Ue4中的框选函数
Posted 湛蓝玫瑰
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1 void AHUD::GetActorsInSelectionRectangle(TSubclassOf<class AActor> ClassFilter, const FVector2D& FirstPoint, const FVector2D& SecondPoint, TArray<AActor*>& OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed) 2 { 3 // Because this is a HUD function it is likely to get called each tick, 4 // so make sure any previous contents of the out actor array have been cleared! 5 OutActors.Empty(); 6 7 //Create Selection Rectangle from Points 8 FBox2D SelectionRectangle(0); 9 10 //This method ensures that an appropriate rectangle is generated, 11 // no matter what the coordinates of first and second point actually are. 12 SelectionRectangle += FirstPoint; 13 SelectionRectangle += SecondPoint; 14 15 16 //The Actor Bounds Point Mapping 17 const FVector BoundsPointMapping[8] = 18 { 19 FVector(1, 1, 1), 20 FVector(1, 1, -1), 21 FVector(1, -1, 1), 22 FVector(1, -1, -1), 23 FVector(-1, 1, 1), 24 FVector(-1, 1, -1), 25 FVector(-1, -1, 1), 26 FVector(-1, -1, -1) 27 }; 28 29 //~~~ 30 31 //For Each Actor of the Class Filter Type 32 for (TActorIterator<AActor> Itr(GetWorld(), ClassFilter); Itr; ++Itr) 33 { 34 AActor* EachActor = *Itr; 35 36 //Get Actor Bounds //casting to base class, checked by template in the .h 37 const FBox EachActorBounds = Cast<AActor>(EachActor)->GetComponentsBoundingBox(bIncludeNonCollidingComponents); /* All Components? */ 38 39 //Center 40 const FVector BoxCenter = EachActorBounds.GetCenter(); 41 42 //Extents 43 const FVector BoxExtents = EachActorBounds.GetExtent(); 44 45 // Build 2D bounding box of actor in screen space 46 FBox2D ActorBox2D(0); 47 for (uint8 BoundsPointItr = 0; BoundsPointItr < 8; BoundsPointItr++) 48 { 49 // Project vert into screen space. 50 const FVector ProjectedWorldLocation = Project(BoxCenter + (BoundsPointMapping[BoundsPointItr] * BoxExtents)); 51 // Add to 2D bounding box 52 ActorBox2D += FVector2D(ProjectedWorldLocation.X, ProjectedWorldLocation.Y); 53 } 54 55 //Selection Box must fully enclose the Projected Actor Bounds 56 if (bActorMustBeFullyEnclosed) 57 { 58 if(SelectionRectangle.IsInside(ActorBox2D)) 59 { 60 OutActors.Add(Cast<AActor>(EachActor)); 61 } 62 } 63 //Partial Intersection with Projected Actor Bounds 64 else 65 { 66 if (SelectionRectangle.Intersect(ActorBox2D)) 67 { 68 OutActors.Add(Cast<AActor>(EachActor)); 69 } 70 } 71 } 72 }
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