我用的是UE5,在计算终点的时候。找不到vector*float的函数。怎么解决?05-15 11:21:30 1 狐友6194 自己创建个变量 07-23 17:58:33 0 共1条 10/页 1全部评论 (43) 课程作品 苏杨 哈喽您好,这套课程UE5上也ok吧?另外有更新得课吗? 源自1、课程介绍 15天前 0 0 狐友viG0 请丁老师介绍...
error C2664: “void KBPos2UE4Pos(FVector3f &,const FVector3f &)”: 无法将参数 1 从“FVector”转换为“FVector3f &” KBPos2UE4Pos的参数由FVector变成了FVector3f,强制进行类型转换(FVector)修复。看声明using FVector3f = UE::Math::TVector<float>;using FVector = UE::Math::TVector<double>;...
floatInnerRadius,floatOuterRadius,floatFalloff){// using camera location so stuff like spectator cameras get shakes applied sensibly as well// need to ensure server has reasonably accurate camera positionFVectorPOVLoc=Camera->GetCameraLocation();if(InnerRadius<OuterRadius){floatDistPct=((Epicenter-PO...
if (Dis < 10)//距离小于一定值时,不需要继续跟踪 return; float MoveSpeed = UKismetMathLibrary::Lerp(0, Speed, (Dis - 10.0f) / MaxDistance); //以当前距离与最大距离的商为Lerp函数的Alpha值,距离越远,速度越快。 AddActorWorldOffset(UKismetMathLibrary::GetForwardVector( UKismetMathLibrary::Fin...
vector<cv::Rect> eyes; private: float day_confidence = 0.6; float night_confidence = 0.1; float BrightlessValue = 60.0; float AlphaValue = 1.3; bool OpenFace = false; bool OpenBody = true; }; class HIKVISION_API FReadImageRunnable :public FRunnable { public: static FReadImageRunnable* ...
{FVertexFactoryInterpolantsVSToPSFactoryInterpolants;float4SvPosition:SV_POSITION;};float3InputColor;voidMainVS(FVertexFactoryInputInput,outFSimpleMeshPassVSToPSOutput){float4ClipSpacePosition;ResolvedView=ResolveView();FVertexFactoryIntermediatesVFIntermediates=GetVertexFactoryIntermediates(Input);float4WorldPos=...
floatNoL=dot(ScreenSpaceData.GBuffer.WorldNormal,LightData.Direction);// RayTracing Shadow在物体背面不会发射射线计算阴影// 因此SurfaceShadow在物体背面会有问题,使用NoL把背面的阴影给补上if(!ScreenSpaceData.GBuffer.ToonBuffer.ShadowCastFlag&SCF_DISABLEONSELF){Shadow.SurfaceShadow*=step(0,NoL);}// ...
PoseVector = SearchContext.QueryValues; SearchContext.DebugDrawParams.PoseIdx = Result.PoseIdx; Draw(SearchContext.DebugDrawParams); return Result; } 可以看到,Search会把当前的SearchContext和每个候选Pose进行ComparePoses的比较,而ComparePoses最核心的是调用CompareFeatureVectors: static inline float Compare...
vector colors[] = {{1,0,0}, {0,1,0}, {0,0,1}}; @Cd = set(colors[i@vol]); 进入处理楼层高度的循环,这部分最重要的节点为: Dct_Building_Volume_Slicing,也就是先计算一些体积相关信息,主要就是得到高度和由多少块(体或者bdf)构成的,通过输入1的bdf信息、以及vol(由多少bdf构成)信息,取到输...
SearchThrottleTime)) { // 首先通过比较当前的Pose与SearchContext中的FeatureVector计算出CurrentPoseCost作为参考值 FPoseCost CurrentPoseCost; if (InOutMotionMatchingState.DbPoseIdx != INDEX_NONE) { const FPoseSearchIndexAsset* SearchIndexAsset = &Database->SearchIndex.Assets[InOutMotionMatchingState....