Files
UnrealEngineUWP/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h
Michael Noland 7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00

105 lines
3.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimNode_SkeletalControlBase.h"
#include "AnimNode_Fabrik.generated.h"
/**
* Controller which implements the FABRIK IK approximation algorithm - see http://andreasaristidou.com/publications/FABRIK.pdf for details
*/
/** Transient structure for FABRIK node evaluation */
struct FABRIKChainLink
{
public:
/** Position of bone in component space. */
FVector Position;
/** Distance to its parent link. */
float Length;
/** Bone Index in SkeletalMesh */
FCompactPoseBoneIndex BoneIndex;
/** Transform Index that this control will output */
int32 TransformIndex;
/** Child bones which are overlapping this bone.
* They have a zero length distance, so they will inherit this bone's transformation. */
TArray<int32> ChildZeroLengthTransformIndices;
FABRIKChainLink()
: Position(FVector::ZeroVector)
, Length(0.f)
, BoneIndex(INDEX_NONE)
, TransformIndex(INDEX_NONE)
{
}
FABRIKChainLink(const FVector& InPosition, const float& InLength, const FCompactPoseBoneIndex& InBoneIndex, const int32& InTransformIndex)
: Position(InPosition)
, Length(InLength)
, BoneIndex(InBoneIndex)
, TransformIndex(InTransformIndex)
{
}
};
USTRUCT()
struct ANIMGRAPHRUNTIME_API FAnimNode_Fabrik : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
/** Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = EndEffector, meta = (PinShownByDefault))
FTransform EffectorTransform;
/** Reference frame of Effector Transform. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = EndEffector)
TEnumAsByte<enum EBoneControlSpace> EffectorTransformSpace;
/** If EffectorTransformSpace is a bone, this is the bone to use. **/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = EndEffector)
FBoneReference EffectorTransformBone;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = EndEffector)
TEnumAsByte<enum EBoneRotationSource> EffectorRotationSource;
/** Name of tip bone */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Solver)
FBoneReference TipBone;
/** Name of the root bone*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Solver)
FBoneReference RootBone;
/** Tolerance for final tip location delta from EffectorLocation*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Solver)
float Precision;
/** Maximum number of iterations allowed, to control performance. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Solver)
int32 MaxIterations;
/** Toggle drawing of axes to debug joint rotation*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Solver)
bool bEnableDebugDraw;
public:
FAnimNode_Fabrik();
// FAnimNode_SkeletalControlBase interface
virtual void EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms) override;
virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
private:
// FAnimNode_SkeletalControlBase interface
virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
// Convenience function to get current (pre-translation iteration) component space location of bone by bone index
FVector GetCurrentLocation(FCSPose<FCompactPose>& MeshBases, const FCompactPoseBoneIndex& BoneIndex);
};