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C++ TRange类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中TRange的典型用法代码示例。如果您正苦于以下问题:C++ TRange类的具体用法?C++ TRange怎么用?C++ TRange使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了TRange类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: HorizontalScrollBar_OnUserScrolled

void FVisualLoggerTimeSliderController::HorizontalScrollBar_OnUserScrolled(float ScrollOffset)
{
	if (!TimeSliderArgs.ViewRange.IsBound())
	{
		TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
		float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
		float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
		float LocalClampMin = TimeSliderArgs.ClampRange.Get().GetLowerBoundValue();
		float LocalClampMax = TimeSliderArgs.ClampRange.Get().GetUpperBoundValue();

		float InThumbSizeFraction = (LocalViewRangeMax - LocalViewRangeMin) / (LocalClampMax - LocalClampMin);

		float NewViewOutputMin = LocalClampMin + ScrollOffset * (LocalClampMax - LocalClampMin);
		// The  output is not bound to a delegate so we'll manage the value ourselves
		float NewViewOutputMax = FMath::Min<float>(NewViewOutputMin + (LocalViewRangeMax - LocalViewRangeMin), LocalClampMax);
		NewViewOutputMin = NewViewOutputMax - (LocalViewRangeMax - LocalViewRangeMin);

		float InOffsetFraction = (NewViewOutputMin - LocalClampMin) / (LocalClampMax - LocalClampMin);
		//if (InOffsetFraction + InThumbSizeFraction <= 1)
		{
			TimeSliderArgs.ViewRange.Set(TRange<float>(NewViewOutputMin, NewViewOutputMax));
			Scrollbar->SetState(InOffsetFraction, InThumbSizeFraction);
		}
	}
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:25,代码来源:TimeSliderController.cpp


示例2: Update

void FSubMovieSceneTrackInstance::Update( float Position, float LastPosition, const TArray<UObject*>& RuntimeObjects, class IMovieScenePlayer& Player ) 
{
	const TArray<UMovieSceneSection*>& AllSections = SubMovieSceneTrack->GetAllSections();

	TArray<UMovieSceneSection*> TraversedSections = MovieSceneHelpers::GetTraversedSections( AllSections, Position, LastPosition );

	for( int32 SectionIndex = 0; SectionIndex < TraversedSections.Num(); ++SectionIndex )
	{
		USubMovieSceneSection* Section = CastChecked<USubMovieSceneSection>( TraversedSections[SectionIndex] );

		TSharedPtr<FMovieSceneSequenceInstance> Instance = SubMovieSceneInstances.FindRef( Section );

		FMovieSceneSequenceInstance* InstancePtr = Instance.Get();

		if( InstancePtr )
		{
			TRange<float> TimeRange = InstancePtr->GetMovieSceneTimeRange();

			// Position for the movie scene needs to be in local space
			float LocalDelta = TimeRange.GetLowerBoundValue() - Section->GetStartTime();
			float LocalPosition = Position + LocalDelta;


			InstancePtr->Update(LocalPosition, LastPosition + LocalDelta, Player);
		}
	}

}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:28,代码来源:SubMovieSceneTrackInstance.cpp


示例3: OnPaintTimeSlider

int32 FSequencerTimeSliderController::OnPaintTimeSlider( bool bMirrorLabels, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
{
	const bool bEnabled = bParentEnabled;
	const ESlateDrawEffect::Type DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;

	TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
	const float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
	const float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
	const float LocalSequenceLength = LocalViewRangeMax-LocalViewRangeMin;
	
	FVector2D Scale = FVector2D(1.0f,1.0f);
	if ( LocalSequenceLength > 0)
	{
		FScrubRangeToScreen RangeToScreen( LocalViewRange, AllottedGeometry.Size );
	
		const float MajorTickHeight = 9.0f;
	
		FDrawTickArgs Args;
		Args.AllottedGeometry = AllottedGeometry;
		Args.bMirrorLabels = bMirrorLabels;
		Args.bOnlyDrawMajorTicks = false;
		Args.TickColor = FLinearColor::White;
		Args.ClippingRect = MyClippingRect;
		Args.DrawEffects = DrawEffects;
		Args.StartLayer = LayerId;
		Args.TickOffset = bMirrorLabels ? 0.0f : FMath::Abs( AllottedGeometry.Size.Y - MajorTickHeight );
		Args.MajorTickHeight = MajorTickHeight;

		DrawTicks( OutDrawElements, RangeToScreen, Args );

		const float HandleSize = 13.0f;
		float HalfSize = FMath::TruncToFloat(HandleSize/2.0f);

