#include <AnimNode_SplineIK.h>
◆ FAnimNode_SplineIK()
| FAnimNode_SplineIK::FAnimNode_SplineIK |
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◆ BuildBoneSpline()
Build spline from reference pose
◆ EvaluateSkeletalControl_AnyThread()
◆ FindParamAtFirstSphereIntersection()
| float FAnimNode_SplineIK::FindParamAtFirstSphereIntersection |
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const FVector & |
InOrigin, |
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float |
InRadius, |
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int32 & |
StartingLinearIndex |
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) |
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protected |
Use our linear approximation to determine the earliest intersection with a sphere
◆ GatherBoneReferences()
Build bone references & reallocate transforms from the supplied ref skeleton
◆ GatherDebugData()
Called to gather on-screen debug data. This is called on the game thread.
- Parameters
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| DebugData | Debug data structure used to output any relevant data |
Reimplemented from FAnimNode_Base.
◆ GetControlPoint()
| FTransform FAnimNode_SplineIK::GetControlPoint |
( |
int32 |
TransformIndex | ) |
const |
Get specified handle transform (in component space) for the spline
◆ GetNumControlPoints()
| int32 FAnimNode_SplineIK::GetNumControlPoints |
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| ) |
const |
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inline |
Get the number of spline transforms we are using
◆ GetSplineCurves()
| const FSplineCurves & FAnimNode_SplineIK::GetSplineCurves |
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const |
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inline |
Read-only access to spline curves
◆ GetTransformedSplineCurves()
| const FSplineCurves & FAnimNode_SplineIK::GetTransformedSplineCurves |
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const |
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inline |
Read-only access to transformed curves
◆ GetTransformedSplinePoint()
| FTransform FAnimNode_SplineIK::GetTransformedSplinePoint |
( |
int32 |
TransformIndex | ) |
const |
Get transformed spline point (in component space) for the spline
◆ IsValidToEvaluate()
◆ NeedsOnInitializeAnimInstance()
| virtual bool FAnimNode_SplineIK::NeedsOnInitializeAnimInstance |
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const |
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inlineoverridevirtual |
For nodes that need some kind of initialization that is not dependent on node relevancy (i.e. it is insufficient or inefficient to use Initialize_AnyThread), return true here. Note that this is called at load on the UAnimInstance CDO to avoid needing to call this at runtime.
Reimplemented from FAnimNode_Base.
◆ OnInitializeAnimInstance()
Called once, from game thread as the parent anim instance is created
Reimplemented from FAnimNode_Base.
◆ SetControlPoint()
| void FAnimNode_SplineIK::SetControlPoint |
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int32 |
TransformIndex, |
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const FTransform & |
InTransform |
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) |
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Set specified handle transform (in component space) for the spline
◆ SetControlPointLocation()
| void FAnimNode_SplineIK::SetControlPointLocation |
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int32 |
TransformIndex, |
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const FVector & |
InLocation |
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) |
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Set specified handle location (in component space) for the spline
◆ SetControlPointRotation()
| void FAnimNode_SplineIK::SetControlPointRotation |
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int32 |
TransformIndex, |
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const FQuat & |
InRotation |
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) |
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Set specified handle rotation (in component space) for the spline
◆ SetControlPointScale()
| void FAnimNode_SplineIK::SetControlPointScale |
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int32 |
TransformIndex, |
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const FVector & |
InScale |
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) |
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Set specified handle scale (in component space) for the spline
◆ TransformSpline()
| void FAnimNode_SplineIK::TransformSpline |
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| ) |
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protected |
Transform the spline using our control points
◆ bAutoCalculateSpline
| bool FAnimNode_SplineIK::bAutoCalculateSpline |
The number of points in the spline if we are specifying it directly
◆ BoneAxis
Axis of the controlled bone (ie the direction of the spline) to use as the direction for the curve.
◆ ControlPoints
Transforms applied to spline points
◆ EndBone
Name of bone at the end of the spline chain. Bones after this will not be altered by the controller.
◆ Offset
| float FAnimNode_SplineIK::Offset |
The distance along the spline from the start from which bones are constrained
◆ PointCount
| int32 FAnimNode_SplineIK::PointCount |
The number of points in the spline if we are not auto-calculating
◆ Roll
| float FAnimNode_SplineIK::Roll |
Overall roll of the spline, applied on top of other rotations along the direction of the spline
◆ StartBone
Name of root bone from which the spline extends
◆ Stretch
| float FAnimNode_SplineIK::Stretch |
The maximum stretch allowed when fitting bones to the spline. 0.0 means bones do not stretch their length, 1.0 means bones stretch to the length of the spline
◆ TwistBlend
How to interpolate twist along the length of the spline
◆ TwistEnd
| float FAnimNode_SplineIK::TwistEnd |
The twist of the end bone. Twist is interpolated along the spline according to Twist Blend.
◆ TwistStart
| float FAnimNode_SplineIK::TwistStart |
The twist of the start bone. Twist is interpolated along the spline according to Twist Blend.
The documentation for this struct was generated from the following files: