コード例 #1
0
void UNavMeshRenderingComponent::GatherDataForProxy()
{
	if (ProxyData.IsValid())
	{
#if WITH_RECAST
		FScopeLock ScopeLock(&ProxyData.Get()->CriticalSection);
		GatherData( ProxyData.Get() );

		ProxyData->bNeedsNewData = false;
#endif
	}
}
コード例 #2
0
int ResponseScan::Run()
{
    GatherData();

    CountArraySize();
    
    TriggerFailover();
    
    timeout_start = UrlRequester::get_act_time_ms();
    
    cout << "********triggering failover********" << timeout_start << endl;
    
    ResponsesPost();
    
    return 0;
}
コード例 #3
0
FPrimitiveSceneProxy* UNavMeshRenderingComponent::CreateSceneProxy()
{
#if WITH_RECAST && WITH_EDITOR
	FPrimitiveSceneProxy* SceneProxy = NULL;
	if (IsVisible())
	{
		FNavMeshSceneProxyData ProxyData;
		ProxyData.Reset();
		GatherData(&ProxyData);

		SceneProxy = new FRecastRenderingSceneProxy(this, &ProxyData);
		ProxyData.Reset();
	}
	return SceneProxy;
#else
	return NULL;
#endif
}
コード例 #4
0
FPrimitiveSceneProxy* UNavMeshRenderingComponent::CreateSceneProxy()
{
#if WITH_RECAST && !UE_BUILD_SHIPPING && !UE_BUILD_TEST
	FPrimitiveSceneProxy* SceneProxy = NULL;

	const bool bShowNavigation = IsNavigationShowFlagSet(GetWorld());

	bCollectNavigationData = bShowNavigation;

	if (bCollectNavigationData && IsVisible())
	{
		FNavMeshSceneProxyData ProxyData;
		ProxyData.Reset();
		GatherData(ProxyData);

		SceneProxy = new FRecastRenderingSceneProxy(this, &ProxyData);
		ProxyData.Reset();
	}
	return SceneProxy;
#else
	return NULL;
#endif //WITH_RECAST && !UE_BUILD_SHIPPING && !UE_BUILD_TEST
}