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自学教程:C++ GetGraph函数代码示例

51自学网 2021-06-01 21:08:42
  C++
这篇教程C++ GetGraph函数代码示例写得很实用,希望能帮到您。

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

在下文中一共展示了GetGraph函数的28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: OnImportPreset

void FSubstanceEditor::OnImportPreset(){	if (GetGraph())	{		SubstanceEditor::Helpers::ImportAndApplyPresetForGraph(GetGraph());	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:7,


示例2: Transaction

void USoundCueGraphNode::RemoveInputPin(UEdGraphPin* InGraphPin){	const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "SoundCueEditorDeleteInput", "Delete Sound Cue Input") );	Modify();	TArray<class UEdGraphPin*> InputPins;	GetInputPins(InputPins);	for (int32 InputIndex = 0; InputIndex < InputPins.Num(); InputIndex++)	{		if (InGraphPin == InputPins[InputIndex])		{			InGraphPin->MarkPendingKill();			Pins.Remove(InGraphPin);			// also remove the SoundNode child node so ordering matches			SoundNode->Modify();			SoundNode->RemoveChildNode(InputIndex);			break;		}	}	USoundCue* SoundCue = CastChecked<USoundCueGraph>(GetGraph())->GetSoundCue();	SoundCue->CompileSoundNodesFromGraphNodes();	SoundCue->MarkPackageDirty();	// Refresh the current graph, so the pins can be updated	GetGraph()->NotifyGraphChanged();}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:28,


示例3: OnExportPreset

void FSubstanceEditor::OnExportPreset() const{	if (GetGraph())	{		SubstanceEditor::Helpers::ExportPresetFromGraph(GetGraph());	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:7,


示例4: GetInput1Pin

/** Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards */void UK2Node_EnumEquality::NotifyPinConnectionListChanged(UEdGraphPin* Pin){	Super::NotifyPinConnectionListChanged(Pin);	const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();	UEdGraphPin* Input1Pin = GetInput1Pin();	UEdGraphPin* Input2Pin = GetInput2Pin();	if (Pin == Input1Pin || Pin == Input2Pin)	{		if ((Input1Pin->LinkedTo.Num() == 0) && (Input2Pin->LinkedTo.Num() == 0))		{			// Restore the wildcard status			Input1Pin->PinType.PinCategory = Schema->PC_Wildcard;			Input1Pin->PinType.PinSubCategory = TEXT("");			Input1Pin->PinType.PinSubCategoryObject = NULL;			Input2Pin->PinType.PinCategory = Schema->PC_Wildcard;			Input2Pin->PinType.PinSubCategory = TEXT("");			Input2Pin->PinType.PinSubCategoryObject = NULL;			Schema->SetPinDefaultValueBasedOnType(Input1Pin);			Schema->SetPinDefaultValueBasedOnType(Input2Pin);			// We have to refresh the graph to get the enum dropdowns to go away			GetGraph()->NotifyGraphChanged();		}		else if (Pin->LinkedTo.Num() > 0)		{			// Make sure the pin is a valid enum			if (Pin->LinkedTo[0]->PinType.PinCategory == Schema->PC_Byte &&				Pin->LinkedTo[0]->PinType.PinSubCategoryObject.IsValid() &&				Pin->LinkedTo[0]->PinType.PinSubCategoryObject.Get()->IsA(UEnum::StaticClass()))			{				Pin->PinType = Pin->LinkedTo[0]->PinType;				UEdGraphPin* OtherPin = (Input1Pin == Pin) ? Input2Pin : Input1Pin;				// Enforce the type on the other pin				OtherPin->PinType = Pin->PinType;				UEdGraphSchema_K2::ValidateExistingConnections(OtherPin);				// If we copied the pin type to a wildcard we have to refresh the graph to get the enum dropdown				if (OtherPin->LinkedTo.Num() <= 0 && OtherPin->DefaultValue.IsEmpty())				{					Schema->SetPinDefaultValueBasedOnType(OtherPin);					GetGraph()->NotifyGraphChanged();				}			}			// A valid enum wasn't used to break the links			else			{				Pin->BreakAllPinLinks();			}		}		else if(Pin->DefaultValue.IsEmpty())		{			Schema->SetPinDefaultValueBasedOnType(Pin);		}	}}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:59,


