Fix more compile errors.
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47eda70a93
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8ed715e633
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@ -86,7 +86,8 @@ struct FShapeVisitor
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const auto ArrowTipDist = Dist - ArrowSize;
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const auto ArrowTipDist = Dist - ArrowSize;
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const auto Thickness = 1e2f * Arrow.line.thickness;
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const auto Thickness = 1e2f * Arrow.line.thickness;
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World->PersistentLineBatcher->DrawLines(TArray<FBatchedLine>({
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FBatchedLine BatchedLines[] =
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{
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FBatchedLine(
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FBatchedLine(
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Begin,
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Begin,
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End,
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End,
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@ -121,7 +122,10 @@ struct FShapeVisitor
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Color,
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Color,
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LifeTime,
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LifeTime,
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Thickness,
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Thickness,
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DepthPriority)}));
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DepthPriority)
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};
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World->PersistentLineBatcher->DrawLines(TArrayView<FBatchedLine>(BatchedLines, 5));
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}
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}
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void operator()(const Shape::Box &Box) const
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void operator()(const Shape::Box &Box) const
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@ -1640,7 +1640,9 @@ void UCustomTerrainPhysicsComponent::DrawOrientedBox(UWorld* World, const TArray
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Point = LargeMapManager->GlobalToLocalLocation(Point);
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Point = LargeMapManager->GlobalToLocalLocation(Point);
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}
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}
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}
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}
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LineBatcher->DrawLines({
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FBatchedLine BatchedLines[] =
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{
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FBatchedLine(Vertices[0], Vertices[1],
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FBatchedLine(Vertices[0], Vertices[1],
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FLinearColor(0.0,0.0,1.0), LifeTime, Thickness, 0),
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FLinearColor(0.0,0.0,1.0), LifeTime, Thickness, 0),
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FBatchedLine(Vertices[0], Vertices[2],
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FBatchedLine(Vertices[0], Vertices[2],
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@ -1666,7 +1668,10 @@ void UCustomTerrainPhysicsComponent::DrawOrientedBox(UWorld* World, const TArray
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FBatchedLine(Vertices[2], Vertices[6],
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FBatchedLine(Vertices[2], Vertices[6],
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FLinearColor(0.0,0.0,1.0), LifeTime, Thickness, 0),
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FLinearColor(0.0,0.0,1.0), LifeTime, Thickness, 0),
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FBatchedLine(Vertices[3], Vertices[7],
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FBatchedLine(Vertices[3], Vertices[7],
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FLinearColor(0.0,0.0,1.0), LifeTime, Thickness, 0)});
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FLinearColor(0.0,0.0,1.0), LifeTime, Thickness, 0)
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};
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LineBatcher->DrawLines(TArrayView<FBatchedLine>(BatchedLines, 12));
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}
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}
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}
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}
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@ -1703,7 +1708,8 @@ void UCustomTerrainPhysicsComponent::DrawTiles(UWorld* World, const std::vector<
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V2.Z = Height;
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V2.Z = Height;
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V3.Z = Height;
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V3.Z = Height;
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V4.Z = Height;
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V4.Z = Height;
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LineBatcher->DrawLines({
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FBatchedLine BatchedLines[] =
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{
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FBatchedLine(V1, V2,
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FBatchedLine(V1, V2,
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Color, LifeTime, Thickness, 0),
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Color, LifeTime, Thickness, 0),
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FBatchedLine(V2, V4,
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FBatchedLine(V2, V4,
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@ -1711,7 +1717,10 @@ void UCustomTerrainPhysicsComponent::DrawTiles(UWorld* World, const std::vector<
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FBatchedLine(V1, V3,
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FBatchedLine(V1, V3,
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Color, LifeTime, Thickness, 0),
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Color, LifeTime, Thickness, 0),
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FBatchedLine(V3, V4,
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FBatchedLine(V3, V4,
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Color, LifeTime, Thickness, 0)});
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Color, LifeTime, Thickness, 0)
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};
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LineBatcher->DrawLines(TArrayView<FBatchedLine>(BatchedLines, 4));
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// UE_LOG(LogCarla, Log, TEXT("Drawing Tile %ld with verts %s, %s, %s, %s"),
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// UE_LOG(LogCarla, Log, TEXT("Drawing Tile %ld with verts %s, %s, %s, %s"),
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// TileId, *V1.ToString(), *V2.ToString(), *V3.ToString(), *V4.ToString());
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// TileId, *V1.ToString(), *V2.ToString(), *V3.ToString(), *V4.ToString());
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}
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}
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@ -577,10 +577,10 @@ AActor* UUSDImporterWidget::GenerateNewVehicleBlueprint(
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{
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{
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UE_LOG(LogCarlaTools, Error, TEXT("Null CarlaVehicle"));
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UE_LOG(LogCarlaTools, Error, TEXT("Null CarlaVehicle"));
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}
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}
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#endif
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// Set the vehicle collision in the new physicsasset object
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// Set the vehicle collision in the new physicsasset object
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GEditor->GetEditorSubsystem<UStaticMeshEditorSubsystem>()->AddSimpleCollisions(
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GEditor->GetEditorSubsystem<UStaticMeshEditorSubsystem>()->AddSimpleCollisions(
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VehicleMeshes.Body, EScriptingCollisionShapeType::NDOP26);
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VehicleMeshes.Body, EScriptingCollisionShapeType::NDOP26);
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#endif
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CopyCollisionToPhysicsAsset(NewPhysicsAsset, VehicleMeshes.Body);
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CopyCollisionToPhysicsAsset(NewPhysicsAsset, VehicleMeshes.Body);
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// assign the physics asset to the skeletal mesh
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// assign the physics asset to the skeletal mesh
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@ -638,7 +638,7 @@ void UUSDImporterWidget::CopyCollisionToPhysicsAsset(
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UBodySetup* BodySetupPhysicsAsset =
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UBodySetup* BodySetupPhysicsAsset =
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PhysicsAssetToEdit->SkeletalBodySetups[
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PhysicsAssetToEdit->SkeletalBodySetups[
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PhysicsAssetToEdit->FindBodyIndex(FName("Vehicle_Base"))];
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PhysicsAssetToEdit->FindBodyIndex(FName("Vehicle_Base"))];
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UBodySetup* BodySetupStaticMesh = StaticMesh->BodySetup;
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UBodySetup* BodySetupStaticMesh = StaticMesh->GetBodySetup();
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BodySetupPhysicsAsset->AggGeom = BodySetupStaticMesh->AggGeom;
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BodySetupPhysicsAsset->AggGeom = BodySetupStaticMesh->AggGeom;
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}
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}
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