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129 lines
4.3 KiB
C++
129 lines
4.3 KiB
C++
// Copyright 1998-2019 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_CCDIK.generated.h"
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/**
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* Controller which implements the CCDIK IK approximation algorithm
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*/
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/** Transient structure for CCDIK node evaluation */
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struct CCDIKChainLink
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{
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public:
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/** Transform of bone in component space. */
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FTransform Transform;
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/** Transform of bone in local space. This is mutable as their component space changes or parents*/
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FTransform LocalTransform;
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/** Bone Index in SkeletalMesh */
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FCompactPoseBoneIndex BoneIndex;
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/** Transform Index that this control will output */
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int32 TransformIndex;
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/** Child bones which are overlapping this bone.
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* They have a zero length distance, so they will inherit this bone's transformation. */
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TArray<int32> ChildZeroLengthTransformIndices;
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float CurrentAngleDelta;
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CCDIKChainLink()
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: BoneIndex(INDEX_NONE)
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, TransformIndex(INDEX_NONE)
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, CurrentAngleDelta(0.f)
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{
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}
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CCDIKChainLink(const FTransform& InTransform, const FTransform& InLocalTransform, const FCompactPoseBoneIndex& InBoneIndex, const int32& InTransformIndex)
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: Transform(InTransform)
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, LocalTransform(InLocalTransform)
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, BoneIndex(InBoneIndex)
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, TransformIndex(InTransformIndex)
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, CurrentAngleDelta(0.f)
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{
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}
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};
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USTRUCT()
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struct ANIMGRAPHRUNTIME_API FAnimNode_CCDIK : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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/** Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location*/
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UPROPERTY(EditAnywhere, Category = Effector, meta = (PinShownByDefault))
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FVector EffectorLocation;
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/** Reference frame of Effector Transform. */
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UPROPERTY(EditAnywhere, Category = Effector)
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TEnumAsByte<enum EBoneControlSpace> EffectorLocationSpace;
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/** If EffectorTransformSpace is a bone, this is the bone to use. **/
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UPROPERTY(EditAnywhere, Category = Effector)
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FBoneSocketTarget EffectorTarget;
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/** Name of tip bone */
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UPROPERTY(EditAnywhere, Category = Solver)
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FBoneReference TipBone;
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/** Name of the root bone*/
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UPROPERTY(EditAnywhere, Category = Solver)
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FBoneReference RootBone;
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/** Tolerance for final tip location delta from EffectorLocation*/
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UPROPERTY(EditAnywhere, Category = Solver)
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float Precision;
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/** Maximum number of iterations allowed, to control performance. */
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UPROPERTY(EditAnywhere, Category = Solver)
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int32 MaxIterations;
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/** Toggle drawing of axes to debug joint rotation*/
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UPROPERTY(EditAnywhere, Category = Solver)
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bool bStartFromTail;
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/** Tolerance for final tip location delta from EffectorLocation*/
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UPROPERTY(EditAnywhere, Category = Solver)
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bool bEnableRotationLimit;
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private:
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/** symmetry rotation limit per joint. Index 0 matches with root bone and last index matches with tip bone. */
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UPROPERTY(EditAnywhere, EditFixedSize, Category = Solver)
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TArray<float> RotationLimitPerJoints;
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public:
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FAnimNode_CCDIK();
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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 EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, 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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// Convenience function to get current (pre-translation iteration) component space location of bone by bone index
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FVector GetCurrentLocation(FCSPose<FCompactPose>& MeshBases, const FCompactPoseBoneIndex& BoneIndex);
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static FTransform GetTargetTransform(const FTransform& InComponentTransform, FCSPose<FCompactPose>& MeshBases, FBoneSocketTarget& InTarget, EBoneControlSpace Space, const FVector& InOffset);
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// return true if updated
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bool UpdateChainLink(TArray<CCDIKChainLink>& Chain, int32 LinkIndex, const FVector& TargetPos) const;
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public:
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#if WITH_EDITOR
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#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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TArray<FVector> DebugLines;
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#endif // #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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// resize rotation limit array based on set up
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void ResizeRotationLimitPerJoints(int32 NewSize);
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#endif
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}; |