本文整理汇总了C++中USceneComponent::PostEditComponentMove方法的典型用法代码示例。如果您正苦于以下问题:C++ USceneComponent::PostEditComponentMove方法的具体用法?C++ USceneComponent::PostEditComponentMove怎么用?C++ USceneComponent::PostEditComponentMove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::PostEditComponentMove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: 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.........
示例2: InputWidgetDelta
//.........这里部分代码省略.........
{
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);
}
FComponentEditorUtils::FTransformData NewDefaultTransform(*SelectedTemplate);
if (SelectedNodePtr->IsNative())
{
if (ensure(SelectedTemplate->HasAnyFlags(RF_DefaultSubObject)))
{
FComponentEditorUtils::PropagateTransformPropertyChange(SelectedTemplate, OldDefaultTransform, NewDefaultTransform, UpdatedComponents);
}
}
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);
}
// Get the Blueprint class default object
AActor* CDO = NULL;
if(PreviewBlueprint->GeneratedClass)
{
CDO = Cast<AActor>(PreviewBlueprint->GeneratedClass->ClassDefaultObject);
}
else if(PreviewBlueprint->ParentClass)
{
CDO = Cast<AActor>(PreviewBlueprint->ParentClass->ClassDefaultObject);
}
if(CDO != NULL)
{
// Iterate over all the active archetype instances and propagate the change(s) to the matching component instance
TArray<UObject*> ArchetypeInstances;
CDO->GetArchetypeInstances(ArchetypeInstances);
for(int32 InstanceIndex = 0; InstanceIndex < ArchetypeInstances.Num(); ++InstanceIndex)
{
AActor* ArchetypeInstance = Cast<AActor>(ArchetypeInstances[InstanceIndex]);
if(ArchetypeInstance != NULL)
{
const bool bIsProcessingPreviewActor = (ArchetypeInstance == PreviewActor);
SceneComp = Cast<USceneComponent>(SelectedNodePtr->FindComponentInstanceInActor(ArchetypeInstance, bIsProcessingPreviewActor));
if(!bIsProcessingPreviewActor && SceneComp != nullptr && !UpdatedComponents.Contains(SceneComp))
{
FComponentEditorUtils::PropagateTransformPropertyChange(SceneComp, SceneComp->RelativeLocation, OldRelativeLocation, SelectedTemplate->RelativeLocation, UpdatedComponents);
FComponentEditorUtils::PropagateTransformPropertyChange(SceneComp, SceneComp->RelativeRotation, OldRelativeRotation, SelectedTemplate->RelativeRotation, UpdatedComponents);
FComponentEditorUtils::PropagateTransformPropertyChange(SceneComp, SceneComp->RelativeScale3D, OldRelativeScale3D, SelectedTemplate->RelativeScale3D, UpdatedComponents);
}
}
}
}
}
}
}
}
GUnrealEd->RedrawLevelEditingViewports();
}
}
Invalidate();
}
return bHandled;
}