Files
UnrealEngine/Engine/Source/Runtime/AnimationCore/Public/TwoBoneIK.h
2025-05-18 13:04:45 +08:00

91 lines
5.2 KiB
C++

// 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);
};