		// Draw the scrub handle
		const float XPos = RangeToScreen.InputToLocalX( TimeSliderArgs.ScrubPosition.Get() );

		// Should draw above the text
		const int32 ArrowLayer = LayerId + 2;
		FPaintGeometry MyGeometry =	AllottedGeometry.ToPaintGeometry( FVector2D( XPos-HalfSize, 0 ), FVector2D( HandleSize, AllottedGeometry.Size.Y ) );
		FLinearColor ScrubColor = InWidgetStyle.GetColorAndOpacityTint();

		// @todo Sequencer this color should be specified in the style
		ScrubColor.A = ScrubColor.A*0.5f;
		ScrubColor.B *= 0.1f;
		ScrubColor.G *= 0.2f;
		FSlateDrawElement::MakeBox( 
			OutDrawElements,
			ArrowLayer, 
			MyGeometry,
			bMirrorLabels ? ScrubHandleUp : ScrubHandleDown,
			MyClippingRect, 
			DrawEffects, 
			ScrubColor
			);

		return ArrowLayer;
	}

	return LayerId;
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:60,代码来源:TimeSliderController.cpp


示例4: GetTimeBounds

FReply FSequencer::OnPlay()
{
	if( PlaybackState == EMovieScenePlayerStatus::Playing ||
		PlaybackState == EMovieScenePlayerStatus::Recording )
	{
		PlaybackState = EMovieScenePlayerStatus::Stopped;
		// Update on stop (cleans up things like sounds that are playing)
		RootMovieSceneInstance->Update( ScrubPosition, ScrubPosition, *this );
	}
	else
	{
		TRange<float> TimeBounds = GetTimeBounds();
		if (!TimeBounds.IsEmpty())
		{
			float CurrentTime = GetGlobalTime();
			if (CurrentTime < TimeBounds.GetLowerBoundValue() || CurrentTime >= TimeBounds.GetUpperBoundValue())
			{
				SetGlobalTime(TimeBounds.GetLowerBoundValue());
			}
			PlaybackState = EMovieScenePlayerStatus::Playing;
			
			// Make sure Slate ticks during playback
			SequencerWidget->RegisterActiveTimerForPlayback();
		}
	}

	return FReply::Handled();
}
开发者ID:johndpope,项目名称:UE4,代码行数:28,代码来源:Sequencer.cpp


示例5: print

void print(TRange range)
{
    for(int i = 0; !range.IsEmpty() && i < 77; range.Pop(), ++i)
    {
        putchar(48 + range.Front());
    }
    puts("");
}
开发者ID:hirthwork,项目名称:range,代码行数:8,代码来源:main.cpp


示例6: toVector

	std::vector<value_type_t> toVector() {
		std::vector<value_type_t> v;
		while (range_.ok()) { 
			typename TRange::iter_t i = range_.take(); 
			if (i != range_.end()) 
				v.push_back(*i); 
		}
		return v;
	}
开发者ID:nikitoz,项目名称:cpp_linq,代码行数:9,代码来源:yal.hpp


示例7: to

	T to() {
		T t;
		while (range_.ok()) { 
			typename TRange::iter_t i = range_.take(); 
			if (i != range_.end()) 
				t.push_back(*i); 
		}
		return t;
	}
开发者ID:nikitoz,项目名称:cpp_linq,代码行数:9,代码来源:yal.hpp


示例8: SetPlaybackRangeStart

void FSequencerTimeSliderController::SetPlaybackRangeStart(float NewStart)
{
	TRange<float> PlaybackRange = TimeSliderArgs.PlaybackRange.Get();

	if (NewStart <= PlaybackRange.GetUpperBoundValue())
	{
		TimeSliderArgs.OnPlaybackRangeChanged.ExecuteIfBound(TRange<float>(NewStart, PlaybackRange.GetUpperBoundValue()));
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:9,代码来源:TimeSliderController.cpp


示例9: SetPlaybackRangeEnd

void FSequencerTimeSliderController::SetPlaybackRangeEnd(float NewEnd)
{
	TRange<float> PlaybackRange = TimeSliderArgs.PlaybackRange.Get();

	if (NewEnd >= PlaybackRange.GetLowerBoundValue())
	{
		TimeSliderArgs.OnPlaybackRangeChanged.ExecuteIfBound(TRange<float>(PlaybackRange.GetLowerBoundValue(), NewEnd));
	}
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:9,代码来源:TimeSliderController.cpp


