewportClient->GetWorld()) ; It ; ++It )
{
const TWeakObjectPtr< AActor > Actor = *It;
if( !IsActorValidForLayer( Actor ) )
{
continue;
}
// remember original bits
uint64 OriginalHiddenViews = Actor->HiddenEditorViews;
uint64 Was = Actor->HiddenEditorViews;
// slide all bits higher than ViewIndex down one since the view is being removed from Editor
uint64 LowBits = Actor->HiddenEditorViews & KeepBits;
// now slide the top bits down by ViewIndex + 1 (chopping off ViewBit)
uint64 HighBits = Actor->HiddenEditorViews >> (ViewIndex + 1);
// then slide back up by ViewIndex, which will now have erased ViewBit, as well as leaving 0 in the low bits
HighBits = HighBits << ViewIndex;
// put it all back together
Actor->HiddenEditorViews = LowBits | HighBits;
// reregister if we changed the visibility bits, as the rendering thread needs them
if (OriginalHiddenViews == Actor->HiddenEditorViews)
{
continue;
}
// Find all registered primitive components and update the scene proxy with the actors updated visibility map
TInlineComponentArray<UPrimitiveComponent*> Components;
Actor->GetComponents(Components);
for( int32 ComponentIdx = 0; ComponentIdx < Components.Num(); ++ComponentIdx )
{
UPrimitiveComponent* PrimitiveComponent = Components[ComponentIdx];
if (PrimitiveComponent->IsRegistered())
{
// Push visibility to the render thread
PrimitiveComponent->PushEditorVisibilityToProxy( Actor->HiddenEditorViews );
}
}
}
}
示例2: UpdateVolumeActorVisibility
void UUnrealEdEngine::UpdateVolumeActorVisibility( UClass* InVolumeActorClass, FLevelEditorViewportClient* InViewport )
{
TSubclassOf<AActor> VolumeClassToCheck = InVolumeActorClass ? InVolumeActorClass : AVolume::StaticClass();
// Build a list of actors that need to be updated. Only take actors of the passed in volume class.
UWorld* World = InViewport ? InViewport->GetWorld() : GWorld;
TArray< AActor *> ActorsToUpdate;
for( TActorIterator<AActor> It( World, VolumeClassToCheck ); It; ++It)
{
ActorsToUpdate.Add(*It);
}
if( ActorsToUpdate.Num() > 0 )
{
TArray< AActor* > ActorsThatChanged;
if( !InViewport )
{
// Update the visibility state of each actor for each viewport
for( int32 ViewportIdx = 0; ViewportIdx < LevelViewportClients.Num(); ++ViewportIdx )
{
FLevelEditorViewportClient& ViewClient = *LevelViewportClients[ViewportIdx];
{
// Only update the editor frame clients as those are the only viewports right now that show volumes.
InternalUpdateVolumeActorVisibility( ActorsToUpdate, ViewClient, ActorsThatChanged );
if( ActorsThatChanged.Num() )
{
// If actor visibility changed in the viewport, it needs to be redrawn
ViewClient.Invalidate();
}
}
}
}
else
{
// Only update the editor frame clients as those are the only viewports right now that show volumes.
InternalUpdateVolumeActorVisibility( ActorsToUpdate, *InViewport, ActorsThatChanged );
if( ActorsThatChanged.Num() )
{
// If actor visibility changed in the viewport, it needs to be redrawn
InViewport->Invalidate();
}
}
// Push all changes in the actors to the scene proxy so the render thread correctly updates visibility
for( int32 ActorIdx = 0; ActorIdx < ActorsThatChanged.Num(); ++ActorIdx )
{
AActor* ActorToUpdate = ActorsThatChanged[ ActorIdx ];
// Find all registered primitive components and update the scene proxy with the actors updated visibility map
TInlineComponentArray<UPrimitiveComponent*> PrimitiveComponents;
ActorToUpdate->GetComponents(PrimitiveComponents);
for( int32 ComponentIdx = 0; ComponentIdx < PrimitiveComponents.Num(); ++ComponentIdx )
{
UPrimitiveComponent* PrimitiveComponent = PrimitiveComponents[ComponentIdx];
if (PrimitiveComponent->IsRegistered())
{
// Push visibility to the render thread
PrimitiveComponent->PushEditorVisibilityToProxy( ActorToUpdate->HiddenEditorViews );
}
}
}
}
}