Unreal Math: FVector2D

 
 

Attributes

 
 


 
 
struct FVector2D 
{
	/** Vector's X component. */
	float X;

	/** Vector's Y component. */
	float Y;
}
 
  
 
 

2D vector, two members of float x, y, very simple.

 
  
 
 

method

 
  
 
 

Are some of the basic operations.

 
  
 
 
向量加法
FORCEINLINE FVector2D operator+(const FVector2D& V) const; 
向量减法
FORCEINLINE FVector2D operator-(const FVector2D& V) const; 
数乘/除
FORCEINLINE FVector2D operator*(float Scale) const; 
FVector2D operator/(float Scale) const; 
向量分量+/-/*//同一个数
FORCEINLINE FVector2D operator+(float A) const;
FORCEINLINE FVector2D operator-(float A) const;
FORCEINLINE FVector2D operator*(float Scale) const;
FVector2D operator/(float Scale) const;
向量分量*//
FORCEINLINE FVector2D operator*(const FVector2D& V) const;
FVector2D operator/(const FVector2D& V) const;
向量点乘
FORCEINLINE float operator|(const FVector2D& V) const;
向量叉乘(注意结果是一个值)
FORCEINLINE float operator^(const FVector2D& V) const;
……………………………………………………………………………………………………………………………………………………………………………………………………
 
  
 
 

FVector2D GetRotated(float AngleDeg) const;

 
  
 
 

Detour calculation point vector rotated counterclockwise vector, using the vector rotation matrix calculation of multiplying. A two-dimensional rotation matrix is: $$ \ left [\ begin {matrix} cos \ theta & sin \ theta \\ -sin \ theta & cos \ theta \ end {matrix} \ right] $$

 
  
 
 
计算单位向量,零向量返回零向量
FVector2D GetSafeNormal(float Tolerance=SMALL_NUMBER) const;
向量单位化
void Normalize(float Tolerance=SMALL_NUMBER);
 
  
 
 

void ToDirectionAndLength(FVector2D &OutDir, float &OutLength) const;

 
  
 
 

Obtain the vector length and direction vector

 
  
 
 

FVector2D RoundToVector() const;

 
  
 
 

round to the nearest whole point

 
  
 
 

inline FVector SphericalToUnitCartesian() const;

 
  
 
 

This function means that the 2D vector used to represent a 3D vector in the form of spherical coordinates, the vector in the unit above the end of the ball, x denotes θ, y represents φ, r 1 is implied, and returns the form of a vector of Cartesian coordinates, in fact, spherical coordinate to a Cartesian coordinate, strange form just above.

 
  
 
 
  • x = rsinθcosφ = sinxcosy
  • y = rsinθsinφ = sinxsiny
  • z = rcosθ = cosx
 
  
 
 

 

 
 

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Origin www.cnblogs.com/haisong1991/p/11256492.html