示例5: GetGraph

void FSubstanceEditor::OnResetDefaultValues(){	if (GetGraph())	{		GetGraph()->Modify(true);		Substance::Helpers::ResetToDefault(GetGraph()->Instance);		Substance::Helpers::RenderAsync(GetGraph()->Instance);	}}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:9,


示例6: GetGraph

void UCreatureAnimStateNode::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent){	Super::PostEditChangeProperty(PropertyChangedEvent);	if (PropertyChangedEvent.ChangeType == EPropertyChangeType::ValueSet&&GetGraph()!=nullptr)	{		GetGraph()->NotifyGraphChanged();	}	}
开发者ID:Sephirothzc,项目名称:ProjectC,代码行数:10,


示例7: GetGraph

void UEnvironmentQueryGraphNode_Option::ResetNodeOwner(){	Super::ResetNodeOwner();	UEnvQueryOption* OptionInstance = Cast<UEnvQueryOption>(NodeInstance);	if (OptionInstance && OptionInstance->Generator)	{		UObject* GraphOwner = GetGraph() ? GetGraph()->GetOuter() : nullptr;		OptionInstance->Generator->Rename(NULL, GraphOwner, REN_DontCreateRedirectors | REN_DoNotDirty);	}}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:11,


示例8: GetInputClass

void UK2Node_GetClassDefaults::OnClassPinChanged(){	TArray<UEdGraphPin*> OldPins = Pins;	TArray<UEdGraphPin*> OldOutputPins;	// Gather all current output pins	for(int32 PinIndex = 0; PinIndex < OldPins.Num(); ++PinIndex)	{		UEdGraphPin* OldPin = OldPins[PinIndex];		if(OldPin->Direction == EGPD_Output)		{			Pins.Remove(OldPin);			OldOutputPins.Add(OldPin);		}	}	// Clear the current output pin settings (so they don't carry over to the new set)	ShowPinForProperties.Empty();	// Create output pins for the new class type	UClass* InputClass = GetInputClass();	CreateOutputPins(InputClass);	// Destroy the previous set of output pins	DestroyPinList(OldOutputPins);	// Notify the graph that the node has been changed	if(UEdGraph* Graph = GetGraph())	{		Graph->NotifyGraphChanged();	}}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:32,


示例9: AllocateDefaultPins

void UK2Node::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins){	AllocateDefaultPins();	for (auto OldPin : OldPins)	{		if (OldPin->ParentPin)		{			// find the new pin that corresponds to parent, and split it if it isn't already split			for (auto NewPin : Pins)			{				if (FCString::Stricmp(*(NewPin->PinName), *(OldPin->ParentPin->PinName)) == 0)				{					// Make sure we're not dealing with a menu node					UEdGraph* OuterGraph = GetGraph();					if (OuterGraph && OuterGraph->Schema && NewPin->SubPins.Num() == 0)					{						NewPin->PinType = OldPin->ParentPin->PinType;						GetSchema()->SplitPin(NewPin);					}				}			}		}	}}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:25,


示例10: GetGraph

void UK2Node_Composite::PostPlacedNewNode(){	// Create a new graph	BoundGraph = FBlueprintEditorUtils::CreateNewGraph(this, NAME_None, UEdGraph::StaticClass(), GetGraph()->Schema);	check(BoundGraph);	// Create the entry/exit nodes inside the new graph	{		FGraphNodeCreator<UK2Node_Tunnel> EntryNodeCreator(*BoundGraph);		UK2Node_Tunnel* EntryNode = EntryNodeCreator.CreateNode();		EntryNode->bCanHaveOutputs = true;		EntryNode->bCanHaveInputs = false;		EntryNode->OutputSourceNode = this;		EntryNodeCreator.Finalize();		InputSinkNode = EntryNode;	}	{		FGraphNodeCreator<UK2Node_Tunnel> ExitNodeCreator(*BoundGraph);		UK2Node_Tunnel* ExitNode = ExitNodeCreator.CreateNode();		ExitNode->bCanHaveOutputs = false;		ExitNode->bCanHaveInputs = true;		ExitNode->InputSinkNode = this;		ExitNodeCreator.Finalize();		OutputSourceNode = ExitNode;	}	// Add the new graph as a child of our parent graph	GetGraph()->SubGraphs.Add(BoundGraph);}
开发者ID:johndpope,项目名称:UE4,代码行数:31,


