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C++ USkeletalMesh::InitResources方法代码示例

本文整理汇总了C++中USkeletalMesh::InitResources方法的典型用法代码示例。如果您正苦于以下问题:C++ USkeletalMesh::InitResources方法的具体用法?C++ USkeletalMesh::InitResources怎么用?C++ USkeletalMesh::InitResources使用的例子?那么, 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USkeletalMesh的用法示例。


在下文中一共展示了USkeletalMesh::InitResources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: PyErr_Format

PyObject *py_ue_skeletal_mesh_set_skeleton(ue_PyUObject * self, PyObject * args)
{
	ue_py_check(self);

	PyObject *py_skeleton;
	if (!PyArg_ParseTuple(args, "O:skeletal_mesh_set_skeleton", &py_skeleton))
		return nullptr;

	USkeletalMesh *mesh = ue_py_check_type<USkeletalMesh>(self);
	if (!mesh)
		return PyErr_Format(PyExc_Exception, "UObject is not a USkeletalMesh.");

	USkeleton *skeleton = ue_py_check_type<USkeleton>(py_skeleton);
	if (!skeleton)
		return PyErr_Format(PyExc_Exception, "argument is not a USkeleton.");

	mesh->ReleaseResources();
	mesh->ReleaseResourcesFence.Wait();

	mesh->Skeleton = skeleton;

	mesh->RefSkeleton = skeleton->GetReferenceSkeleton();

	mesh->RefBasesInvMatrix.Empty();
	mesh->CalculateInvRefMatrices();

#if WITH_EDITOR
	mesh->PostEditChange();
#endif
	mesh->InitResources();
	mesh->MarkPackageDirty();

	Py_RETURN_NONE;
}
开发者ID:rdsgautier,项目名称:UnrealEnginePython,代码行数:34,代码来源:UEPySkeletal.cpp

示例2: RemoveLOD

void FLODUtilities::RemoveLOD(FSkeletalMeshUpdateContext& UpdateContext, int32 DesiredLOD )
{
	USkeletalMesh* SkeletalMesh = UpdateContext.SkeletalMesh;
	FSkeletalMeshResource* SkelMeshResource = SkeletalMesh->GetImportedResource();

	if( SkelMeshResource->LODModels.Num() == 1 )
	{
		FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "NoLODToRemove", "No LODs to remove!") );
		return;
	}

	// Now display combo to choose which LOD to remove.
	TArray<FString> LODStrings;
	LODStrings.AddZeroed( SkelMeshResource->LODModels.Num()-1 );
	for(int32 i=0; i<SkelMeshResource->LODModels.Num()-1; i++)
	{
		LODStrings[i] = FString::Printf( TEXT("%d"), i+1 );
	}

	check( SkeletalMesh->LODInfo.Num() == SkelMeshResource->LODModels.Num() );

	// If its a valid LOD, kill it.
	if( DesiredLOD > 0 && DesiredLOD < SkelMeshResource->LODModels.Num() )
	{
		//We'll be modifying the skel mesh data so reregister

		//TODO - do we need to reregister something else instead?
		FMultiComponentReregisterContext ReregisterContext(UpdateContext.AssociatedComponents);

		// Release rendering resources before deleting LOD
		SkelMeshResource->ReleaseResources();

		// Block until this is done
		FlushRenderingCommands();

		SkelMeshResource->LODModels.RemoveAt(DesiredLOD);
		SkeletalMesh->LODInfo.RemoveAt(DesiredLOD);
		SkeletalMesh->InitResources();

		RefreshLODChange(SkeletalMesh);

		// Set the forced LOD to Auto.
		for(auto Iter = UpdateContext.AssociatedComponents.CreateIterator(); Iter; ++Iter)
		{
			USkinnedMeshComponent* SkinnedComponent = Cast<USkinnedMeshComponent>(*Iter);
			if(SkinnedComponent)
			{
				SkinnedComponent->ForcedLodModel = 0;
			}
		}
		
		//Notify calling system of change
		UpdateContext.OnLODChanged.ExecuteIfBound();

		// Mark things for saving.
		SkeletalMesh->MarkPackageDirty();
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:58,代码来源:LODUtilities.cpp


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