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@editable @import_as("/Script/EpicGamesTemporary.FVerseRotation_Deprecated") (/UnrealEngine.com/Temporary/SpatialMath:)rotation<native><public> := struct<concrete>: # Makes a `rotation` from `Axis` and `AngleRadians` using a left-handed sign convention (e.g. a positive rotation around +Z takes +X to +Y). If `Axis.IsAlmostZero[]`, make the identity rotation. (/UnrealEngine.com/Temporary/SpatialMath:)MakeRotation<native><public>(Axis:(/UnrealEngine.com/Temporary/SpatialMath:)vector3, AngleRadians:float)<converges><reads>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by applying `YawRightDegrees`, `PitchUpDegrees`, and `RollClockwiseDegrees`, in that order: # * first a *yaw* about the Z axis with a positive angle indicating a clockwise rotation when viewed from above, # * then a *pitch* about the new Y axis with a positive angle indicating 'nose up', # * followed by a *roll* about the new X axis axis with a positive angle indicating a clockwise rotation when viewed along +X. # Note that these conventions differ from `MakeRotation` but match `ApplyYaw`, `ApplyPitch`, and `ApplyRoll`. (/UnrealEngine.com/Temporary/SpatialMath:)MakeRotationFromYawPitchRollDegrees<native><public>(YawRightDegrees:float, PitchUpDegrees:float, RollClockwiseDegrees:float)<converges><reads>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes the identity `rotation`. (/UnrealEngine.com/Temporary/SpatialMath:)IdentityRotation<native><public>()<converges>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Returns the 'distance' between `Rotation1` and `Rotation2`. The result will be between: # * `0.0`, representing equivalent rotations and # * `1.0` representing rotations which are 180 degrees apart (i.e., the shortest rotation between them is 180 degrees around some axis). (/UnrealEngine.com/Temporary/SpatialMath:)Distance<native><public>(Rotation1:(/UnrealEngine.com/Temporary/SpatialMath:)rotation, Rotation2:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<computes><reads>:float # Returns the 'smallest angular distance' between `Rotation1` and `Rotation2` in radians. (/UnrealEngine.com/Temporary/SpatialMath:)AngularDistance<native><public>(Rotation1:(/UnrealEngine.com/Temporary/SpatialMath:)rotation, Rotation2:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<computes><reads>:float # Makes a `rotation` by applying `PitchUpRadians` of right-handed rotation around the local +Y axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)ApplyPitch<native><public>(PitchUpRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by applying `RollClockwiseRadians` of right-handed rotation around the local +X axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)ApplyRoll<native><public>(RollClockwiseRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by applying `YawRightRadians` of left-handed rotation around the local +Z axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)ApplyYaw<native><public>(YawRightRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by applying `AngleRadians` of left-handed rotation around the world +X axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).ApplyWorldRotationX<native><public>(AngleRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by applying `AngleRadians` of left-handed rotation around the world +Y axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).ApplyWorldRotationY<native><public>(AngleRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by applying `AngleRadians` of left-handed rotation around the world +Z axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).ApplyWorldRotationZ<native><public>(AngleRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by applying `AngleRadians` of left-handed rotation around the local +Y axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).ApplyLocalRotationY<public>(AngleRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation = external {} # Makes a `rotation` by applying `AngleRadians` of left-handed rotation around the local +Z axis to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).ApplyLocalRotationZ<public>(AngleRadians:float)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation = external {} # Makes a `rotation` by composing `AdditionalRotation` to `InitialRotation`. (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)RotateBy<native><public>(AdditionalRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `rotation` by composing the inverse of `RotationToRemove` from `InitialRotation`. such that InitialRotation = RotateBy(UnrotateBy(InitialRotation, RotationToRemove), RotationToRemove). This is equivalent to RotateBy(InitialRotation, InvertRotation(RotationToRemove)) (InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)UnrotateBy<native><public>(RotationToRemove:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes an `[]float` with three elements: # * *yaw* degrees of `rotation` # * *pitch* degrees of `rotation` # * *roll* degrees of `rotation` # using the conventions of `MakeRotationFromYawPitchRollDegrees`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)GetYawPitchRollDegrees<native><public>()<computes><reads>:[]float # Makes a `vector3` from the axis of `rotation`. # If `rotation` is nearly identity, this will return the +X axis. See also `GetAngle`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)GetAxis<native><public>()<computes><reads>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 # Returns the radians of `rotation` around the axis of `rotation`. See also `GetAxis`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)GetAngle<native><public>()<computes><reads>:float # Makes the smallest angular `rotation` from `InitialRotation` to `FinalRotation` such that: # `InitialRotation.RotateBy(MakeShortestRotationBetween(InitialRotation, FinalRotation)) = FinalRotation` and # `MakeShortestRotationBetween(InitialRotation, FinalRotation)?.GetAngle()` is as small as possible. (/UnrealEngine.com/Temporary/SpatialMath:)MakeShortestRotationBetween<native><public>(InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation, FinalRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes the smallest angular `rotation` from `InitialVector` to `FinalVector` such that: # `InitialVector.RotateBy(MakeShortestRotationBetween(InitialVector, Vector)) = FinalVector` and # `MakeShortestRotationBetween(InitialVector, FinalVector)?.GetAngle()` is as small as