voidSplit(int32Start,int32End){int32NumRange=1+End-Start;FBoxClusterBounds(ForceInit);// 计算所有实例组成的boundingbox,每个实例用一个点表示,数据存于SortPointsfor(int32Index=Start;Index<=End;Index++){ClusterBounds+=SortPoints[SortIndex[Index]];}//判断是否需要继续细分,不需要就直接返回if(NumRan...
//设置包围盒 FBoxSphereBounds BoundingBoxAndSphere; BoundingBoxAndSphere.Origin = FVector(boundArray[0], boundArray[1], boundArray[2]); BoundingBoxAndSphere.BoxExtent = FVector(boundArray[3], boundArray[4], boundArray[5]); BoundingBoxAndSphere.SphereRadius = boundArray[6]; RenderData->Bound...
section.MaxVertexIndex =5; }doubleboundArray[7] = {0,0,0,200,200,200,200};//设置包围盒FBoxSphereBounds BoundingBoxAndSphere; BoundingBoxAndSphere.Origin =FVector(boundArray[0], boundArray[1], boundArray[2]); BoundingBoxAndSphere.BoxExtent =FVector(boundArray[3], boundArray[4], boundArr...
//设置包围盒 FBoxSphereBounds BoundingBoxAndSphere; BoundingBoxAndSphere.Origin = FVector(boundArray[0], boundArray[1], boundArray[2]); BoundingBoxAndSphere.BoxExtent = FVector(boundArray[3], boundArray[4], boundArray[5]); BoundingBoxAndSphere.SphereRadius = boundArray[6]; RenderData->Bound...
FBoxSphereBounds BoundingBoxAndSphere;//...RenderData->Bounds = BoundingBoxAndSphere;//...mesh->CalculateExtendedBounds(); //设置包围盒之后调用这个函数起效,否则会被视锥体剔除 即使是一个平面,包围盒的三个Size参数之一也不能为0,否则还是可能会在某些视角场景对象不显示。
FBoxToMeshDataflowNodeConverts a BoundingBox into a DynamicMesh FBranchCollectionDataflowNodeBranch between two Managed Array Collections based on Boolean condition FBranchDataflowNodeBranch between two inputs based on boolean condition FCeilDataflowNodeConverts a float to the nearest greater or equal int...
FBoxSphereBounds BoundingBoxAndSphere;//...RenderData->Bounds = BoundingBoxAndSphere;//...mesh->CalculateExtendedBounds(); //设置包围盒之后调用这个函数起效,否则会被视锥体剔除 即使是一个平面,包围盒的三个Size参数之一也不能为0,否则还是可能会在某些视角场景对象不显示。
FBox& InOutBox ) Allows an editor mode to override the bounding box used to focus the viewport on a selection void CurrentToolChanged () bool DisallowMouseDeltaTracking () If the Edmode is handling its own mouse deltas, it can disable the MouseDeltaTacker bool EndTracking ( FEditorViewpor...
Fixed navigation path's checking if it intersects with a give FBox. Fixed Functional Testing crashing in game mode. Fixed project collision settings (custom profiles/channels/object types) not being saved in the DefaultEngine ini. Fixed a crash that could occur when starting PIE with an open, ...
之所以写这个绘制简单三角形的实例其实是想知道如何在Unreal中通过代码绘制自定义Mesh,如果你会绘制一个三角形,那么自然就会绘制复杂的Mesh了。所以这是很多图形工作者的第一课。 2. 详论 2.1. 代码实现 Actor是Unreal的基本显示对象,有点类似于Unity中的GameObject或者OSG中的Node。因此,我们首先要实现一个继承自AAct...