Unreal Engine 中的插值方法示例

1. 线性插值

线性插值方法 FMath::Lerp。这个方法用于在两个值之间进行线性插值,通过调整插值比例(Alpha),我们可以实现平滑的数值过渡。下面是一个简单的例子:

float FMath::Lerp(float A, float B, float Alpha);

2. 向量插值

对于向量插值,我们同样可以使用 FMath::Lerp,只是这次操作的是向量。这在实现平滑移动或颜色过渡时非常有用。示例代码如下:

FVector FMath::Lerp(const FVector& A, const FVector& B, float Alpha);

3. 四元数插值

在涉及旋转等场景时,四元数插值变得非常重要。UE 提供了 FQuat::Slerp 方法,用于在两个四元数之间进行球形线性插值。这对于平滑旋转效果非常有用。

FQuat FQuat::Slerp(const FQuat& Quat1, const FQuat& Quat2, float Slerp);

4. 插值到指定速度

有时候,我们希望物体在一定时间内以指定速度插值到目标位置。使用 FMath::VInterpTo 方法可以很容易地实现这一效果。以下是一个简单的位置插值的例子:

FVector FMath::VInterpTo(const FVector& Current, const FVector& Target, float DeltaTime, float InterpSpeed);

5. 角度插值

在处理角度时,使用 FMath::RInterpTo 方法可以使物体以指定速度插值到目标角度:

float FMath::RInterpTo(float Current, float Target, float DeltaTime, float InterpSpeed);

6. 颜色插值

颜色插值在实现平滑颜色过渡效果时非常有用。FLinearColor::LerpUsingHSV 提供了在 HSV 颜色空间下的颜色插值方法:

FLinearColor FLinearColor::LerpUsingHSV(const FLinearColor& From, const FLinearColor& To, float Progress);
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Unreal Engine 4 Scripting with C++ Cookbook 2016 | ISBN-10: 1785885545 | 431 pages | PDF | 7 MB Key Features A straightforward and easy-to-follow format A selection of the most important tasks and problems Carefully organized instructions to solve problems efficiently Clear explanations of what you did Solutions that can be applied to solve real-world problems Book Description Unreal Engine 4 (UE4) is a complete suite of game development tools made by game developers, for game developers. With more than 100 practical recipes, this book is a guide showcasing techniques to use the power of C++ scripting while developing games with UE4. It will start with adding and editing C++ classes from within the Unreal Editor. It will delve into one of Unreal's primary strengths, the ability for designers to customize programmer-developed actors and components. It will help you understand the benefits of when and how to use C++ as the scripting tool. With a blend of task-oriented recipes, this book will provide actionable information about scripting games with UE4, and manipulating the game and the development environment using C++. Towards the end of the book, you will be empowered to become a top-notch developer with Unreal Engine 4 using C++ as the scripting language. What you will learn Build function libraries (Blueprints) containing reusable code to reduce upkeep Move low-level functions from Blueprint into C++ to improve performance Abstract away complex implementation details to simplify designer workflows Incorporate existing libraries into your game to add extra functionality such as hardware integration Implement AI tasks and behaviors in Blueprints and C++ Generate data to control the appearance and content of UI elements

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