// 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 ChildZeroLengthTransformIndices; double CurrentAngleDelta; FCCDIKChainLink() : TransformIndex(INDEX_NONE) , CurrentAngleDelta(0.0) { } FCCDIKChainLink(const FTransform& InTransform, const FTransform& InLocalTransform, const int32& InTransformIndex) : Transform(InTransform) , LocalTransform(InLocalTransform) , TransformIndex(InTransformIndex) , CurrentAngleDelta(0.0) { } }; namespace AnimationCore { ANIMATIONCORE_API bool SolveCCDIK(TArray& InOutChain, const FVector& TargetPosition, float Precision, int32 MaxIteration, bool bStartFromTail, bool bEnableRotationLimit, const TArray& RotationLimitPerJoints); };