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C++ UStaticMeshComponent::SetRelativeRotation方法代码示例

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


在下文中一共展示了UStaticMeshComponent::SetRelativeRotation方法的1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: UpdateGizmoHandleGroup


//.........这里部分代码省略.........
				{
					Rotator.Yaw = -90.0f;
					Rotator.Pitch = 0.0f;
				}

				// Back top left
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive)
				{
					Rotator.Yaw = 0.0f;
					Rotator.Pitch = -90.0f;
				}

				// Back top right
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive)
				{
					Rotator.Yaw = -90.0f;
					Rotator.Pitch = -90.0f;
				}

				// Front bottom left
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Negative)
				{
					Rotator.Yaw = 0.0f;
					Rotator.Pitch = 90.0f;
				}

				// Front bottom right
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Negative)
				{
					Rotator.Yaw = 90.0f;
					Rotator.Pitch = 90.0f;
				}

				// Front top left
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive)
				{
					Rotator.Yaw = 0.0f;
					Rotator.Pitch = -180.0f;
				}

				// Front top right
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] == ETransformGizmoHandleDirection::Positive)
				{
					Rotator.Yaw = 180.0f;
					Rotator.Pitch = -90.0f;
				}

				// Back left/right edge
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[1] != ETransformGizmoHandleDirection::Center)
				{
					Rotator.Yaw = 0.0f;
					Rotator.Pitch = 90.0f;
				}

				// Back bottom/top edge
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Negative && HandlePlacement.Axes[2] != ETransformGizmoHandleDirection::Center)
				{
					Rotator.Yaw = 90.0f;
					Rotator.Pitch = 0.0f;
				}

				// Front left/right edge
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[1] != ETransformGizmoHandleDirection::Center)
				{
					Rotator.Yaw = 0.0f;
					Rotator.Pitch = 90.0f;
				}

				// Front bottom/top edge
				else if (HandlePlacement.Axes[0] == ETransformGizmoHandleDirection::Positive && HandlePlacement.Axes[2] != ETransformGizmoHandleDirection::Center)
				{
					Rotator.Yaw = 90.0f;
					Rotator.Pitch = 0.0f;
				}

				else
				{
					// Facing out from center of a face
					if (CenterHandleCount == 2)
					{
						const FQuat GizmoSpaceOrientation = GetAxisVector( FacingAxisIndex, HandlePlacement.Axes[FacingAxisIndex] ).ToOrientationQuat();
						Rotator = GizmoSpaceOrientation.Rotator();
					}

					else
					{
						// One of the left/right bottom or top edges
					}
				}
			}

			StretchingHandle->SetRelativeRotation( Rotator );

			StretchingHandle->SetRelativeScale3D( FVector( GizmoHandleScale ) );

			// Update material
			UpdateHandleColor( FacingAxisIndex, Handle, DraggingHandle, HoveringOverHandles );
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,代码来源:VIStretchGizmoHandle.cpp


注:本文中的UStaticMeshComponent::SetRelativeRotation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。