Files
UnrealEngineUWP/Engine/Source/Runtime/AnimationCore/Public/CCDIK.h
Bryan sefcik b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00

56 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BoneIndices.h"
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "CoreTypes.h"
#include "Math/MathFwd.h"
#include "Math/Transform.h"
#include "UObject/ObjectMacros.h"
#include "CCDIK.generated.h"
/** Transient structure for CCDIK node evaluation */
USTRUCT()
struct FCCDIKChainLink
{
GENERATED_USTRUCT_BODY()
public:
/** Transform of bone in component space. */
FTransform Transform;
/** Transform of bone in local space. This is mutable as their component space changes or parents*/
FTransform LocalTransform;
/** 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;
float CurrentAngleDelta;
FCCDIKChainLink()
: TransformIndex(INDEX_NONE)
, CurrentAngleDelta(0.f)
{
}
FCCDIKChainLink(const FTransform& InTransform, const FTransform& InLocalTransform, const int32& InTransformIndex)
: Transform(InTransform)
, LocalTransform(InLocalTransform)
, TransformIndex(InTransformIndex)
, CurrentAngleDelta(0.f)
{
}
};
namespace AnimationCore
{
ANIMATIONCORE_API bool SolveCCDIK(TArray<FCCDIKChainLink>& InOutChain, const FVector& TargetPosition, float Precision, int32 MaxIteration, bool bStartFromTail, bool bEnableRotationLimit, const TArray<float>& RotationLimitPerJoints);
};