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Resolve error C2872: 'FSphere': ambiguous symbol
I encountered this state locally, specifying the type explicitly should resolve this [FYI] cedric.caillaud #rnx #ROBOMERGE-OWNER: devlin.willis #ROBOMERGE-AUTHOR: devlin.willis #ROBOMERGE-SOURCE: CL 21012113 via CL 21013020 via CL 21013711 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21023807 by devlin willis in ue5-main branch]
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+28
-27
@@ -2,34 +2,35 @@
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#include "GeometryCollection/GeometryCollectionComponent.h"
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#include "AI/NavigationSystemHelpers.h"
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#include "Async/ParallelFor.h"
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#include "Components/BoxComponent.h"
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#include "ComponentRecreateRenderStateContext.h"
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#include "GeometryCollection/GeometryCollectionObject.h"
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#include "GeometryCollection/GeometryCollectionAlgo.h"
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#include "GeometryCollection/GeometryCollectionComponentPluginPrivate.h"
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#include "GeometryCollection/GeometryCollectionSceneProxy.h"
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#include "GeometryCollection/GeometryCollectionSQAccelerator.h"
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#include "GeometryCollection/GeometryCollectionUtility.h"
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#include "GeometryCollection/GeometryCollectionClusteringUtility.h"
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#include "GeometryCollection/GeometryCollectionProximityUtility.h"
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#include "GeometryCollection/GeometryCollectionCache.h"
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#include "GeometryCollection/GeometryCollectionActor.h"
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#include "GeometryCollection/GeometryCollectionDebugDrawComponent.h"
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#include "Physics/Experimental/PhysScene_Chaos.h"
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#include "Modules/ModuleManager.h"
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#include "Chaos/ChaosPhysicalMaterial.h"
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#include "ChaosSolversModule.h"
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#include "ChaosStats.h"
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#include "ComponentRecreateRenderStateContext.h"
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#include "Components/BoxComponent.h"
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#include "Engine/InstancedStaticMesh.h"
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#include "GeometryCollection/GeometryCollectionActor.h"
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#include "GeometryCollection/GeometryCollectionAlgo.h"
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#include "GeometryCollection/GeometryCollectionCache.h"
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#include "GeometryCollection/GeometryCollectionClusteringUtility.h"
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#include "GeometryCollection/GeometryCollectionComponentPluginPrivate.h"
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#include "GeometryCollection/GeometryCollectionDebugDrawComponent.h"
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#include "GeometryCollection/GeometryCollectionObject.h"
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#include "GeometryCollection/GeometryCollectionProximityUtility.h"
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#include "GeometryCollection/GeometryCollectionSQAccelerator.h"
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#include "GeometryCollection/GeometryCollectionSceneProxy.h"
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#include "GeometryCollection/GeometryCollectionUtility.h"
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#include "Math/Sphere.h"
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#include "Modules/ModuleManager.h"
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#include "Net/Core/PushModel/PushModel.h"
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#include "Net/UnrealNetwork.h"
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#include "PhysicalMaterials/PhysicalMaterial.h"
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#include "Physics/Experimental/PhysScene_Chaos.h"
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#include "Physics/PhysicsFiltering.h"
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#include "PhysicsField/PhysicsFieldComponent.h"
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#include "PhysicsProxy/GeometryCollectionPhysicsProxy.h"
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#include "PhysicsSolver.h"
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#include "Physics/PhysicsFiltering.h"
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#include "Chaos/ChaosPhysicalMaterial.h"
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#include "AI/NavigationSystemHelpers.h"
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#include "Net/UnrealNetwork.h"
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#include "Net/Core/PushModel/PushModel.h"
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#include "PhysicalMaterials/PhysicalMaterial.h"
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#include "PhysicsField/PhysicsFieldComponent.h"
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#include "Engine/InstancedStaticMesh.h"
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#include "Algo/RemoveIf.h"
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@@ -3322,7 +3323,7 @@ void UGeometryCollectionComponent::CalculateGlobalMatrices()
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else
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{
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float ShrinkRadius = 0.0f;
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FSphere AccumulatedSphere;
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UE::Math::TSphere<double> AccumulatedSphere;
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// todo(chaos) : find a faster way to do that ( precompute the data ? )
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if (CalculateInnerSphere(Idx, AccumulatedSphere))
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{
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@@ -3804,7 +3805,7 @@ int32 UGeometryCollectionComponent::GetInitialLevel(int32 ItemIndex)
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return Level;
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}
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bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, FSphere& SphereOut) const
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bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, UE::Math::TSphere<double>& SphereOut) const
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{
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// Approximates the inscribed sphere. Returns false if no such sphere exists, if for instance the index is to an embedded geometry.
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@@ -3817,7 +3818,7 @@ bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, FS
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{
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// Sphere in component space, centered on body's COM.
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FVector COM = MassToLocal[TransformIndex].GetLocation();
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SphereOut = FSphere(COM, InnerRadius[TransformToGeometryIndex[TransformIndex]]);
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SphereOut = UE::Math::TSphere<double>(COM, InnerRadius[TransformToGeometryIndex[TransformIndex]]);
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return true;
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}
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else if (RestCollection->GetGeometryCollection()->IsClustered(TransformIndex))
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@@ -3826,7 +3827,7 @@ bool UGeometryCollectionComponent::CalculateInnerSphere(int32 TransformIndex, FS
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bool bSphereFound = false;
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for (int32 ChildIndex: Children[TransformIndex])
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{
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FSphere LocalSphere;
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UE::Math::TSphere<double> LocalSphere;
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if (CalculateInnerSphere(ChildIndex, LocalSphere))
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{
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if (!bSphereFound)
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