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

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2.2 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/ArrayView.h"
#include "Engine/SpringInterpolator.h"
#include "Math/Transform.h"
#include "Math/UnrealMathSSE.h"
#include "UObject/ObjectMacros.h"
#include "BoneControllerSolvers.generated.h"
USTRUCT(BlueprintInternalUseOnly)
struct FIKFootPelvisPullDownSolver
{
GENERATED_BODY()
// Specifies the spring interpolation parameters applied during pelvis adjustment
UPROPERTY(EditAnywhere, Category=Settings)
FVectorRK4SpringInterpolator PelvisAdjustmentInterp;
// Specifies an alpha between the original and final adjusted pelvis locations
// This is used to retain some degree of the original pelvis motion
UPROPERTY(EditAnywhere, Category=Settings, meta=(ClampMin="0.0", ClampMax="1.0"))
double PelvisAdjustmentInterpAlpha = 0.5;
// Specifies the maximum displacement the pelvis can be adjusted relative to its original location
UPROPERTY(EditAnywhere, Category=Settings, meta=(ClampMin="0.0"))
double PelvisAdjustmentMaxDistance = 10.0;
// Specifies the pelvis adjustment distance error that is tolerated for each iteration of the solver
//
// When it is detected that the pelvis adjustment distance is incrementing at a value lower or equal
// to this value for each iteration, the solve will halt. Lower values will marginally increase visual
// quality at the cost of performance, but may require a higher PelvisAdjustmentMaxIter to be specified
//
// The default value of 0.01 specifies 1 centimeter of error
UPROPERTY(EditAnywhere, Category=Advanced, meta=(ClampMin="0.001"))
double PelvisAdjustmentErrorTolerance = 0.01;
// Specifies the maximum number of iterations to run for the pelvis adjustment solver
// Higher iterations will guarantee closer PelvisAdjustmentErrorTolerance convergence at the cost of performance
UPROPERTY(EditAnywhere, Category=Advanced, meta=(ClampMin="0"))
int32 PelvisAdjustmentMaxIter = 3;
// Iteratively pulls the character pelvis towards the ground based on the relationship of driven IK foot targets versus FK foot limits
ANIMGRAPHRUNTIME_API FTransform Solve(FTransform PelvisTransform, TArrayView<const float> FKFootDistancesToPelvis, TArrayView<const FVector> IKFootLocations, float DeltaTime);
};