本文整理汇总了C++中USceneComponent::GetComponentLocation方法的典型用法代码示例。如果您正苦于以下问题:C++ USceneComponent::GetComponentLocation方法的具体用法?C++ USceneComponent::GetComponentLocation怎么用?C++ USceneComponent::GetComponentLocation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类USceneComponent
的用法示例。
在下文中一共展示了USceneComponent::GetComponentLocation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: GetWidgetLocation
FVector FSCSEditorViewportClient::GetWidgetLocation() const
{
FVector Location = FVector::ZeroVector;
AActor* PreviewActor = GetPreviewActor();
if(PreviewActor)
{
TArray<FSCSEditorTreeNodePtrType> SelectedNodes = BlueprintEditorPtr.Pin()->GetSelectedSCSEditorTreeNodes();
if(SelectedNodes.Num() > 0)
{
// Use the last selected item for the widget location
USceneComponent* SceneComp = Cast<USceneComponent>(SelectedNodes.Last().Get()->FindComponentInstanceInActor(PreviewActor));
if( SceneComp )
{
TSharedPtr<ISCSEditorCustomization> Customization = BlueprintEditorPtr.Pin()->CustomizeSCSEditor(SceneComp);
FVector CustomLocation;
if(Customization.IsValid() && Customization->HandleGetWidgetLocation(SceneComp, CustomLocation))
{
Location = CustomLocation;
}
else
{
Location = SceneComp->GetComponentLocation();
}
}
}
}
return Location;
}
示例2: ComponentInstanceData
AActor::FActorTransactionAnnotation::FActorTransactionAnnotation(const AActor* Actor, const bool bCacheRootComponentData)
: ComponentInstanceData(Actor)
{
USceneComponent* ActorRootComponent = Actor->GetRootComponent();
if (bCacheRootComponentData && ActorRootComponent && ActorRootComponent->IsCreatedByConstructionScript())
{
bRootComponentDataCached = true;
RootComponentData.Transform = ActorRootComponent->ComponentToWorld;
RootComponentData.Transform.SetTranslation(ActorRootComponent->GetComponentLocation()); // take into account any custom location
if (ActorRootComponent->GetAttachParent())
{
RootComponentData.AttachedParentInfo.Actor = ActorRootComponent->GetAttachParent()->GetOwner();
RootComponentData.AttachedParentInfo.AttachParent = ActorRootComponent->GetAttachParent();
RootComponentData.AttachedParentInfo.AttachParentName = ActorRootComponent->GetAttachParent()->GetFName();
RootComponentData.AttachedParentInfo.SocketName = ActorRootComponent->GetAttachSocketName();
RootComponentData.AttachedParentInfo.RelativeTransform = ActorRootComponent->GetRelativeTransform();
}
for (USceneComponent* AttachChild : ActorRootComponent->GetAttachChildren())
{
AActor* ChildOwner = (AttachChild ? AttachChild->GetOwner() : NULL);
if (ChildOwner && ChildOwner != Actor)
{
// Save info about actor to reattach
FActorRootComponentReconstructionData::FAttachedActorInfo Info;
Info.Actor = ChildOwner;
Info.SocketName = AttachChild->GetAttachSocketName();
Info.RelativeTransform = AttachChild->GetRelativeTransform();
RootComponentData.AttachedToInfo.Add(Info);
}
}
}
else
{
bRootComponentDataCached = false;
}
}
示例3: GetActorRotation
void ALD35Character::OnFire()
{
if (IsInAlternateForm)
{
FVector trgPos = FindComponentByClass<UCameraComponent>()->GetComponentLocation() + GetActorRotation().RotateVector(FVector(140, 0, 0));
//DrawDebugSphere(GetWorld(), trgPos, 150, 8, FColor::Red, false, 0.5f);
TArray<FOverlapResult> res;
if (GetWorld()->OverlapMultiByChannel(res, trgPos, FQuat::Identity, ECollisionChannel::ECC_WorldDynamic, FCollisionShape::MakeSphere(150)))
{
for (auto& a : res)
{
if (a.Actor.Get() && a.Actor != this)
{
a.Actor->TakeDamage(1, FDamageEvent(), this->GetController(), this);