示例11: check

void UAnimStateNode::PostPlacedNewNode(){	// Create a new animation graph	check(BoundGraph == NULL);	BoundGraph = FBlueprintEditorUtils::CreateNewGraph(		this,		NAME_None,		UAnimationStateGraph::StaticClass(),		UAnimationStateGraphSchema::StaticClass());	check(BoundGraph);	// Find an interesting name	TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);	FBlueprintEditorUtils::RenameGraphWithSuggestion(BoundGraph, NameValidator, TEXT("State"));	// Initialize the anim graph	const UEdGraphSchema* Schema = BoundGraph->GetSchema();	Schema->CreateDefaultNodesForGraph(*BoundGraph);	// Add the new graph as a child of our parent graph	UEdGraph* ParentGraph = GetGraph();	if(ParentGraph->SubGraphs.Find(BoundGraph) == INDEX_NONE)	{		ParentGraph->SubGraphs.Add(BoundGraph);	}}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:27,


示例12: GetGraph

void CGraphWnd::ClearGraph(int graphnum, BOOL bRedraw){    CGraphProps* graph;    if (graphnum != -1)    {        graph = GetGraph(graphnum);        if (graph == NULL) return;        graph->RemoveAll();    } else    {        int index;        graph = GetFirstGraph(&index);        while (graph!=NULL)        {            graph->RemoveAll();            graph = GetNextGraph(&index);        };    };    if (graph_frame != NULL)    {        SGraphChange sgc;        sgc.graphnum = graphnum;        sgc.bRedraw = bRedraw;        sgc.main_wnd_ptr = this;        graph_frame->UpdateViews(GRAPH_GRAPH_CLEARED, &sgc);    };}
开发者ID:ragar90,项目名称:AiPI,代码行数:28,


示例13: PinName

FString UK2Node_Tunnel::CreateUniquePinName(FString InSourcePinName) const{	if (GetClass() == UK2Node_Tunnel::StaticClass())	{		// When dealing with a tunnel node that is not a sub class (macro/collapsed graph entry and result), attempt to find the paired node and find a valid name between the two		TWeakObjectPtr<UK2Node_EditablePinBase> TunnelEntry;		TWeakObjectPtr<UK2Node_EditablePinBase> TunnelResult;		FBlueprintEditorUtils::GetEntryAndResultNodes(GetGraph(), TunnelEntry, TunnelResult);		if (TunnelEntry.IsValid() && TunnelResult.IsValid())		{			FString PinName(InSourcePinName);			int32 Index = 1;			while (TunnelEntry.Get()->FindPin(PinName) != nullptr || TunnelResult.Get()->FindPin(PinName) != nullptr)			{				++Index;				PinName = InSourcePinName + FString::FromInt(Index);			}			return PinName;		}	}	return Super::CreateUniquePinName(InSourcePinName);}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:26,


示例14: GetClassToSpawn

void UK2Node_LatentAbilityCall::PinDefaultValueChanged(UEdGraphPin* ChangedPin){	if (ChangedPin->PinName == FK2Node_LatentAbilityCallHelper::ClassPinName)	{		const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();		// Because the archetype has changed, we break the output link as the output pin type will change		//UEdGraphPin* ResultPin = GetResultPin();		//ResultPin->BreakAllPinLinks();		// Remove all pins related to archetype variables		for (auto OldPin : SpawnParmPins)		{			OldPin->BreakAllPinLinks();			Pins.Remove(OldPin);		}		SpawnParmPins.Empty();		UClass* UseSpawnClass = GetClassToSpawn();		if (UseSpawnClass != NULL)		{			CreatePinsForClass(UseSpawnClass);		}		// Refresh the UI for the graph so the pin changes show up		UEdGraph* Graph = GetGraph();		Graph->NotifyGraphChanged();		// Mark dirty		FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());	}}
开发者ID:johndpope,项目名称:UE4,代码行数:32,


