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UnrealEngine/Engine/Source/Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_Fabrik.h
2025-05-18 13:04:45 +08:00

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3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BoneIndices.h"
#include "BoneContainer.h"
#include "BonePose.h"
#include "BoneControllers/AnimNode_SkeletalControlBase.h"
#include "AnimNode_Fabrik.generated.h"
class FPrimitiveDrawInterface;
class USkeletalMeshComponent;
/**
* Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details
*/
USTRUCT(BlueprintInternalUseOnly)
struct 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;
/** If EffectorTransformSpace is a bone, this is the bone to use. **/
UPROPERTY(EditAnywhere, Category = EndEffector)
FBoneSocketTarget EffectorTarget;
/** Name of tip bone */
UPROPERTY(EditAnywhere, Category = Solver)
FBoneReference TipBone;
/** Name of the root bone*/
UPROPERTY(EditAnywhere, Category = Solver)
FBoneReference RootBone;
/** Tolerance for final tip location delta from EffectorLocation*/
UPROPERTY(EditAnywhere, Category = Solver)
float Precision;
/** Maximum number of iterations allowed, to control performance. */
UPROPERTY(EditAnywhere, Category = Solver)
int32 MaxIterations;
/** Reference frame of Effector Transform. */
UPROPERTY(EditAnywhere, Category = EndEffector)
TEnumAsByte<enum EBoneControlSpace> EffectorTransformSpace;
UPROPERTY(EditAnywhere, Category = EndEffector)
TEnumAsByte<enum EBoneRotationSource> EffectorRotationSource;
#if WITH_EDITORONLY_DATA
/** Toggle drawing of axes to debug joint rotation*/
UPROPERTY(EditAnywhere, Category = Solver)
bool bEnableDebugDraw;
/** If EffectorTransformSpace is a bone, this is the bone to use. **/
UPROPERTY()
FBoneReference EffectorTransformBone_DEPRECATED;
#endif
public:
ANIMGRAPHRUNTIME_API FAnimNode_Fabrik();
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void EvaluateSkeletalControl_AnyThread(FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
ANIMGRAPHRUNTIME_API virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void ConditionalDebugDraw(FPrimitiveDrawInterface* PDI, USkeletalMeshComponent* PreviewSkelMeshComp) const;
private:
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API 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);
static FTransform GetTargetTransform(const FTransform& InComponentTransform, FCSPose<FCompactPose>& MeshBases, FBoneSocketTarget& InTarget, EBoneControlSpace Space, const FTransform& InOffset);
#if WITH_EDITORONLY_DATA
// Cached CS location when in editor for debug drawing
FTransform CachedEffectorCSTransform;
#endif
};