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

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


//.........这里部分代码省略.........
					{
						Components.RemoveAt(Index);
					}
					else
					{
						// Handle the native sub-component of an instance component case
						USceneComponent* ParentSceneComponent = SceneComponent->GetTypedOuter<USceneComponent>();
						if (ParentSceneComponent && ParentSceneComponent->CreationMethod == EComponentCreationMethod::Instance)
						{
							Components.RemoveAt(Index);
						}
					}
				}

				// Get the native root component; if it's not set, the first native scene component will be used as root. This matches what's done in the SCS editor.
				USceneComponent* RootComponent = Actor->GetRootComponent();
				if(RootComponent == nullptr && Components.Num() > 0)
				{
					RootComponent = Components[0];
				}

				// If the root node specifies that it has a parent
				USceneComponent* ParentComponent = nullptr;
				if(RootNode->ParentComponentOrVariableName != NAME_None)
				{
					// Get the Actor class object
					UClass* ActorClass = Actor->GetClass();
					check(ActorClass != nullptr);

					// If the root node is parented to a "native" component (i.e. in the 'Components' array)
					if(RootNode->bIsParentComponentNative)
					{
						for(int32 CompIndex = 0; CompIndex < Components.Num(); ++CompIndex)
						{
							// If we found a match, remember the index
							if(Components[CompIndex]->GetFName() == RootNode->ParentComponentOrVariableName)
							{
								ParentComponent = Components[CompIndex];
								break;
							}
						}
					}
					else
					{
						// In the non-native case, the SCS node's variable name property is used as the parent identifier
						UObjectPropertyBase* Property = FindField<UObjectPropertyBase>(ActorClass, RootNode->ParentComponentOrVariableName);
						if(Property != nullptr)
						{
							// If we found a matching property, grab its value and use that as the parent for this node
							ParentComponent = Cast<USceneComponent>(Property->GetObjectPropertyValue_InContainer(Actor));
						}
					}
				}

				// Create the new component instance and any child components it may have
				UActorComponent* InstancedComponent = RootNode->ExecuteNodeOnActor(Actor, ParentComponent != nullptr ? ParentComponent : RootComponent, &RootTransform, bIsDefaultTransform);
				if(InstancedComponent != nullptr)
				{
					InstancedComponents.Add(InstancedComponent);
				}

				// get list of every component SCS created, in case some of them aren't in the attachment hierarchy any more (e.g. rigid bodies)
				TInlineComponentArray<USceneComponent*> ComponentsAfterSCS;
				Actor->GetComponents(ComponentsAfterSCS);
				for (USceneComponent* C : ComponentsAfterSCS)
				{
					if (Components.Contains(C) == false)
					{
						AllComponentsCreatedBySCS.Add(C);
					}
				}
			}
		}

		// Register all instanced SCS components once SCS execution has finished; sorted in order to register the scene component hierarchy first, followed by the remaining actor components (in case they happen to depend on something in the scene hierarchy)
		InstancedComponents.Sort([](const UActorComponent& A, const UActorComponent& B) { return A.IsA<USceneComponent>(); });
		for(auto InstancedComponent : InstancedComponents)
		{
			RegisterInstancedComponent(InstancedComponent);
		}

		// now that the instanced components in the attachment hierarchy are registered, register any other components that SCS made but aren't in the attachment hierarchy for whatever reason.
		for (auto C : AllComponentsCreatedBySCS)
		{
			if (C->IsRegistered() == false)
			{
				C->RegisterComponent();
			}
		}
	}
	else if(Actor->GetRootComponent() == NULL) // Must have a root component at the end of SCS, so if we don't have one already (from base class), create a SceneComponent now
	{
		USceneComponent* SceneComp = NewObject<USceneComponent>(Actor);
		SceneComp->SetFlags(RF_Transactional);
		SceneComp->CreationMethod = EComponentCreationMethod::SimpleConstructionScript;
		SceneComp->SetWorldTransform(RootTransform);
		Actor->SetRootComponent(SceneComp);
		SceneComp->RegisterComponent();
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:SimpleConstructionScript.cpp

