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76 lines
2.8 KiB
C++
76 lines
2.8 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnimNode_SkeletalControlBase.h"
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#include "AnimNode_TwoBoneIK.generated.h"
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/**
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* Simple 2 Bone IK Controller.
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*/
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USTRUCT()
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struct ANIMGRAPHRUNTIME_API FAnimNode_TwoBoneIK : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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/** Name of bone to control. This is the main bone chain to modify from. **/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IK)
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FBoneReference IKBone;
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/** Effector Location. Target Location to reach. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=EndEffector, meta=(PinShownByDefault))
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FVector EffectorLocation;
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/** Joint Target Location. Location used to orient Joint bone. **/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JointTarget, meta=(PinShownByDefault))
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FVector JointTargetLocation;
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/** Limits to use if stretching is allowed. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IK)
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FVector2D StretchLimits;
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/** If EffectorLocationSpace is a bone, this is the bone to use. **/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=EndEffector)
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FName EffectorSpaceBoneName;
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/** Set end bone to use End Effector rotation */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=EndEffector)
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uint32 bTakeRotationFromEffectorSpace:1;
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/** Keep local rotation of end bone */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=EndEffector)
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uint32 bMaintainEffectorRelRot:1;
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/** Should stretching be allowed, to be prevent over extension */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=IK)
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uint32 bAllowStretching:1;
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/** Reference frame of Effector Location. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = IK)
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TEnumAsByte<enum EBoneControlSpace> EffectorLocationSpace;
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/** Reference frame of Joint Target Location. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=JointTarget)
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TEnumAsByte<enum EBoneControlSpace> JointTargetLocationSpace;
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/** If JointTargetSpaceBoneName is a bone, this is the bone to use. **/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=JointTarget)
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FName JointTargetSpaceBoneName;
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FAnimNode_TwoBoneIK();
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// FAnimNode_Base interface
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virtual void GatherDebugData(FNodeDebugData& DebugData) override;
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// End of FAnimNode_Base interface
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// FAnimNode_SkeletalControlBase interface
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virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) override;
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virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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private:
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// FAnimNode_SkeletalControlBase interface
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virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
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// End of FAnimNode_SkeletalControlBase interface
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}; |