示例10: ITERATE

 ITERATE ( TRanges, it, m_Ranges ) {
     if ( it != m_Ranges.begin() ) {
         out << ',';
     }
     TRange range = it->second.GetTotalRange();
     out << it->first.AsString();
     if ( range != TRange::GetWhole() ) {
         out << "(" << range.GetFrom() << "-" << range.GetTo() << ")";
     }
 }
开发者ID:swuecho,项目名称:igblast,代码行数:10,代码来源:id_range.cpp


示例11: DrawPlaybackRange

int32 FSequencerTimeSliderController::DrawPlaybackRange(const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FScrubRangeToScreen& RangeToScreen, const FPaintPlaybackRangeArgs& Args) const
{
	if (!TimeSliderArgs.PlaybackRange.IsSet())
	{
		return LayerId;
	}

	TRange<float> PlaybackRange = TimeSliderArgs.PlaybackRange.Get();

	float PlaybackRangeL = RangeToScreen.InputToLocalX(PlaybackRange.GetLowerBoundValue()) - 1;
	float PlaybackRangeR = RangeToScreen.InputToLocalX(PlaybackRange.GetUpperBoundValue()) + 1;

	FSlateDrawElement::MakeBox(
		OutDrawElements,
		LayerId+1,
		AllottedGeometry.ToPaintGeometry(FVector2D(PlaybackRangeL, 0.f), FVector2D(Args.BrushWidth, AllottedGeometry.Size.Y)),
		Args.StartBrush,
		MyClippingRect,
		ESlateDrawEffect::None,
		FColor(32, 128, 32)	// 120, 75, 50 (HSV)
	);

	FSlateDrawElement::MakeBox(
		OutDrawElements,
		LayerId+1,
		AllottedGeometry.ToPaintGeometry(FVector2D(PlaybackRangeR - Args.BrushWidth, 0.f), FVector2D(Args.BrushWidth, AllottedGeometry.Size.Y)),
		Args.EndBrush,
		MyClippingRect,
		ESlateDrawEffect::None,
		FColor(128, 32, 32)	// 0, 75, 50 (HSV)
	);

	// Black tint for excluded regions
	FSlateDrawElement::MakeBox(
		OutDrawElements,
		LayerId+1,
		AllottedGeometry.ToPaintGeometry(FVector2D(0.f, 0.f), FVector2D(PlaybackRangeL, AllottedGeometry.Size.Y)),
		FEditorStyle::GetBrush("WhiteBrush"),
		MyClippingRect,
		ESlateDrawEffect::None,
		FLinearColor::Black.CopyWithNewOpacity(0.2f)
	);

	FSlateDrawElement::MakeBox(
		OutDrawElements,
		LayerId+1,
		AllottedGeometry.ToPaintGeometry(FVector2D(PlaybackRangeR, 0.f), FVector2D(AllottedGeometry.Size.X - PlaybackRangeR, AllottedGeometry.Size.Y)),
		FEditorStyle::GetBrush("WhiteBrush"),
		MyClippingRect,
		ESlateDrawEffect::None,
		FLinearColor::Black.CopyWithNewOpacity(0.2f)
	);
	return LayerId + 1;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:54,代码来源:TimeSliderController.cpp


示例12: OnPaintSectionView

int32 FSequencerTimeSliderController::OnPaintSectionView( const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, bool bEnabled, bool bDisplayTickLines, bool bDisplayScrubPosition  ) const
{
	const ESlateDrawEffect::Type DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;

	TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
	float LocalScrubPosition = TimeSliderArgs.ScrubPosition.Get();

	float ViewRange = LocalViewRange.Size<float>();
	float PixelsPerInput = ViewRange > 0 ? AllottedGeometry.Size.X / ViewRange : 0;
	float LinePos =  (LocalScrubPosition - LocalViewRange.GetLowerBoundValue()) * PixelsPerInput;

	FScrubRangeToScreen RangeToScreen( LocalViewRange, AllottedGeometry.Size );

	if( bDisplayTickLines )
	{
		// Draw major tick lines in the section area
		FDrawTickArgs Args;
		Args.AllottedGeometry = AllottedGeometry;
		Args.bMirrorLabels = false;
		Args.bOnlyDrawMajorTicks = true;
		Args.TickColor = FLinearColor( 0.3f, 0.3f, 0.3f, 0.3f );
		Args.ClippingRect = MyClippingRect;
		Args.DrawEffects = DrawEffects;
		// Draw major ticks under sections
		Args.StartLayer = LayerId-1;
		// Draw the tick the entire height of the section area
		Args.TickOffset = 0.0f;
		Args.MajorTickHeight = AllottedGeometry.Size.Y;