示例15: if

void UK2Node_SwitchString::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent){	bool bIsDirty = false;	FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;	if (PropertyName == TEXT("PinNames"))	{		bIsDirty = true;	}	else if (PropertyName == TEXT("bIsCaseSensitive"))	{		FunctionName = (bIsCaseSensitive == true)			?  TEXT("NotEqual_StrStr")			: TEXT("NotEqual_StriStri");		FunctionClass = UKismetStringLibrary::StaticClass();		bIsDirty = true;	}	 	if (bIsDirty)	{		ReconstructNode();		GetGraph()->NotifyGraphChanged();	}	Super::PostEditChangeProperty(PropertyChangedEvent);}
开发者ID:Codermay,项目名称:Unreal4,代码行数:25,


示例16: check

void UAnimGraphNode_StateMachineBase::PostPlacedNewNode(){	// Create a new animation graph	check(EditorStateMachineGraph == NULL);	EditorStateMachineGraph = CastChecked<UAnimationStateMachineGraph>(FBlueprintEditorUtils::CreateNewGraph(this, NAME_None, UAnimationStateMachineGraph::StaticClass(), UAnimationStateMachineSchema::StaticClass()));	check(EditorStateMachineGraph);	EditorStateMachineGraph->OwnerAnimGraphNode = this;	// Find an interesting name	TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);	FBlueprintEditorUtils::RenameGraphWithSuggestion(EditorStateMachineGraph, NameValidator, TEXT("New State Machine"));	// Initialize the anim graph	const UEdGraphSchema* Schema = EditorStateMachineGraph->GetSchema();	Schema->CreateDefaultNodesForGraph(*EditorStateMachineGraph);	// Add the new graph as a child of our parent graph	UEdGraph* ParentGraph = GetGraph();		if(ParentGraph->SubGraphs.Find(EditorStateMachineGraph) == INDEX_NONE)	{		ParentGraph->Modify();		ParentGraph->SubGraphs.Add(EditorStateMachineGraph);	}}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:25,


示例17: SetParameterName

void UMaterialGraphNode::SetParameterName(const FString& NewName){	MaterialExpression->SetEditableName(NewName);	//@TODO: Push into the SetEditableName interface	CastChecked<UMaterialGraph>(GetGraph())->Material->UpdateExpressionParameterName(MaterialExpression);}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:7,


示例18: PNL_THROW

float CMNet::ComputeLogLik( const CEvidence *pEv ) const{    if( GetModelDomain() != pEv->GetModelDomain() )    {        PNL_THROW(CBadArg, "different model domain")    }    int nnodes = GetGraph()->GetNumberOfNodes();    int nObsNodes = pEv->GetNumberObsNodes();    if( nObsNodes != nnodes )    {        PNL_THROW(CNotImplemented, "all nodes must be observed")    }    const int* flags = pEv->GetObsNodesFlags();    if( std::find( flags, flags + nnodes, 0 ) != flags + nnodes )    {        PNL_THROW( CNotImplemented, "all nodes must be observed" )    }    float ll = 0.0f;    int i;    for( i = 0; i < GetNumberOfCliques(); i++ )    {        ll += GetFactor( i )->GetLogLik( pEv );    }    return ll;}
开发者ID:lspatial,项目名称:spstatics_parallel,代码行数:28,


