37 lines
1.8 KiB
C++
37 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "Delegates/Delegate.h"
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#include "Math/Axis.h"
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#include "Math/Quat.h"
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#include "Math/Transform.h"
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#include "Math/UnrealMathSSE.h"
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struct FInterpCurveFloat;
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struct FInterpCurveQuat;
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struct FInterpCurveVector;
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/** Outputs a float given a float input */
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DECLARE_DELEGATE_RetVal_OneParam(float, FFloatMapping, float);
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/**
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* Finds a spline parameter (alpha) at the intersection of a spline and a sphere. Used by SolveSplineIK.
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* The assumption is that the sphere's origin lies on the spline and the StartingLinearIndex is used to
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* skip ahead when using a linear approximation to the spline.
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* @param InOriginOnSpline Sphere origin on the spline
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* @param InRadius Sphere radius
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* @param InOutStartingLinearIndex (inout) The index of the linear approximation to start at. After the function returns this should be set to a value that can be passed into the next call to accelerate subsequent queries.
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*/
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DECLARE_DELEGATE_RetVal_ThreeParams(float, FFindParamAtFirstSphereIntersection, const FVector& /*InOriginOnSpline*/, float /*InRadius*/, int32& /*InOutStartingLinearIndex*/)
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namespace AnimationCore
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{
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/**
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* Spline IK
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*/
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ANIMATIONCORE_API void SolveSplineIK(const TArray<FTransform>& BoneTransforms, const FInterpCurveVector& PositionSpline, const FInterpCurveQuat& RotationSpline, const FInterpCurveVector& ScaleSpline, const float TotalSplineAlpha, const float TotalSplineLength, const FFloatMapping& Twist, const float Roll, const float Stretch, const float Offset, const EAxis::Type BoneAxis, const FFindParamAtFirstSphereIntersection& FindParamAtFirstSphereIntersection, const TArray<FQuat>& BoneOffsetRotations, const TArray<float>& BoneLengths, const float OriginalSplineLength, TArray<FTransform>& OutBoneTransforms);
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};
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