ue 小知识点 物理大气 ctrl+l 改变太阳的位置的代码

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void FLevelEditorViewportClient::MouseMove(FViewport* InViewport, int32 x, int32 y)
{
	if (bUserIsControllingAtmosphericLight0 || bUserIsControllingAtmosphericLight1)
	{
		UWorld* ViewportWorld = GetWorld();

		const uint8 DesiredLightIndex = bUserIsControllingAtmosphericLight0 ? 0 : 1;
		UDirectionalLightComponent* SelectedAtmosphericLight = GetAtmosphericLight(DesiredLightIndex, ViewportWorld);

		if (SelectedAtmosphericLight)
		{
			int32 mouseDeltaX = x - CachedLastMouseX;
			int32 mouseDeltaY = y - CachedLastMouseY;

			FTransform ComponentTransform = SelectedAtmosphericLight->GetComponentTransform();
			FQuat LightRotation = ComponentTransform.GetRotation();
			// Rotate around up axis (yaw)
			FVector UpVector = FVector(0, 0, 1);
			LightRotation = FQuat(UpVector, float(mouseDeltaX)*0.01f) * LightRotation;
			// Light Zenith rotation (pitch)
			FVector PitchRotationAxis = FVector::CrossProduct(LightRotation.GetForwardVector(), UpVector);
			if (FMath::Abs(FVector::DotProduct(LightRotation.GetForwardVector(), UpVector)) > (1.0f - KINDA_SMALL_NUMBER))
			{
				PitchRotationAxis = FVector::CrossProduct(LightRotation.GetForwardVector(), FVector(1, 0, 0));
			}
			PitchRotationAxis.Normalize();
			LightRotation = FQuat(PitchRotationAxis, float(mouseDeltaY)*0.01f) * LightRotation;

			ComponentTransform.SetRotation(LightRotation);
			SelectedAtmosphericLight->SetWorldTransform(ComponentTransform);
			NotifyAtmosphericLightHasMoved(*SelectedAtmosphericLight, false);

			UserControlledAtmosphericLightMatrix = ComponentTransform;
			UserControlledAtmosphericLightMatrix.NormalizeRotation();
		}
	}

	FEditorViewportClient::MouseMove(InViewport, x, y);
}

 

 

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