		DrawTicks( OutDrawElements, RangeToScreen, Args );
	}

	if( bDisplayScrubPosition )
	{
		// Draw a line for the scrub position
		TArray<FVector2D> LinePoints;
		LinePoints.AddUninitialized(2);
		LinePoints[0] = FVector2D( 1.0f, 0.0f );
		LinePoints[1] = FVector2D( 1.0f, FMath::RoundToFloat( AllottedGeometry.Size.Y ) );

		FSlateDrawElement::MakeLines(
			OutDrawElements,
			LayerId+1,
			AllottedGeometry.ToPaintGeometry( FVector2D(LinePos, 0.0f ), FVector2D(1.0f,1.0f) ),
			LinePoints,
			MyClippingRect,
			DrawEffects,
			FLinearColor::White,
			false
			);
	}

	return LayerId;
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:54,代码来源:TimeSliderController.cpp


示例13: PanByDelta

void FSequencerTimeSliderController::PanByDelta( float InDelta )
{
	TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get().GetAnimationTarget();

	float CurrentMin = LocalViewRange.GetLowerBoundValue();
	float CurrentMax = LocalViewRange.GetUpperBoundValue();

	// Adjust the delta to be a percentage of the current range
	InDelta *= ScrubConstants::ScrollPanFraction * (CurrentMax - CurrentMin);

	SetViewRange(CurrentMin + InDelta, CurrentMax + InDelta, EViewRangeInterpolation::Animated);
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:12,代码来源:TimeSliderController.cpp


示例14: GetKeyHandles

void UMovieSceneActorReferenceSection::GetKeyHandles(TSet<FKeyHandle>& OutKeyHandles, TRange<float> TimeRange) const
{
	if (!TimeRange.Overlaps(GetRange()))
	{
		return;
	}

	for ( auto It( ActorGuidIndexCurve.GetKeyHandleIterator() ); It; ++It )
	{
		float Time = ActorGuidIndexCurve.GetKeyTime( It.Key() );
		if (TimeRange.Contains(Time))
		{
			OutKeyHandles.Add(It.Key());
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:16,代码来源:MovieSceneActorReferenceSection.cpp


示例15: SetClampRange

void FVisualLoggerTimeSliderController::SetClampRange(float MinValue, float MaxValue)
{
	TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
	float LocalClampMin = TimeSliderArgs.ClampRange.Get().GetLowerBoundValue();
	float LocalClampMax = TimeSliderArgs.ClampRange.Get().GetUpperBoundValue();
	const float CurrentDistance = LocalClampMax - LocalClampMin;
	const float ZoomDelta = (LocalViewRange.GetUpperBoundValue() - LocalViewRange.GetLowerBoundValue()) / CurrentDistance;

	MaxValue = MinValue + (MaxValue - MinValue < 2 ? CurrentDistance : MaxValue - MinValue);

	TimeSliderArgs.ClampRange = TRange<float>(MinValue, MaxValue);

	const float LocalViewRangeMin = FMath::Clamp(LocalViewRange.GetLowerBoundValue(), MinValue, MaxValue);
	const float LocalViewRangeMax = FMath::Clamp(LocalViewRange.GetUpperBoundValue(), MinValue, MaxValue);
	SetTimeRange(ZoomDelta >= 1 ? MinValue : LocalViewRangeMin, ZoomDelta >= 1 ? MaxValue : LocalViewRangeMax);
}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:16,代码来源:TimeSliderController.cpp


示例16: Initialize

void ULevelSequencePlayer::Initialize(ULevelSequence* InLevelSequence, UWorld* InWorld, const FLevelSequencePlaybackSettings& Settings)
{
	LevelSequence = InLevelSequence;

	World = InWorld;
	PlaybackSettings = Settings;

	if (UMovieScene* MovieScene = LevelSequence->GetMovieScene())
	{
		TRange<float> PlaybackRange = MovieScene->GetPlaybackRange();
		SetPlaybackRange(PlaybackRange.GetLowerBoundValue(), PlaybackRange.GetUpperBoundValue());
	}

	// Ensure everything is set up, ready for playback
	Stop();
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:16,代码来源:LevelSequencePlayer.cpp


示例17: OnMouseWheel

FReply FSequencerTimeSliderController::OnMouseWheel( TSharedRef<SWidget> WidgetOwner, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
	if ( TimeSliderArgs.AllowZoom )
	{
		const float ZoomDelta = -0.1f * MouseEvent.GetWheelDelta();

