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

236 lines
7.3 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_LegIK.generated.h"
class USkeletalMeshComponent;
struct FAnimLegIKData;
USTRUCT()
struct FIKChainLink
{
GENERATED_USTRUCT_BODY()
public:
FVector Location;
double Length;
FVector LinkAxisZ;
FVector RealBendDir;
FVector BaseBendDir;
FName BoneName;
FIKChainLink()
: Location(FVector::ZeroVector)
, Length(0.0)
, LinkAxisZ(FVector::ZeroVector)
, RealBendDir(FVector::ZeroVector)
, BaseBendDir(FVector::ZeroVector)
, BoneName(NAME_None)
{}
FIKChainLink(FVector InLocation, double InLength)
: Location(InLocation)
, Length(InLength)
, LinkAxisZ(FVector::ZeroVector)
, RealBendDir(FVector::ZeroVector)
, BaseBendDir(FVector::ZeroVector)
, BoneName(NAME_None)
{}
};
USTRUCT()
struct FIKChain
{
GENERATED_USTRUCT_BODY()
public:
TArray<FIKChainLink> Links;
float MinRotationAngleRadians;
private:
FAnimInstanceProxy* MyAnimInstanceProxy;
double TotalChainLength;
int32 NumLinks;
FVector HingeRotationAxis;
bool bEnableRotationLimit;
bool bInitialized;
public:
FIKChain()
: MyAnimInstanceProxy(nullptr)
, TotalChainLength(0.0)
, NumLinks(INDEX_NONE)
, HingeRotationAxis(FVector::ZeroVector)
, bEnableRotationLimit(false)
, bInitialized(false)
{}
void InitializeFromLegData(FAnimLegIKData& InLegData, FAnimInstanceProxy* InAnimInstanceProxy);
void ReachTarget(
const FVector& InTargetLocation,
double InReachPrecision,
int32 InMaxIterations,
float SoftPercentLength,
float SoftAlpha);
void ApplyTwistOffset(const float InTwistOffsetDegrees);
double GetMaximumReach() const
{
return TotalChainLength;
}
private:
void OrientAllLinksToDirection(const FVector& InDirection);
void SolveTwoBoneIK(const FVector& InTargetLocation);
void SolveFABRIK(const FVector& InTargetLocation, double InReachPrecision, int32 InMaxIterations);
static void FABRIK_ForwardReach(const FVector& InTargetLocation, FIKChain& IKChain);
static void FABRIK_BackwardReach(const FVector& InRootTargetLocation, FIKChain& IKChain);
static void FABRIK_ApplyLinkConstraints_Forward(FIKChain& IKChain, int32 LinkIndex);
static void FABRIK_ApplyLinkConstraints_Backward(FIKChain& IKChain, int32 LinkIndex);
static void DrawDebugIKChain(const FIKChain& IKChain, const FColor& InColor);
};
/** Per foot definitions */
USTRUCT()
struct FAnimLegIKDefinition
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, Category = "Settings")
FBoneReference IKFootBone;
UPROPERTY(EditAnywhere, Category = "Settings")
FBoneReference FKFootBone;
UPROPERTY(EditAnywhere, Category = "Settings")
int32 NumBonesInLimb;
/** Only used if bEnableRotationLimit is enabled. Prevents the leg from folding onto itself,
* and forces at least this angle between Parent and Child bone. */
UPROPERTY(EditAnywhere, Category = "Settings")
float MinRotationAngle;
/** Forward Axis for Foot bone. */
UPROPERTY(EditAnywhere, Category = "Settings")
TEnumAsByte<EAxis::Type> FootBoneForwardAxis;
/** Hinge Bones Rotation Axis. This is essentially the plane normal for (hip - knee - foot). */
UPROPERTY(EditAnywhere, Category = "Settings")
TEnumAsByte<EAxis::Type> HingeRotationAxis;
/** If enabled, we prevent the leg from bending backwards and enforce a min compression angle */
UPROPERTY(EditAnywhere, Category = "Settings")
bool bEnableRotationLimit;
/** Enable Knee Twist correction, by comparing Foot FK with Foot IK orientation. */
UPROPERTY(EditAnywhere, Category = "Settings")
bool bEnableKneeTwistCorrection;
/** Name of the curve to use as the twist offset angle(in degrees).
