// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Math/MathFwd.h" #include "Math/Transform.h" namespace AnimationCore { /** * Two Bone IK * * This handles two bone chain link excluding root bone. This will solve the solution for joint/end when given root, joint, end position (root->joint->end in the hierarchy) * based on effector, joint target location * This only solves for location, if you want to rotate them to face target, this doesn't do it for you * * @param RootPos Root position * @param JointPos Joint position * @param EndPos End position * @param JointTarget Joint Target position (where joint is facing while creating plane between joint pos, joint target, root pos(rotate-plane ik)) * @param Effector Effector position (target position) * @param OutJointPos (out) adjusted joint pos * @param OutEndPos (out) adjusted end pos * @param bAllowStretching whether or not to allow stretching or not * @param StartStretchRatio When should it start stretch -i.e. 1 means its own length without any stretch * @param MaxStretchScale How much it can stretch to in ratio */ ANIMATIONCORE_API void SolveTwoBoneIK(const FVector& RootPos, const FVector& JointPos, const FVector& EndPos, const FVector& JointTarget, const FVector& Effector, FVector& OutJointPos, FVector& OutEndPos, bool bAllowStretching, double StartStretchRatio, double MaxStretchScale); /** * Two Bone IK * * This handles two bone chain link excluding root bone. This will solve the solution for joint/end when given root, joint, end position (root->joint->end in the hierarchy) * based on effector, joint target location * This only solves for location, if you want to rotate them to face target, this doesn't do it for you * * @param RootPos Root position * @param JointPos Joint position * @param EndPos End position * @param JointTarget Joint Target position (where joint is facing while creating plane between joint pos, joint target, root pos(rotate-plane ik)) * @param Effector Effector position (target position) * @param OutJointPos (out) adjusted joint pos * @param OutEndPos (out) adjusted end pos * @param bAllowStretching whether or not to allow stretching or not O * @param StartStretchRatio When should it start stretch -i.e. 1 means its own length without any stretch * @param MaxStretchScale How much it can stretch to in ratio */ ANIMATIONCORE_API void SolveTwoBoneIK(const FVector& RootPos, const FVector& JointPos, const FVector& EndPos, const FVector& JointTarget, const FVector& Effector, FVector& OutJointPos, FVector& OutEndPos, double UpperLimbLength, double LowerLimbLength, bool bAllowStretching, double StartStretchRatio, double MaxStretchScale); /** * Two Bone IK * * This handles two bone chain link excluding root bone. This will solve the solution for joint/end when given root, joint, end position (root->joint->end in the hierarchy) * based on effector, joint target location * This only solves for location, if you want to rotate them to face target, this doesn't do it for you * * @param RootPos Root position * @param JointPos Joint position * @param EndPos End position * @param JointTarget Joint Target position (where joint is facing while creating plane between joint pos, joint target, root pos(rotate-plane ik)) * @param Effector Effector position (target position) * @param OutJointPos (out) adjusted joint pos * @param OutEndPos (out) adjusted end pos * @param bAllowStretching whether or not to allow stretching or not * @param StartStretchRatio When should it start stretch -i.e. 1 means its own length without any stretch * @param MaxStretchScale How much it can stretch to in ratio */ ANIMATIONCORE_API void SolveTwoBoneIK(FTransform& InOutRootTransform, FTransform& InOutJointTransform, FTransform& InOutEndTransform, const FVector& JointTarget, const FVector& Effector, bool bAllowStretching, double StartStretchRatio, double MaxStretchScale); /** * Two Bone IK * * This handles two bone chain link excluding root bone. This will solve the solution for joint/end when given root, joint, end position (root->joint->end in the hierarchy) * based on effector, joint target location * This only solves for location, if you want to rotate them to face target, this doesn't do it for you * * @param RootPos Root position * @param JointPos Joint position * @param EndPos End position * @param JointTarget Joint Target position (where joint is facing while creating plane between joint pos, joint target, root pos(rotate-plane ik)) * @param Effector Effector position (target position) * @param OutJointPos (out) adjusted joint pos * @param OutEndPos (out) adjusted end pos * @param bAllowStretching whether or not to allow stretching or not * @param StartStretchRatio When should it start stretch -i.e. 1 means its own length without any stretch * @param MaxStretchScale How much it can stretch to in ratio */ ANIMATIONCORE_API void SolveTwoBoneIK(FTransform& InOutRootTransform, FTransform& InOutJointTransform, FTransform& InOutEndTransform, const FVector& JointTarget, const FVector& Effector, double UpperLimbLength, double LowerLimbLength, bool bAllowStretching, double StartStretchRatio, double MaxStretchScale); };