示例19: GetClassToSpawn

void UK2Node_LiveEditObject::PinDefaultValueChanged(UEdGraphPin* Pin) {	if(Pin->PinName == UK2Node_LiveEditObjectStatics::BaseClassPinName)	{		const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();		// Remove all pins related to archetype variables		TArray<UEdGraphPin*> OldPins = Pins;		for(int32 i=0; i<OldPins.Num(); i++)		{			UEdGraphPin* OldPin = OldPins[i];			if(	IsSpawnVarPin(OldPin) )			{				Pin->BreakAllPinLinks();				Pins.Remove(OldPin);			}		}		UClass* UseSpawnClass = GetClassToSpawn();		if(UseSpawnClass != NULL)		{			CreatePinsForClass(UseSpawnClass);		}		// Refresh the UI for the graph so the pin changes show up		UEdGraph* Graph = GetGraph();		Graph->NotifyGraphChanged();		// Mark dirty		FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());	}}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:32,


示例20: GetGraph

void UEdGraphNode::DestroyNode(){	UEdGraph* ParentGraph = GetGraph();	check(ParentGraph);	// Remove the node - this will break all links. Will be GC'd after this.	ParentGraph->RemoveNode(this);}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:8,


示例21: GetGraph

FText UK2Node_FunctionEntry::GetNodeTitle(ENodeTitleType::Type TitleType) const{	UEdGraph* Graph = GetGraph();	FGraphDisplayInfo DisplayInfo;	Graph->GetSchema()->GetGraphDisplayInformation(*Graph, DisplayInfo);	return DisplayInfo.DisplayName;}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:8,


示例22: TGraph

void TrPdf::FitLogLog(double min, double max) {  TGraph* FluxLogLogTmp = new TGraph(GetGraph()->GetN());  FluxLogLogTmp->SetName("spectrumloglogtmp");  FluxLogLogTmp->SetTitle("spectrumloglogtmp");  for (int ii=0; ii<Graph->GetN(); ii++) {    double a,b;    GetGraph()->GetPoint(ii,a,b);    FluxLogLogTmp->SetPoint(ii,log10(a),log10(b));  }  TF1* LinFitTmp = new TF1("linfittmp","[0]+[1]*x+[2]*pow(x,2.)+[3]*pow(x,3.)+[4]*pow(x,4.)+[5]*pow(x,5.)",-2.,5.);   FluxLogLogTmp->Fit(LinFitTmp,"EQR","",log10(min),log10(max));  LogLog = new TF1(Form("LogLog_%s",GetName().Data()),    "pow(10.,[0]+[1]*log10(x)+[2]*pow(log10(x),2.)+[3]*pow(log10(x),3.)+[4]*pow(log10(x),4.)+[5]*pow(log10(x),5.))",1.e-2,1.e5);  for (int i=0; i<6; i++) LogLog->SetParameter(i,LinFitTmp->GetParameter(i));  delete LinFitTmp;  delete FluxLogLogTmp;}
开发者ID:krafczyk,项目名称:AMS,代码行数:17,


示例23:

TArray<UK2Node_FunctionResult*> UK2Node_FunctionResult::GetAllResultNodes() const{	TArray<UK2Node_FunctionResult*> AllResultNodes;	if (auto Graph = GetGraph())	{		Graph->GetNodesOfClass(AllResultNodes);	}	return AllResultNodes;}
开发者ID:PopCap,项目名称:GameIdea,代码行数:9,


示例24: check

void UK2Node_VariableGet::CreateNonPurePins(TArray<UEdGraphPin*>* InOldPinsPtr){	const UEdGraphSchema_K2* K2Schema = Cast<UEdGraphSchema_K2>(GetSchema());	check(K2Schema != nullptr);	if (!K2Schema->DoesGraphSupportImpureFunctions(GetGraph()))	{		bIsPureGet = true;	}	if (!bIsPureGet)	{		FEdGraphPinType PinType;		UProperty* VariableProperty = GetPropertyForVariable();		// We need the pin's type, to both see if it's an array and if it is of the correct types to remain an impure node		if (VariableProperty)		{			K2Schema->ConvertPropertyToPinType(GetPropertyForVariable(), PinType);		}		// If there is no property and we are given some old pins to look at, find the old value pin and use the type there		// This allows nodes to be pasted into other BPs without access to the property		else if(InOldPinsPtr)		{			// find old variable pin and use the type.			const FString PinName = GetVarNameString();			for(auto Iter = InOldPinsPtr->CreateConstIterator(); Iter; ++Iter)			{				if(const UEdGraphPin* Pin = *Iter)				{					if(PinName == Pin->PinName)					{						PinType = Pin->PinType;						break;					}				}			}		}		if (IsValidTypeForNonPure(PinType))		{			// Input - Execution Pin			CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);			// Output - Execution Pins			UEdGraphPin* ValidPin = CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then);			ValidPin->PinFriendlyName = LOCTEXT("Valid", "Is Valid");			UEdGraphPin* InvalidPin = CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Else);			InvalidPin->PinFriendlyName = LOCTEXT("Invalid", "Is Not Valid");		}		else		{			bIsPureGet = true;		}	}}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:57,


