[UE4]FMath::RInterpConstantTo用法

 

官方文档:
FMath::RInterpConstantTo

https://docs.unrealengine.com/latest/INT/API/Runtime/Core/Math/FMath/RInterpConstantTo/index.html

 

例子:

bool UShipMovementComponent::AcceptTurnToRotator(const FRotator& RotateTo)
{
    if(FMath::Abs(RotateTo.Yaw - UpdatedComponent->GetComponentRotation().Yaw) < 0.1f)
    {
        return true;
    }

    FRotator tmpRot = FMath::RInterpConstantTo(UpdatedComponent->GetComponentRotation(),
                                               RotateTo, GetWorld()->GetDeltaSeconds(),
                                               AngularSpeed);
    AcceptedRotator = tmpRot;

    return false;
}

 

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