possible. (/UnrealEngine.com/Temporary/SpatialMath:)MakeShortestRotationBetween<native><public>(InitialVector:(/UnrealEngine.com/Temporary/SpatialMath:)vector3, FinalVector:(/UnrealEngine.com/Temporary/SpatialMath:)vector3)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a new `rotation` from the component wise subtraction of the Euler angle components in `RotationA` by # the Euler angle components in `RotationB` and ensures the returned value is normalized. (/UnrealEngine.com/Temporary/SpatialMath:)MakeComponentWiseDeltaRotation<native><public>(RotationA:(/UnrealEngine.com/Temporary/SpatialMath:)rotation, RotationB:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Used to perform spherical linear interpolation between `From` (when `Parameter = 0.0`) and `To` (when `Parameter = 1.0`). Expects that `0.0 <= Parameter <= 1.0`. (/UnrealEngine.com/Temporary/SpatialMath:)Slerp<native><public>(InitialRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation, FinalRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation, Parameter:float)<transacts><decides>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a `vector3` by applying `Rotation` to `Vector`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)RotateVector<native><public>(Vector:(/UnrealEngine.com/Temporary/SpatialMath:)vector3)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 # Makes a `vector3` by applying the inverse of `Rotation` to `Vector`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)UnrotateVector<native><public>(Vector:(/UnrealEngine.com/Temporary/SpatialMath:)vector3)<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 # Makes a `rotation` by inverting `Rotation` such that `ApplyRotation(Rotation, Rotation.Invert())) = IdentityRotation`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)Invert<native><public>()<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Returns `Rotation` if it does not contain `NaN`, `Inf` or `-Inf`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)IsFinite<native><public>()<converges><decides>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation # Makes a unit `vector3` pointing in the local space *forward* direction in world space coordinates. # This is equivalent to: `RotateVector(Rotation, vector3{X:=1.0, Y:=0.0, Z:=0.0})`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)GetLocalForward<public>()<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 = external {} # Makes a unit `vector3` pointing in the the local space *right* direction in world space coordinates. # This is equivalent to: `RotateVector(Rotation, vector3{X:=0.0, Y:=1.0, Z:=0.0})`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)GetLocalRight<public>()<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 = external {} # Makes a unit `vector3` pointing in the local space *up* direction in world space coordinates. # This is equivalent to: `RotateVector(Rotation, vector3{X:=0.0, Y:=0.0, Z:=1.0})`. (Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation).(/UnrealEngine.com/Temporary/SpatialMath:)GetLocalUp<public>()<transacts>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 = external {} # Makes a `string` representation of `rotation` in axis/degrees format with a left-handed sign convention. # `ToString(MakeRotation(vector3{X:=1.0, Y:=0.0, Z:=0.0}, PiFloat/2.0))` produces the string: `"Axis: {x=1.000000,y=0.000000,z=0.000000} Angle: 90.000000"`. (/UnrealEngine.com/Temporary/SpatialMath:)ToString<native><public>(Rotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<computes><reads>:string # Returns radians from `Degrees`. (/UnrealEngine.com/Temporary/SpatialMath:)DegreesToRadians<public>(Degrees:float)<computes><reads>:float = external {} # Returns degrees from `Radians`. (/UnrealEngine.com/Temporary/SpatialMath:)RadiansToDegrees<public>(Radians:float)<computes><reads>:float = external {} @experimental @available {MinUploadedAtFNVersion := 3400} # Util function for converting a `vector3` from /UnrealEngine.com/Temporary/SpatialMath to a `vector3` from /Verse.org/SpatialMath. FromVector3<public>(InVector3:(/UnrealEngine.com/Temporary/SpatialMath:)vector3)<computes><reads>:(/Verse.org/SpatialMath:)vector3 = external {} @experimental @available {MinUploadedAtFNVersion := 3400} # Util function for converting a `rotation` from /UnrealEngine.com/Temporary/SpatialMath to a `rotation` from /Verse.org/SpatialMath. FromRotation<public>(InRotation:(/UnrealEngine.com/Temporary/SpatialMath:)rotation)<computes><reads>:(/Verse.org/SpatialMath:)rotation = external {} @experimental @available {MinUploadedAtFNVersion := 3400} # Util function for converting a `transform` from /UnrealEngine.com/Temporary/SpatialMath to a `transform` from /Verse.org/SpatialMath. FromTransform<public>(InTransform:(/UnrealEngine.com/Temporary/SpatialMath:)transform)<computes><reads>:(/Verse.org/SpatialMath:)transform = external {} @experimental @available {MinUploadedAtFNVersion := 3400} # Util function for converting a `vector3` from /Verse.org/SpatialMath to a `vector3` from /UnrealEngine.com/Temporary/SpatialMath. FromVector3<public>(InVector3:(/Verse.org/SpatialMath:)vector3)<computes><reads>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 = external {} @experimental @available {MinUploadedAtFNVersion := 3400} # Util function for converting a `rotation` from /Verse.org/SpatialMath to a `rotation` from /UnrealEngine.com/Temporary/SpatialMath. FromRotation<public>(InRotation:(/Verse.org/SpatialMath:)rotation)<computes><reads>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation = external {} @experimental @available {MinUploadedAtFNVersion := 3400} # Util function for converting a `transform` from /Verse.org/SpatialMath to a `transform` from /UnrealEngine.com/Temporary/SpatialMath. FromTransform<public>(InTransform:(/Verse.org/SpatialMath:)transform)<computes><reads>:(/UnrealEngine.com/Temporary/SpatialMath:)transform = external {} # A combination of scale, rotation, and translation, applied in that order. (/UnrealEngine.com/Temporary/SpatialMath:)transform<native><public> := struct<concrete><computes>: @editable # The scale of this `transform`. Scale<native><public>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 = external {} @editable # The rotation of this `transform`. Rotation<native><public>:(/UnrealEngine.com/Temporary/SpatialMath:)rotation = external {} @editable # The location of this `transform`. Translation<native><public>:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 = external {}
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