WalkableFloorAngle:可行走平面最大角度,比该值大的平面被认为是陡峭的无法行走。
WalkableFloorZ:可行走平面的法线最小Z值,比该值小的平面都不是可行走平面。从
alkableFloorAngle算出。
/**
* Max angle in degrees of a walkable surface. Any greater than this and it is too steep to be walkable.
*/
UPROPERTY(Category="Character Movement: Walking", EditAnywhere, meta=(ClampMin="0.0", ClampMax="90.0", UIMin = "0.0", UIMax = "90.0"))
float WalkableFloorAngle;
/**
* Minimum Z value for floor normal. If less, not a walkable surface. Computed from WalkableFloorAngle.
*/
UPROPERTY(Category="Character Movement: Walking", VisibleAnywhere)
float WalkableFloorZ;
计算方式:平面法向量在Z轴上的投影,例如Angle=60°时,Z的计算方法如下。

其他对应关系
0° -> 1

60° -> 0.5

90° -> 0

看代码可以确认二者关系,Z=cos(Angle)
void UCharacterMovementComponent::SetWalkableFloorAngle(float InWalkableFloorAngle)
{
WalkableFloorAngle = FMath::Clamp(InWalkableFloorAngle, 0.f, 90.0f);
WalkableFloorZ = FMath::Cos(FMath::DegreesToRadians(WalkableFloorAngle));
}
void UCharacterMovementComponent::SetWalkableFloorZ(float InWalkableFloorZ)
{
WalkableFloorZ = FMath::Clamp(InWalkableFloorZ, 0.f, 1.f);
WalkableFloorAngle = FMath::RadiansToDegrees(FMath::Acos(WalkableFloorZ));
}
博客探讨了游戏角色行走平面的设定,包括可行走的最大角度(WalkableFloorAngle)和法线最小Z值(WalkableFloorZ)。通过FMath库进行角度与Z值的转换,确保平面适宜行走。代码展示了如何设置和计算这两个参数,确保游戏世界中角色能正确判断可行走区域。
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