FTransform.InverseTransformLocation(FVector Location) 父空间坐标转局部空间坐标。 FTransform.TransformLocation(FVector Location) 局部空间坐标转父空间坐标。 FTransform.TransformRotation(FRotator Rotator) 局部空间旋转转父空间旋转。 MakeRotFromX(FVector X) 假设目前X轴向量为(1,0,0),现在要使它变成输入的新向...
// 假设我们有一个物体的Transform组件,我们称之为ObjectTransform FTransform ObjectTransform; // 假设我们有一个世界坐标点,我们称之为WorldLocation FVector WorldLocation = FVector(100.0f, 200.0f, 300.0f); // 获取物体的逆变换矩阵 FTransform InverseTransform = ObjectTransform.Inverse(); // 使用逆变换...
首先用Inverse Transform Location把一个世界位置的向量转换成一个物体的本地坐标的向量。变换完了之后呢,我们不需要 z 轴只需要 x 和 y,其实直接把这个 x 和 y赋值就可以看到效果了,但是我们还得乘一下这个DPI Scale(1/Viewport Scale) 这东西是给多平台 UI 做缩放用的,我也不太了解,具体内容去 docs 自己...
FTransform3d ActorToWorld(GetActorTransform()); FVector3d WorldDirection(RayDirection); WorldDirection.Normalize(); FRay3d LocalRay( ActorToWorld.InverseTransformPosition(static_cast<FVector3d>(RayOrigin)), ActorToWorld.InverseTransformVector(WorldDirection)); UE::Geometry::IMeshSpatial::FQueryOptions ...
CompactPose>CSPose;// 计算指定骨骼在窗口期结束帧的动画数据UMotionWarpingUtilities::ExtractComponentSpacePose(Animation.Get(),RequiredBones,EndTime,true,CSPose);// Second, calculate additive pose//Calculate additive translation for root boneFVector RootTargetLocation=CachedMeshTransform.InverseTransformPosition...
float z = Mathf.Sign(Vector3.Dot(toWidget, bLocation ? axisTransform.forward : Vector3.forward)); var redLineMesh = CreateLine(Vector3.zero, -XAxis * innerRadius * x, Color.red); var greenLineMesh = CreateLine(Vector3.zero, -YAxis * innerRadius * y, Color.green); ...
// After the primitives have been scaled and transformed, we apply this inverse scale that flattens the dimension // that was scaled up to prevent it from intersecting with the near plane. In perspective this won't have any effect,
;将时间轴节点的“Cube Move Line”引脚与Cube的设置位置节点的“New Location Z”引脚相连。;对蓝图编译之后,运行项目,Cube随着时间的推移,会沿着Z轴上下反复移动。这在项目开发中经常会用到,比如在游戏中,物体的上下移动,可以引起玩家的注意,吸引玩家上前拾取。 ;任务8:关卡流;关卡流,就是把不同的关卡以流...
staticautoactorClasses=std::vector<TSubclassOf<UActorComponent>>{UArcGISLocationComponent::StaticClass(),UArcGISCameraComponent::StaticClass(),UArcGISDirectionalLightRepositionComponent::StaticClass()};// Matrix transform from the old coordinate system to the new oneautomTransform=CoordinateSystem.Inverse()...
voidFAnimNode_CCDIK::EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>&OutBoneTransforms) {constFBoneContainer& BoneContainer =Output.Pose.GetPose().GetBoneContainer();//Update EffectorLocation if it is based off a bone positionFTransform CSEffectorTransform ...