UE MakeRotFrom......函数

转发链接

UE4 Make Rot From......函数 - 微笑的技术周边 - 博客园 (cnblogs.com)icon-default.png?t=N7T8https://www.cnblogs.com/weixiaodezhoubian/p/12844425.html

常用MakeRotFrom...

在这里想说一下关系Make Rot From 系列函数的用法。

UCLASS(meta=(BlueprintThreadSafe, ScriptName = "MathLibrary"))
class ENGINE_API UKismetMathLibrary : public UBlueprintFunctionLibrary
{
    GENERATED_UCLASS_BODY()

	/** Builds a rotator given only a XAxis. Y and Z are unspecified but will be orthonormal. XAxis need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromX(const FVector& X);

	/** Builds a rotation matrix given only a YAxis. X and Z are unspecified but will be orthonormal. YAxis need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromY(const FVector& Y);

	/** Builds a rotation matrix given only a ZAxis. X and Y are unspecified but will be orthonormal. ZAxis need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromZ(const FVector& Z);

	/** Builds a matrix with given X and Y axes. X will remain fixed, Y may be changed minimally to enforce orthogonality. Z will be computed. Inputs need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromXY(const FVector& X, const FVector& Y);

	/** Builds a matrix with given X and Z axes. X will remain fixed, Z may be changed minimally to enforce orthogonality. Y will be computed. Inputs need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromXZ(const FVector& X, const FVector& Z);

	/** Builds a matrix with given Y and X axes. Y will remain fixed, X may be changed minimally to enforce orthogonality. Z will be computed. Inputs need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromYX(const FVector& Y, const FVector& X);

	/** Builds a matrix with given Y and Z axes. Y will remain fixed, Z may be changed minimally to enforce orthogonality. X will be computed. Inputs need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromYZ(const FVector& Y, const FVector& Z);

	/** Builds a matrix with given Z and X axes. Z will remain fixed, X may be changed minimally to enforce orthogonality. Y will be computed. Inputs need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromZX(const FVector& Z, const FVector& X);

	/** Builds a matrix with given Z and Y axes. Z will remain fixed, Y may be changed minimally to enforce orthogonality. X will be computed. Inputs need not be normalized. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate rotator makerotator"))
	static FRotator MakeRotFromZY(const FVector& Z, const FVector& Y);

	// Build a reference frame from three axes
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="construct build rotation rotate"))
	static FRotator MakeRotationFromAxes(FVector Forward, FVector Right, FVector Up);

	/** Find a rotation for an object at Start location to point at Target location. */
	UFUNCTION(BlueprintPure, Category="Math|Rotator", meta=(Keywords="rotation rotate"))
	static FRotator FindLookAtRotation(const FVector& Start, const FVector& Target);
}

作用:这些函数通常用来制作一些特殊的旋转效果。比如模型的X轴朝向某个固定的目标,同时又必须让Y朝向某个目标,可以定制化旋转。

方框内这些函数的功能大同小异,均可由箭头所指的最后一个函数演化而来。

设定

要移动的模型设为O;

红色模型设为R;

绿色模型设为G;

Make Rot from X

这里使用 Make Rot from X和Make Rot from XY两个函数做演示。其他的可以以此类推

通过给定的X轴,构建一个rotator,Y和Z不需要指定(其实引擎会指定一个隐式的Z轴(0,0,1),用来保证XYZ三个轴向的平面正交)。

无论怎么移动R模型,O模型始终指向R; 其实Find Look at Rotation 内部也是这样实现的

这种旋转一般来说没什么问题,能够模型始终朝向角色,但是有一个缺陷就是,无法调整模型Y轴的朝向(也可以看做X轴的旋转)。

有可能造成两种结果,一种是Z轴朝上,还有一种是Z轴朝下。

想要精准旋转量,就需要用到下面的函数,make rot from xy

Make Rot from XY

如果想要X轴指向某一个目标,Y轴也指向某个地方(会有偏差,因为X轴朝向是固定的),就需要用到Make Rot from XY

函数实现原理:

OR cross OG=>z轴

z轴 cross OR=>y轴

所以,此函数是保证X轴朝向不变的情况下,计算Z轴,修正Y轴,以达到使Y朝向指定方向的目的。

Y朝向的方向为:OR cross y轴

Make Rotation from Axes

其实Make Rot from x 等同于下面的操作。

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