UE5世界坐标转换为骨骼旋转坐标
时间: 2024-02-05 10:13:27 浏览: 151
在UE5中,可以使用以下代码将世界坐标转换为骨骼旋转坐标:
```cpp
// 获取骨骼的Transform
FTransform BoneTransform = SkeletalMeshComponent->GetSocketTransform(SocketName, ERelativeTransformSpace::RTS_World);
// 将世界坐标转换为相对于骨骼的坐标
FVector LocalPosition = BoneTransform.InverseTransformPosition(WorldPosition);
// 获取骨骼的旋转(四元数)
FQuat BoneRotation = BoneTransform.GetRotation();
// 将世界坐标系下的方向向量转换为相对于骨骼的方向向量
FVector LocalDirection = BoneRotation.Inverse().RotateVector(WorldDirection);
// 计算旋转角度,并将旋转角度转换为相对于骨骼的欧拉角
FRotator LocalRotation = UKismetMathLibrary::MakeRotFromX(LocalDirection);
// 将欧拉角转换为四元数
FQuat LocalRotationQuat = LocalRotation.Quaternion();
```
其中,`SkeletalMeshComponent` 是骨骼网格组件,`SocketName` 是骨骼上的插槽名称,`WorldPosition` 是世界坐标系下的位置向量,`WorldDirection` 是世界坐标系下的方向向量。最终得到的 `LocalRotationQuat` 即为相对于骨骼的旋转四元数。
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