当前位置: 首页>>代码示例>>C++>>正文


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

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 );
			}
		}
	}
}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:56,代码来源:Layers.cpp

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 );
				}
			}
		}
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:64,代码来源:UnrealEdEngine.cpp


注:本文中的UPrimitiveComponent::PushEditorVisibilityToProxy方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。