AActor An AActor is an object that is meant to be part of the gameplay experience. AActors are either placed in a level by a designer or created at runtime via gameplay systems. All objects that can be placed into a level extend from this class. Examples include AStaticMeshActor, ACameraActor, and APointLight actors. AActor derives from UObject, so enjoys all of the standard features listed in the previous section. AActors can be explicitly destroyed via gameplay code (C++ or Blueprints) or via the standard garbage collection mechanism when the owning level is unloaded from memory. AActors are responsible for the high-level behaviors of your game’s objects. AActors are also the base type that can be replicated during networking. During network replication, AActors can also distribute information for any UActorComponents owned by that AActor that require network support. AActors have their own behaviors (specialization through inheritance), but they also act as containers for a hie
Phong shader equation study Ip = intensity of phong (result) Ka =material(float3) of ambient ia = light intensity(float) of ambient ∑ m ∈ lgihts = summation of all lights Kd = matreial(float3) of diffuse im = light intensity(float) of current light id = light intensity(float) of diffuse N = normal Lm = obj to light vector N·Lm = you know what (dot) summation king Ks = material(float3) of specular is = intensity of light of specualr R = reflected light vector V = obj to camera vector (R·V)α = (R·V) shininess times http://viclw17.github.io/2016/04/19/phong-shading-model-walkthrough/ phong shading equation code For each material in the scene, the following parameters are defined: {\displaystyle k_{\text{s}}} , which is a specular reflection constant, the ratio of reflection of the specular term of incoming light, {\displaystyle k_{\text{d}}} , which is a diffuse reflection constant, the ratio of reflection of the diffuse term of incoming light ( Lambertian reflectance ), {\displayst
댓글
댓글 쓰기