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

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

void SStaticMeshEditorViewport::UpdatePreviewMesh(UStaticMesh* InStaticMesh)
{
	{
		const int32 SocketedComponentCount = SocketPreviewMeshComponents.Num();
		for(int32 i = 0; i < SocketedComponentCount; ++i)
		{
			UStaticMeshComponent* SocketPreviewMeshComponent = SocketPreviewMeshComponents[i];
			if( SocketPreviewMeshComponent )
			{
				PreviewScene.RemoveComponent(SocketPreviewMeshComponent);
			}
		}
		SocketPreviewMeshComponents.Empty();
	}

	if (PreviewMeshComponent)
	{
		PreviewScene.RemoveComponent(PreviewMeshComponent);
		PreviewMeshComponent = NULL;
	}

	PreviewMeshComponent = ConstructObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass());

	PreviewMeshComponent->SetStaticMesh(InStaticMesh);
	PreviewScene.AddComponent(PreviewMeshComponent,FTransform::Identity);

	const int32 SocketCount = InStaticMesh->Sockets.Num();
	SocketPreviewMeshComponents.Reserve(SocketCount);
	for(int32 i = 0; i < SocketCount; ++i)
	{
		UStaticMeshSocket* Socket = InStaticMesh->Sockets[i];

		UStaticMeshComponent* SocketPreviewMeshComponent = NULL;
		if( Socket && Socket->PreviewStaticMesh )
		{
			SocketPreviewMeshComponent = ConstructObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass());
			SocketPreviewMeshComponent->SetStaticMesh(Socket->PreviewStaticMesh);
			SocketPreviewMeshComponent->SnapTo(PreviewMeshComponent, Socket->SocketName);
			SocketPreviewMeshComponents.Add(SocketPreviewMeshComponent);
			PreviewScene.AddComponent(SocketPreviewMeshComponent, FTransform::Identity);
		}
	}

	EditorViewportClient->SetPreviewMesh(InStaticMesh, PreviewMeshComponent);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:45,代码来源:SStaticMeshEditorViewport.cpp

示例2: UpdatePreviewSocketMeshes

void SStaticMeshEditorViewport::UpdatePreviewSocketMeshes()
{
	UStaticMesh* const PreviewStaticMesh = PreviewMeshComponent ? PreviewMeshComponent->StaticMesh : NULL;

	if( PreviewStaticMesh )
	{
		const int32 SocketedComponentCount = SocketPreviewMeshComponents.Num();
		const int32 SocketCount = PreviewStaticMesh->Sockets.Num();

		const int32 IterationCount = FMath::Max(SocketedComponentCount, SocketCount);
		for(int32 i = 0; i < IterationCount; ++i)
		{
			if(i >= SocketCount)
			{
				// Handle removing an old component
				UStaticMeshComponent* SocketPreviewMeshComponent = SocketPreviewMeshComponents[i];
				PreviewScene.RemoveComponent(SocketPreviewMeshComponent);
				SocketPreviewMeshComponents.RemoveAt(i, SocketedComponentCount - i);
				break;
			}
			else if(UStaticMeshSocket* Socket = PreviewStaticMesh->Sockets[i])
			{
				UStaticMeshComponent* SocketPreviewMeshComponent = NULL;

				// Handle adding a new component
				if(i >= SocketedComponentCount)
				{
					SocketPreviewMeshComponent = ConstructObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass());
					PreviewScene.AddComponent(SocketPreviewMeshComponent, FTransform::Identity);
					SocketPreviewMeshComponents.Add(SocketPreviewMeshComponent);
				}
				else
				{
					SocketPreviewMeshComponent = SocketPreviewMeshComponents[i];
				}

				SocketPreviewMeshComponent->SetStaticMesh(Socket->PreviewStaticMesh);
				SocketPreviewMeshComponent->SnapTo(PreviewMeshComponent, Socket->SocketName);
			}
		}
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:42,代码来源:SStaticMeshEditorViewport.cpp


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