本文整理汇总了C++中USceneComponent::GetRelativeTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ USceneComponent::GetRelativeTransform方法的具体用法?C++ USceneComponent::GetRelativeTransform怎么用?C++ USceneComponent::GetRelativeTransform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::GetRelativeTransform方法的3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: if
FTransform FMovieScene3DTransformSectionRecorder::GetTransformToRecord()
{
if(USceneComponent* SceneComponent = Cast<USceneComponent>(ObjectToRecord.Get()))
{
return SceneComponent->GetRelativeTransform();
}
else if(AActor* Actor = Cast<AActor>(ObjectToRecord.Get()))
{
bool bCaptureWorldSpaceTransform = false;
USceneComponent* RootComponent = Actor->GetRootComponent();
USceneComponent* AttachParent = RootComponent ? RootComponent->GetAttachParent() : nullptr;
bWasAttached = AttachParent != nullptr;
if (AttachParent)
{
// We capture world space transforms for actors if they're attached, but we're not recording the attachment parent
bCaptureWorldSpaceTransform = !FSequenceRecorder::Get().FindRecording(AttachParent->GetOwner());
}
return (bCaptureWorldSpaceTransform || !RootComponent) ? Actor->ActorToWorld() : RootComponent->GetRelativeTransform();
}
return FTransform::Identity;
}
示例2:
void FMovieScene3DConstraintTrackInstance::SaveState(const TArray<UObject*>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance)
{
for (int32 ObjIndex = 0; ObjIndex < RuntimeObjects.Num(); ++ObjIndex)
{
USceneComponent* SceneComponent = MovieSceneHelpers::SceneComponentFromRuntimeObject(RuntimeObjects[ObjIndex]);
if (SceneComponent != nullptr)
{
if (InitTransformMap.Find(RuntimeObjects[ObjIndex]) == nullptr)
{
InitTransformMap.Add(RuntimeObjects[ObjIndex], SceneComponent->GetRelativeTransform());
}
}
}
}
示例3: 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;
}
}