UE4c++ 材质功能大全(想起来就补充一个)

前言:才想起写一个这个文档,前期内容较少,其他内容,我也只会想起来加一加!

竖直百分比进度

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HSV To RGB

// H, S, V

H = H * 360;

float C = V * S;
float X = C * (1 - abs((H/60)%2 - 1));
float m = V - C;

float RR = 0;
float GG = 0;
float BB = 0;

if (H >= 0 && H < 60)
{
  RR = C;
  GG = X;
  BB = 0;
}
else if (H >= 60 && H < 120)
{
  RR = X;
  GG = C;
  BB = 0;
}
else if (H >= 120 && H < 180)
{
  RR = 0;
  GG = C;
  BB = X;
}
else if (H >= 180 && H < 240)
{
  RR = 0;
  GG = X;
  BB = C;
}
else if (H >= 240 && H < 300)
{
  RR = X;
  GG = 0;
  BB = C;
}
else
{
  RR = C;
  GG = 0;
  BB = X;
}

return float3(RR+m, GG+m, BB+m);

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RGB转灰度值

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float red = color.r * 0.299f;
float green = color.g * 0.587f;
float blue = color.b * 0.114f;

 return red + green + blue;

AlphaComosote(Premultiplied Alpha)预乘 转 Translucent (sRGB与Pre-Multiplied Alpha)

注:RetainBox输出颜色是AlphaComosote(Premultiplied Alpha类型的,直接用它计算颜色透明度,有问题)
国外文档参考
国内文档参考

转换原理:
假设画布为B,前景图层为A,A的不透明度为alpha,融合后输出图像为C,那么alpha blending公式如下

C_r = A_r * alpha + B_r * (1 - alpha)
C_g = A_g * alpha + B_g * (1 - alpha)
C_b = A_b * alpha + B_b * (1 - alpha)

推导得我们需要的结果:
在这里插入图片描述

分割线

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扇形区域

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任意起始点扇形区域

在这里插入图片描述

RetainBox叠加颜色时候正确计算

比如像给它叠加一个默认颜色,这时候放在RetainBox上,发现乘以的颜色值是经过计算的,这时候就需要对这个颜色除以0.4245的固定值
在这里插入图片描述

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好的,以下是一个简单的UE4 C++代码示例,用于触发门的开启事件: 首先,创建一个继承自Actor的蓝图类,将门模型拖放到该类中,并为门添加一个Box组件作为门的触发器。 在.h文件中添加以下代码: ```c++ #pragma once #include "CoreMinimal.h" #include "GameFramework/Actor.h" #include "MyDoor.generated.h" UCLASS() class MYPROJECT_API AMyDoor : public AActor { GENERATED_BODY() public: AMyDoor(); protected: UPROPERTY(VisibleAnywhere, Category = "Components") class UStaticMeshComponent* DoorMesh; UPROPERTY(VisibleAnywhere, Category = "Components") class UBoxComponent* TriggerBox; UPROPERTY(EditAnywhere, Category = "Properties") float OpenAngle = 90.0f; UPROPERTY(EditAnywhere, Category = "Properties") float DoorCloseDelay = 2.0f; float LastDoorOpenTime; UPROPERTY(EditAnywhere, Category = "Properties") float DoorOpenSpeed = 0.8f; UPROPERTY(EditAnywhere, Category = "Properties") float DoorCloseSpeed = 2.0f; UFUNCTION() void OnDoorOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor); UFUNCTION() void OnDoorOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor); public: virtual void Tick(float DeltaTime) override; }; ``` 在.cpp文件中添加以下代码: ```c++ #include "MyDoor.h" #include "Components/StaticMeshComponent.h" #include "Components/BoxComponent.h" AMyDoor::AMyDoor() { PrimaryActorTick.bCanEverTick = true; DoorMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DoorMesh")); RootComponent = DoorMesh; TriggerBox = CreateDefaultSubobject<UBoxComponent>(TEXT("TriggerBox")); TriggerBox->SetupAttachment(RootComponent); TriggerBox->OnComponentBeginOverlap.AddDynamic(this, &AMyDoor::OnDoorOverlapBegin); TriggerBox->OnComponentEndOverlap.AddDynamic(this, &AMyDoor::OnDoorOverlapEnd); LastDoorOpenTime = 0.0f; } void AMyDoor::Tick(float DeltaTime) { Super::Tick(DeltaTime); if (GetWorld()->TimeSeconds - LastDoorOpenTime > DoorCloseDelay) { float CurrentYaw = DoorMesh->GetComponentRotation().Yaw; float TargetYaw; if (CurrentYaw > 0) { TargetYaw = 0.0f; } else { TargetYaw = OpenAngle; } float NewYaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, DoorCloseSpeed); DoorMesh->SetRelativeRotation(FRotator(0.0f, NewYaw, 0.0f)); } } void AMyDoor::OnDoorOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor) { if (OtherActor && OtherActor != this) { LastDoorOpenTime = GetWorld()->TimeSeconds; float CurrentYaw = DoorMesh->GetComponentRotation().Yaw; float NewYaw = FMath::FInterpTo(CurrentYaw, OpenAngle, GetWorld()->DeltaTimeSeconds, DoorOpenSpeed); DoorMesh->SetRelativeRotation(FRotator(0.0f, NewYaw, 0.0f)); } } void AMyDoor::OnDoorOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor) { if (OtherActor && OtherActor != this) { LastDoorOpenTime = GetWorld()->TimeSeconds; } } ``` 这个代码示例中,我们添加了一个门模型和一个Box组件用作门的触发器。在Box组件上注册了OnComponentBeginOverlap和OnComponentEndOverlap事件,当有物体进入或离开Box时,将触发相应的事件。在OnDoorOverlapBegin事件中,我们通过插值将门旋转到开启的角度,并在LastDoorOpenTime中存储当前时间。在Tick函数中,我们检查LastDoorOpenTime是否超过DoorCloseDelay,如果是,则插值将门旋转回关闭的角度。 最后,将蓝图类添加到场景中,运行游戏并测试门的开启和关闭事件。

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