}
}
}
if (FMath::Rand() % 3 == 0)
{
UGameplayStatics::PlaySoundAtLocation(this, TransformSound, GetActorLocation());
}
return;
}
// try and fire a projectile
if (ProjectileClass != NULL)
{
USceneComponent* cam = FindComponentByClass<UCameraComponent>();
if (cam)
{
FRotator SpawnRotation = cam->GetComponentRotation();
FVector SpawnLocation = cam->GetComponentLocation();
TArray<UActorComponent*> childComponents = GetComponentsByTag(USceneComponent::StaticClass(), "Gun");
for (auto& b : childComponents)
{
if (auto a = Cast<USceneComponent>(b))
{
if (a->ComponentHasTag(TEXT("Gun")))
{
SpawnRotation = a->GetComponentRotation();
SpawnLocation = a->GetComponentLocation();
//UE_LOG(LogTemp, Display, TEXT("NM %s %s %s %s %s"), *a->GetName(), *cam->GetName(), *SpawnLocation.ToString(), *cam->GetComponentLocation().ToString(), *a->GetRelativeTransform().ToString());
}
}
}
UWorld* const World = GetWorld();
if (World != NULL)
{
// spawn the projectile at the muzzle
FActorSpawnParameters params;
params.Instigator = this;
World->SpawnActor<ALD35Projectile>(ProjectileClass, SpawnLocation, SpawnRotation, params);
}
}
}
// try and play the sound if specified
if (FireSound != NULL)
{
UGameplayStatics::PlaySoundAtLocation(this, ShootCrossbowSound, GetActorLocation());
}
}
示例4: UpdatePivotLocationForSelection
void UUnrealEdEngine::UpdatePivotLocationForSelection( bool bOnChange )
{
// Pick a new common pivot, or not.
AActor* SingleActor = nullptr;
USceneComponent* SingleComponent = nullptr;
if (GetSelectedComponentCount() > 0)
{
for (FSelectedEditableComponentIterator It(*GetSelectedComponents()); It; ++It)
{
UActorComponent* Component = CastChecked<UActorComponent>(*It);
AActor* ComponentOwner = Component->GetOwner();
if (ComponentOwner != nullptr)
{
auto SelectedActors = GetSelectedActors();
const bool bIsOwnerSelected = SelectedActors->IsSelected(ComponentOwner);
check(bIsOwnerSelected);
if (ComponentOwner->GetWorld() == GWorld)
{
SingleActor = ComponentOwner;
if (Component->IsA<USceneComponent>())
{
SingleComponent = CastChecked<USceneComponent>(Component);
}
const bool IsTemplate = ComponentOwner->IsTemplate();
const bool LevelLocked = !FLevelUtils::IsLevelLocked(ComponentOwner->GetLevel());
check(IsTemplate || LevelLocked);
}
}
}
}
else
{
for (FSelectionIterator It(GetSelectedActorIterator()); It; ++It)
{
AActor* Actor = static_cast<AActor*>(*It);
checkSlow(Actor->IsA(AActor::StaticClass()));
if (Actor->GetWorld() == GWorld)
{
const bool IsTemplate = Actor->IsTemplate();
const bool LevelLocked = !FLevelUtils::IsLevelLocked(Actor->GetLevel());
check(IsTemplate || LevelLocked);
SingleActor = Actor;
}
}
}
if (SingleComponent != NULL)
{
SetPivot(SingleComponent->GetComponentLocation(), false, true);
}
else if( SingleActor != NULL )
{
// For geometry mode use current pivot location as it's set to selected face, not actor
FEditorModeTools& Tools = GLevelEditorModeTools();
if( Tools.IsModeActive(FBuiltinEditorModes::EM_Geometry) == false || bOnChange == true )
{
// Set pivot point to the actor's location
FVector PivotPoint = SingleActor->GetActorLocation();
// If grouping is active, see if this actor is part of a locked group and use that pivot instead
if(GEditor->bGroupingActive)
{
AGroupActor* ActorGroupRoot = AGroupActor::GetRootForActor(SingleActor, true, true);
if(ActorGroupRoot)
{
PivotPoint = ActorGroupRoot->GetActorLocation();
}
}
SetPivot( PivotPoint, false, true );
}
}
else
{
ResetPivot();
}
}