示例2: ExecuteNodeOnActor

UActorComponent* USCS_Node::ExecuteNodeOnActor(AActor* Actor, USceneComponent* ParentComponent, const FTransform* RootTransform, bool bIsDefaultTransform)
{
	check(Actor != nullptr);
	check((ParentComponent != nullptr && !ParentComponent->IsPendingKill()) || (RootTransform != nullptr)); // must specify either a parent component or a world transform

	auto ActualBPGC = Cast<UBlueprintGeneratedClass>(Actor->GetClass());
	UActorComponent* ActualComponentTemplate = GetActualComponentTemplate(ActualBPGC);

	// Create a new component instance based on the template
	UActorComponent* NewActorComp = Actor->CreateComponentFromTemplate(ActualComponentTemplate, VariableName.ToString());
	if(NewActorComp != nullptr)
	{
		NewActorComp->CreationMethod = EComponentCreationMethod::SimpleConstructionScript;
		// SCS created components are net addressable
		NewActorComp->SetNetAddressable();

		// Special handling for scene components
		USceneComponent* NewSceneComp = Cast<USceneComponent>(NewActorComp);
		if (NewSceneComp != nullptr)
		{
			// If NULL is passed in, we are the root, so set transform and assign as RootComponent on Actor
			if (ParentComponent == nullptr || (ParentComponent && ParentComponent->IsPendingKill()))
			{
				FTransform WorldTransform = *RootTransform;
				if(bIsDefaultTransform)
				{
					// Note: We use the scale vector from the component template when spawning (to match what happens with a native root)
					WorldTransform.SetScale3D(NewSceneComp->RelativeScale3D);
				}
				NewSceneComp->SetWorldTransform(WorldTransform);
				Actor->SetRootComponent(NewSceneComp);
			}
			// Otherwise, attach to parent component passed in
			else
			{
				NewSceneComp->AttachTo(ParentComponent, AttachToName);
			}
		}

		// Call function to notify component it has been created
		NewActorComp->OnComponentCreated();

		if (NewActorComp->GetIsReplicated())
		{
			// Make sure this component is added to owning actor's replicated list.
			NewActorComp->SetIsReplicated(true);
		}

		// If we want to save this to a property, do it here
		FName VarName = GetVariableName();
		if (VarName != NAME_None)
		{
			UClass* ActorClass = Actor->GetClass();
			if (UObjectPropertyBase* Prop = FindField<UObjectPropertyBase>(ActorClass, VarName))
			{
				Prop->SetObjectPropertyValue_InContainer(Actor, NewActorComp);
			}
			else
			{
				UE_LOG(LogBlueprint, Log, TEXT("ExecuteNodeOnActor: Couldn't find property '%s' on '%s"), *VarName.ToString(), *Actor->GetName());
#if WITH_EDITOR
				// If we're constructing editable components in the SCS editor, set the component instance corresponding to this node for editing purposes
				USimpleConstructionScript* SCS = GetSCS();
				if(SCS != nullptr && (SCS->IsConstructingEditorComponents() || SCS->GetComponentEditorActorInstance() == Actor))
				{
					EditorComponentInstance = NewSceneComp;
				}
#endif
			}
		}

		// Determine the parent component for our children (it's still our parent if we're a non-scene component)
		USceneComponent* ParentSceneComponentOfChildren = (NewSceneComp != nullptr) ? NewSceneComp : ParentComponent;

		// If we made a component, go ahead and process our children
		for (int32 NodeIdx = 0; NodeIdx < ChildNodes.Num(); NodeIdx++)
		{
			USCS_Node* Node = ChildNodes[NodeIdx];
			check(Node != nullptr);
			Node->ExecuteNodeOnActor(Actor, ParentSceneComponentOfChildren, nullptr, false);
		}
	}

	return NewActorComp;
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:85,代码来源:SCS_Node.cpp


注:本文中的USceneComponent::SetWorldTransform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。