Input -=270.0f; Input =90.0f- Input; Input *= -1.0f; }returnInput; }floatAExedreCharacter::CameraProcessYaw(floatInput ) {//Get direction vector from Controller and CharacterFVector Direction1 = GetActorRotation
Movement Direction(Forward、Back、Left、Right):通过Gait和Rotation Mode控制只能前进的几个状态,其他的状态根据速度与视角方向的夹角计算方位(这个案例来说Velocity Blend的方法更合理,果然项目大了,一个目的几百种实现,数不清的方便参数不用都不奇怪了),然后去求目前的方位,这个求法挺有意思,甚至觉得很牛。F/B/L...
GetSingleGersterWaveNew函数就是计算单层波形的形态,实现如下: // 波浪的物理属性,包括方向,波长,振幅以及格斯特纳波特有的陡度 struct FWaveParams { float2 Direction; float Wavelength; float Amplitude; float Steepness; }; // 解码波形属性存入结构体 FWaveParams GetWaveDataNew(int InWaveIndex, FWaterBody...
Then, you can get callbacks to your game's Pawn when the input events are triggered. Check out the Input documentation page for the details.How do I change the starting scene of my project?You can change the startup map of your project from the project settings tab. From th...
Direction = 1.0; } else { LightType = LT_None; Alpha = 0.0; Direction = -1.0; } } // 当时间经过时调用 function Tick( float DeltaTime ) { LightType = InitialType; Alpha += Direction * DeltaTime / ChangeTime; if( Alpha > 1.0 ) ...
// add movement in that direction AddMovementInput(GetActorRightVector(), Value); } } void AROTDCharacter::TurnAtRate(float Rate) { // calculate delta for this frame from the rate information AddControllerYawInput(Rate * TurnRateGamepad * GetWorld()->GetDeltaSeconds()); ...
(隐藏其它代码) // input0 is created by the SetupPS shader void MainPS(noperspective float4 UVAndScreenPos : TEXCOORD0, out float4 OutColor : SV_Target0) { float2 BufferUV = UVAndScreenPos.xy; #if SSS_DIRECTION == 0 // horizontal float2 ViewportDirectionUV = float2(1, 0) * ...
GameObject FindGOCameraIsLookingAt() { Vector3 Start = Camera.main.transform.position; Vector3 Direction = Camera.main.transform.forward; float Distance = 100.0f; int LayerBitMask = 1 << LayerMask.NameToLayer("Pawn"); RaycastHit Hit; bool bHit = Physics.Raycast(Start, Direction, out Hit, ...
Computing the gradient of the distance field provides the direction to that surface, and the surface's normal. Putting these together gives the collision plane. Particle collision using this method is more reliable than the existing Scene Depth collision, which only collides against what's on ...
24 coordinates 坐标系representing location in 3d space 表示三维空间中的位置X轴红色Y轴绿色Z轴蓝色25 Vectors 向量 Direction and Magnitude 方向和幅度 26 Vectors 向量举例 如何获得两个点之间的向量关系 从A点至B点的向量为V1,则B点至A点的向量为-V1,为每位数符号取反27 Vetcors 计算 向量乘以标量向量数...