* This is useful for injecting knee motion, while keeping the IK chain's goal/hand and root/hip locked in place.
* Reasonable values are usually between -+15 degrees, although this is depends on how far in/out the knee is in the original pose. */
UPROPERTY(EditAnywhere, Category = "Settings")
FName TwistOffsetCurveName;
FAnimLegIKDefinition()
: NumBonesInLimb(2)
, MinRotationAngle(15.f)
, FootBoneForwardAxis(EAxis::Y)
, HingeRotationAxis(EAxis::None)
, bEnableRotationLimit(false)
, bEnableKneeTwistCorrection(true)
, TwistOffsetCurveName(NAME_None)
{}
};
/** Runtime foot data after validation, we guarantee these bones to exist */
USTRUCT()
struct FAnimLegIKData
{
GENERATED_USTRUCT_BODY()
public:
FTransform IKFootTransform;
FAnimLegIKDefinition* LegDefPtr;
FCompactPoseBoneIndex IKFootBoneIndex;
float TwistOffsetDegrees;
int32 NumBones;
TArray<FCompactPoseBoneIndex> FKLegBoneIndices;
TArray<FTransform> FKLegBoneTransforms;
FIKChain IKChain;
public:
void InitializeTransforms(FAnimInstanceProxy* MyAnimInstanceProxy, FCSPose<FCompactPose>& MeshBases);
FAnimLegIKData()
: IKFootTransform(FTransform::Identity)
, LegDefPtr(nullptr)
, IKFootBoneIndex(INDEX_NONE)
, TwistOffsetDegrees(0.0f)
, NumBones(INDEX_NONE)
{}
};
USTRUCT()
struct FAnimNode_LegIK : public FAnimNode_SkeletalControlBase
{
GENERATED_USTRUCT_BODY()
ANIMGRAPHRUNTIME_API FAnimNode_LegIK();
/** Tolerance for reaching IK Target, in unreal units. */
UPROPERTY(EditAnywhere, Category = "Settings")
float ReachPrecision;
/** Max Number of Iterations. */
UPROPERTY(EditAnywhere, Category = "Settings")
int32 MaxIterations;
/** Default is 1.0 (off). Range is 0.1 to 1.0. When set to a value less than 1, will "softly" approach full extension starting when the effector
* distance from the root of the chain is greater than this percent length of the bone chain. Typical values are around 0.97.
* This is useful for preventing the knee from "popping" when approaching full extension. */
UPROPERTY(EditAnywhere, Category = "Settings", meta = (PinHiddenByDefault, UIMin = "0.01", UIMax = "1", ClampMin = "0.01", ClampMax = "1"))
float SoftPercentLength;
/** Default is 1.0 (full). Range is 0 to 1. Blends the effect of the "softness" on/off. */
UPROPERTY(EditAnywhere, Category = "Settings", meta = (PinHiddenByDefault, UIMin = "0.0", UIMax = "1", ClampMin = "0.0", ClampMax = "1"))
float SoftAlpha;
UPROPERTY(EditAnywhere, Category = "Settings")
TArray<FAnimLegIKDefinition> LegsDefinition;
TArray<FAnimLegIKData> LegsData;
FAnimInstanceProxy* MyAnimInstanceProxy;
public:
// FAnimNode_Base interface
ANIMGRAPHRUNTIME_API virtual void GatherDebugData(FNodeDebugData& DebugData) override;
// End of FAnimNode_Base interface
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void Initialize_AnyThread(const FAnimationInitializeContext& Context) override;
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 bool OrientLegTowardsIK(FAnimLegIKData& InLegData);
ANIMGRAPHRUNTIME_API bool DoLegReachIK(FAnimLegIKData& InLegData);
ANIMGRAPHRUNTIME_API bool AdjustKneeTwist(FAnimLegIKData& InLegData);
private:
// FAnimNode_SkeletalControlBase interface
ANIMGRAPHRUNTIME_API virtual void InitializeBoneReferences(const FBoneContainer& RequiredBones) override;
// End of FAnimNode_SkeletalControlBase interface
};