示例25:

bool UK2Node_Tunnel::CanUserDeleteNode() const{	// Disallow deletion of tunnels that are inside a tunnel graph, but allow it on top level tunnels that have gotten there on accident	//@TODO: Remove this code 	if (UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNode(this))	{		const bool bIsExactlyTunnel = (GetClass() == UK2Node_Tunnel::StaticClass());		const bool bIsTopLevelGraph = (GetGraph()->GetOuter() == Blueprint);		const bool bIsLibraryProject = (Blueprint->BlueprintType == BPTYPE_MacroLibrary);		const bool bIsLocalMacro = Blueprint->MacroGraphs.Contains(GetGraph());		if (bIsExactlyTunnel && bIsTopLevelGraph && !bIsLibraryProject && !bIsLocalMacro)		{			return true;		}	}	return false;}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:18,


示例26: FreeParkingLot

void FreeParkingLot(ParkingLot * parkinglot){  FreeDecoder( GetDecoder( parkinglot ), GetVertices( parkinglot ) );  FreeGraph( GetGraph( parkinglot ) ) ;  freeLinkedList( GetAccesses( parkinglot) );  freeLinkedList( GetQueueHead(parkinglot) );  FreeParkedCars( GetParkedListHead(parkinglot) );  free(parkinglot);}
开发者ID:jsmvalente,项目名称:projectoaed,代码行数:9,


示例27: GetEaseFuncPin

void UK2Node_EaseFunction::PinDefaultValueChanged(UEdGraphPin* Pin){	const auto EaseFuncPin = GetEaseFuncPin();	if (Pin == EaseFuncPin )	{		RefreshPinVisibility();		GetGraph()->NotifyGraphChanged();	}}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:9,


示例28: Modify

void UK2Node::ReconstructNode(){	Modify();	UBlueprint* Blueprint = GetBlueprint();	// Break any links to 'orphan' pins	for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)	{		UEdGraphPin* Pin = Pins[PinIndex];		TArray<class UEdGraphPin*> LinkedToCopy = Pin->LinkedTo;		for (int32 LinkIdx = 0; LinkIdx < LinkedToCopy.Num(); LinkIdx++)		{			UEdGraphPin* OtherPin = LinkedToCopy[LinkIdx];			// If we are linked to a pin that its owner doesn't know about, break that link			if ((OtherPin == NULL) || !OtherPin->GetOwningNodeUnchecked() || !OtherPin->GetOwningNode()->Pins.Contains(OtherPin))			{				Pin->LinkedTo.Remove(OtherPin);			}		}	}	// Move the existing pins to a saved array	TArray<UEdGraphPin*> OldPins(Pins);	Pins.Empty();	// Recreate the new pins	ReallocatePinsDuringReconstruction(OldPins);	bool bDestroyOldPins = true;	if (Pins.Num() == 0)	{		//keep old pins on callfunction so that graph doesn't get broken up just because function is missing		if (IsA(UK2Node_CallFunction::StaticClass()) || IsA(UK2Node_MacroInstance::StaticClass()))		{			Pins = OldPins;			bDestroyOldPins = false;		}	}	else	{		RewireOldPinsToNewPins(OldPins, Pins);	}	if (bDestroyOldPins)	{		DestroyPinList(OldPins);	}	// Let subclasses do any additional work	PostReconstructNode();	GetGraph()->NotifyGraphChanged();}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:56,



注:本文中的GetGraph函数示例整理自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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