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自学教程:C++ GetVolume函数代码示例

51自学网 2021-06-01 21:17:40
  C++
这篇教程C++ GetVolume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GetVolume函数的典型用法代码示例。如果您正苦于以下问题:C++ GetVolume函数的具体用法?C++ GetVolume怎么用?C++ GetVolume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GetVolume函数的26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: GetVolume

float FKAggregateGeom::GetVolume(const FVector& Scale) const{	float Volume = 0.0f;	for ( auto SphereElemIt = SphereElems.CreateConstIterator(); SphereElemIt; ++SphereElemIt )	{		Volume += SphereElemIt->GetVolume(Scale);	}	for ( auto BoxElemIt = BoxElems.CreateConstIterator(); BoxElemIt; ++BoxElemIt )	{		Volume += BoxElemIt->GetVolume(Scale);	}	for ( auto SphylElemIt = SphylElems.CreateConstIterator(); SphylElemIt; ++SphylElemIt )	{		Volume += SphylElemIt->GetVolume(Scale);	}	for ( auto ConvexElemIt = ConvexElems.CreateConstIterator(); ConvexElemIt; ++ConvexElemIt )	{		Volume += ConvexElemIt->GetVolume(Scale);	}	return Volume;}
开发者ID:Foreven,项目名称:Unreal4-1,代码行数:26,


示例2: MakeShareable

void UBasicVolumeComponent::EnsureRendering(){	if (GetVolume() && !m_octree.IsValid())	{		m_octree = MakeShareable(new FSparseOctree(GetVolume(), this, EOctreeConstructionModes::BoundCells));	}}
开发者ID:ChillyFlashER,项目名称:Voreeal,代码行数:7,


示例3: VOIP_DESTROY_MODULE

BOOL CAudioMixerControl::OpenDevice(const GUID* pGuid, BOOL bCaptureDevice, int nInput, BOOL bRealMixer){	m_bRealMixer = bRealMixer;	// virtual mixer	if (!bRealMixer) {		VOIP_DESTROY_MODULE(m_pMixer);		memset(&m_guidDevice, 0, sizeof(m_guidDevice));		m_nInput = -1;		m_nVirtualVolume = 100;		m_bVirtualMuted = FALSE;		if (m_pCallback)			m_pCallback->OnVolumeChanged(m_nId, TRUE, GetVolume(), m_bRealMixer, m_pvParam);		return TRUE;	}	// real mixer	if (m_pMixer && m_guidDevice == *pGuid) {		if (m_nInput != nInput) {			m_nInput = nInput;			if (m_pCallback)				m_pCallback->OnVolumeChanged(m_nId, TRUE, GetVolume(), m_bRealMixer, m_pvParam);		}		return TRUE;	}	do {		VOIP_DESTROY_MODULE(m_pMixer);		m_guidDevice = *pGuid;		m_nInput = nInput;		m_bCaptureDevice = bCaptureDevice;		if (VOIP_FAILED(IAudioMixerModule::Create(m_guidDevice, bCaptureDevice, m_pMixer)))			break;		if (!m_bWinVista 			&& bCaptureDevice			&& m_pMixer->GetLineCount() <= nInput)			break;		m_pMixer->SetCallback(this, 0);		if (m_pCallback)			m_pCallback->OnVolumeChanged(m_nId, TRUE, GetVolume(), m_bRealMixer, m_pvParam);		return TRUE;	} while (0);	VOIP_DESTROY_MODULE(m_pMixer);	memset(&m_guidDevice, 0, sizeof(m_guidDevice));	m_nInput = -1;	if (m_pCallback)		m_pCallback->OnVolumeChanged(m_nId, FALSE, 0, m_bRealMixer, m_pvParam);	return FALSE;}
开发者ID:chenboo,项目名称:code-refrence,代码行数:57,


示例4: GetVolume

void UBasicVolumeComponent::PostLoad(){	if (GetVolume())	{		GetVolume()->ConditionalPostLoad();		EnsureRendering();	}	Super::PostLoad();}
开发者ID:ChillyFlashER,项目名称:Voreeal,代码行数:10,


示例5: Stop

void AudioDescriptor::_HandleFadeStates(){    if (_state == AUDIO_STATE_FADE_OUT) {        // Hande when the effect time is very quick        if( _fade_effect_time <= 10.0f) {            Stop();            SetVolume(0.0f);            return;        }        float time_elapsed = (float)hoa_system::SystemManager->GetUpdateTime();        float new_volume = GetVolume() - (_original_volume - (_original_volume - (time_elapsed / _fade_effect_time)));        // Stop the audio, and terminate the effect if the volume drops to 0.0f or below        if(new_volume <= 0.0f) {            Stop();            SetVolume(0.0f);            return;        }        // Otherwise, update the volume for the audio        else {            SetVolume(new_volume);            return;        }    }    else if (_state == AUDIO_STATE_FADE_IN) {        // Stop right away when the effect is less than a usual cpu cycle        if(_fade_effect_time <= 10.0f) {            SetVolume(1.0f);            _state = AUDIO_STATE_PLAYING;            return;        }        float time_elapsed = (float)hoa_system::SystemManager->GetUpdateTime();        float new_volume = GetVolume() + (time_elapsed / _fade_effect_time);        // If the volume has reached the maximum, mark the effect as over        if(new_volume >= 1.0f) {            SetVolume(1.0f);            _state = AUDIO_STATE_PLAYING;            return;        }        // Otherwise, update the volume for the audio        else {            SetVolume(new_volume);        }    }}
开发者ID:grimreaper,项目名称:ValyriaTear,代码行数:49,


示例6: WorldPositionToVolumePosition

bool UBasicVolumeComponent::PickLastSolidVoxel(const FVector& Start, const FVector& End, FIntVector& HitPoint) const{	if (GetVolume() == nullptr)	{		return false;	}	FVector NewStart;	FVector NewEnd;	WorldPositionToVolumePosition(Start, NewStart);	WorldPositionToVolumePosition(End, NewEnd);	return GetVolume()->PickLastSolidVoxel(NewStart, NewEnd, HitPoint);}
开发者ID:ChillyFlashER,项目名称:Voreeal,代码行数:15,


示例7: Vec2DNormalize

//----------------------------------------------TeffHit::TeffHit( TsceneGame *game, const Vector2D &pos, const Vector2D &velocity)	:TobjEffect(	game,	pos,						// position	0.5,						// radius	velocity,					// velocity	0.5,						// max_speed	Vec2DNormalize(velocity),	// heading	0.,							// mass	Vector2D(0.08, 0.08),		// scale	0,							// turn_rate	1,							// max_force	1							// vitality	),	FiTimer(0),	FiAlpha(1.0){	iImageWidth=TRIMMING__IMAGE_RBX - TRIMMING__IMAGE_LTX;	iImageHeight=TRIMMING__IMAGE_RBY - TRIMMING__IMAGE_LTY;	// ヒット
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