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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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