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C++ USceneComponent::GetArchetypeInstances方法代码示例

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


在下文中一共展示了USceneComponent::GetArchetypeInstances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: InputWidgetDelta

bool FSCSEditorViewportClient::InputWidgetDelta( FViewport* Viewport, EAxisList::Type CurrentAxis, FVector& Drag, FRotator& Rot, FVector& Scale )
{
	bool bHandled = false;
	if(bIsManipulating && CurrentAxis != EAxisList::None)
	{
		bHandled = true;
		AActor* PreviewActor = GetPreviewActor();
		auto BlueprintEditor = BlueprintEditorPtr.Pin();
		if (PreviewActor && BlueprintEditor.IsValid())
		{
			TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BlueprintEditor->GetSelectedSCSEditorTreeNodes();
			if(SelectedNodes.Num() > 0)
			{
				FVector ModifiedScale = Scale;
				if( GEditor->UsePercentageBasedScaling() )
				{
					ModifiedScale = Scale * ((GEditor->GetScaleGridSize() / 100.0f) / GEditor->GetGridSize());
				}

				TSet<USceneComponent*> UpdatedComponents;

				for(auto It(SelectedNodes.CreateIterator());It;++It)
				{
					FSCSEditorTreeNodePtrType SelectedNodePtr = *It;
					// Don't allow editing of a root node, inherited SCS node or child node that also has a movable (non-root) parent node selected
					const bool bCanEdit = !SelectedNodePtr->IsRootComponent() && !SelectedNodePtr->IsInherited()
						&& !IsMovableParentNodeSelected(SelectedNodePtr, SelectedNodes);

					if(bCanEdit)
					{
						USceneComponent* SceneComp = Cast<USceneComponent>(SelectedNodePtr->FindComponentInstanceInActor(PreviewActor));
						USceneComponent* SelectedTemplate = Cast<USceneComponent>(SelectedNodePtr->GetEditableComponentTemplate(BlueprintEditor->GetBlueprintObj()));
						if(SceneComp != NULL && SelectedTemplate != NULL)
						{
							// Cache the current default values for propagation
							FVector OldRelativeLocation = SelectedTemplate->RelativeLocation;
							FRotator OldRelativeRotation = SelectedTemplate->RelativeRotation;
							FVector OldRelativeScale3D = SelectedTemplate->RelativeScale3D;

							// Adjust the deltas as necessary
							FComponentEditorUtils::AdjustComponentDelta(SceneComp, Drag, Rot);

							TSharedPtr<ISCSEditorCustomization> Customization = BlueprintEditor->CustomizeSCSEditor(SceneComp);
							if(Customization.IsValid() && Customization->HandleViewportDrag(SceneComp, SelectedTemplate, Drag, Rot, ModifiedScale, GetWidgetLocation()))
							{
								UpdatedComponents.Add(SceneComp);
								UpdatedComponents.Add(SelectedTemplate);
							}
							else
							{
								// Apply delta to the preview actor's scene component
								GEditor->ApplyDeltaToComponent(
										SceneComp,
										true,
										&Drag,
										&Rot,
										&ModifiedScale,
										SceneComp->RelativeLocation );
								UpdatedComponents.Add(SceneComp);

							// Apply delta to the template component object
								GEditor->ApplyDeltaToComponent(
										SelectedTemplate,
										true,
										&Drag,
										&Rot,
										&ModifiedScale,
										SelectedTemplate->RelativeLocation );
								UpdatedComponents.Add(SelectedTemplate);
							}

							UBlueprint* PreviewBlueprint = UBlueprint::GetBlueprintFromClass(PreviewActor->GetClass());
							if(PreviewBlueprint != NULL)
							{
								// Like PostEditMove(), but we only need to re-run construction scripts
								if(PreviewBlueprint && PreviewBlueprint->bRunConstructionScriptOnDrag)
								{
									PreviewActor->RerunConstructionScripts();
								}

								SceneComp->PostEditComponentMove(true); // @TODO HACK passing 'finished' every frame...

								// If a constraint, copy back updated constraint frames to template
								UPhysicsConstraintComponent* ConstraintComp = Cast<UPhysicsConstraintComponent>(SceneComp);
								UPhysicsConstraintComponent* TemplateComp = Cast<UPhysicsConstraintComponent>(SelectedTemplate);
								if(ConstraintComp && TemplateComp)
								{
									TemplateComp->ConstraintInstance.CopyConstraintGeometryFrom(&ConstraintComp->ConstraintInstance);
								}

								// Iterate over all the active archetype instances and propagate the change(s) to the matching component instance
								TArray<UObject*> ArchetypeInstances;
								if(SelectedTemplate->HasAnyFlags(RF_ArchetypeObject))
								{
									SelectedTemplate->GetArchetypeInstances(ArchetypeInstances);
									for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex)
									{
										SceneComp = Cast<USceneComponent>(ArchetypeInstances[InstanceIndex]);
										if(SceneComp && SceneComp->GetOwner() != PreviewActor)
										{
//.........这里部分代码省略.........
开发者ID:Codermay,项目名称:Unreal4,代码行数:101,代码来源:SCSEditorViewportClient.cpp


注:本文中的USceneComponent::GetArchetypeInstances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。