		{
			TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
			float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
			float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
			const float OutputViewSize = LocalViewRangeMax - LocalViewRangeMin;
			const float OutputChange = OutputViewSize * ZoomDelta;

			float NewViewOutputMin = LocalViewRangeMin - (OutputChange * 0.5f);
			float NewViewOutputMax = LocalViewRangeMax + (OutputChange * 0.5f);

			if( FMath::Abs( OutputChange ) > 0.01f && NewViewOutputMin < NewViewOutputMax )
			{
				TOptional<float> LocalClampMin = TimeSliderArgs.ClampMin.Get();
				TOptional<float> LocalClampMax = TimeSliderArgs.ClampMax.Get();

				// Clamp the range if clamp values are set
				if ( LocalClampMin.IsSet() && NewViewOutputMin < LocalClampMin.GetValue() )
				{
					NewViewOutputMin = LocalClampMin.GetValue();
				}
				
				if ( LocalClampMax.IsSet() && NewViewOutputMax > LocalClampMax.GetValue() )
				{
					NewViewOutputMax = LocalClampMax.GetValue();
				}

				TimeSliderArgs.OnViewRangeChanged.ExecuteIfBound(TRange<float>(NewViewOutputMin, NewViewOutputMax));

				if( !TimeSliderArgs.ViewRange.IsBound() )
				{	
					// The  output is not bound to a delegate so we'll manage the value ourselves
					TimeSliderArgs.ViewRange.Set( TRange<float>( NewViewOutputMin, NewViewOutputMax ) );
				}
			}
		}

		return FReply::Handled();
	}

	return FReply::Unhandled();
}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:47,代码来源:TimeSliderController.cpp


示例18: ShouldEvaluateIfOverlapping

bool FMovieSceneCinematicShotTrackInstance::ShouldEvaluateIfOverlapping(const TArray<UMovieSceneSection*>& TraversedSections, UMovieSceneSection* Section) const
{
	// Check with this shot's exclusive upper bound for when shots are adjacent to each other but on different rows.
	TRange<float> ThisSectionWithExclusiveUpper = TRange<float>(Section->GetRange().GetLowerBoundValue(), Section->GetRange().GetUpperBoundValue());

	// Only evaluate the top most row on overlapping cinematic shot sections. Disregard overlap priority.
	const bool bShouldRemove = TraversedSections.ContainsByPredicate([=](UMovieSceneSection* OtherSection){
		if (Section->GetRowIndex() > OtherSection->GetRowIndex() &&
			ThisSectionWithExclusiveUpper.Overlaps(OtherSection->GetRange()))
		{
			return true;
		}
		return false;
	});

	return bShouldRemove;
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:17,代码来源:MovieSceneCinematicShotTrackInstance.cpp


示例19: OverlapsWithSections

const UMovieSceneSection* UMovieSceneSection::OverlapsWithSections(const TArray<UMovieSceneSection*>& Sections, int32 TrackDelta, float TimeDelta) const
{
	int32 NewTrackIndex = RowIndex + TrackDelta;
	TRange<float> NewSectionRange = TRange<float>(StartTime + TimeDelta, EndTime + TimeDelta);
	for (int32 SectionIndex = 0; SectionIndex < Sections.Num(); ++SectionIndex)
	{
		const UMovieSceneSection* InSection = Sections[SectionIndex];
		if (this != InSection && InSection->GetRowIndex() == NewTrackIndex)
		{
			if (NewSectionRange.Overlaps(InSection->GetRange()))
			{
				return InSection;
			}
		}
	}
	return NULL;
}
开发者ID:johndpope,项目名称:UE4,代码行数:17,代码来源:MovieSceneSection.cpp


示例20: AddNewShot

void UMovieSceneShotTrack::AddNewShot(FGuid CameraHandle, UMovieScene& ShotMovieScene, const TRange<float>& TimeRange, const FText& ShotName, int32 ShotNumber )
{
	Modify();

	FName UniqueShotName = MakeUniqueObjectName( this, UMovieSceneShotSection::StaticClass(), *ShotName.ToString() );

	UMovieSceneShotSection* NewSection = NewObject<UMovieSceneShotSection>( this, UniqueShotName, RF_Transactional );
	NewSection->SetMovieScene( &ShotMovieScene );
	NewSection->SetStartTime( TimeRange.GetLowerBoundValue() );
	NewSection->SetEndTime( TimeRange.GetUpperBoundValue() );
	NewSection->SetCameraGuid( CameraHandle );
	NewSection->SetShotNameAndNumber( ShotName , ShotNumber );

	SubMovieSceneSections.Add( NewSection );
	
	// When a new shot is added, sort all shots to ensure they are in the correct order
	SortShots();
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:18,代码来源:MovieSceneShotTrack.cpp



注:本文中的TRange类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。


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