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类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);
}
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);
}
}
}
}