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C++ FA2CSPose::GetLocalSpaceTransform方法代码示例

本文整理汇总了C++中FA2CSPose::GetLocalSpaceTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ FA2CSPose::GetLocalSpaceTransform方法的具体用法?C++ FA2CSPose::GetLocalSpaceTransform怎么用?C++ FA2CSPose::GetLocalSpaceTransform使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在FA2CSPose的用法示例。


在下文中一共展示了FA2CSPose::GetLocalSpaceTransform方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: EvaluateBoneTransforms

void FAnimNode_RotationMultiplier::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, const FBoneContainer & RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
	check(OutBoneTransforms.Num() == 0);

	if ( Multiplier != 0.f )
	{
		// Reference bone
		const TArray<FTransform> & LocalRefPose = RequiredBones.GetRefPoseArray();
		const FQuat RefQuat = LocalRefPose[TargetBone.BoneIndex].GetRotation();
		FQuat NewQuat;
		MultiplyQuatBasedOnSourceIndex(LocalRefPose, MeshBases, RotationAxisToRefer, SourceBone.BoneIndex, Multiplier, RefQuat, NewQuat);

		FTransform NewLocalTransform = MeshBases.GetLocalSpaceTransform(TargetBone.BoneIndex);
		NewLocalTransform.SetRotation(NewQuat);

		const int32 ParentIndex = RequiredBones.GetParentBoneIndex(TargetBone.BoneIndex);
		if( ParentIndex != INDEX_NONE )
		{
			const FTransform ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex);
			FTransform NewTransform = NewLocalTransform * ParentTM;
			OutBoneTransforms.Add( FBoneTransform(TargetBone.BoneIndex, NewTransform) );
		}
		else
		{
			OutBoneTransforms.Add( FBoneTransform(TargetBone.BoneIndex, NewLocalTransform) );
		}
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:28,代码来源:AnimNodeRotationMultiplier.cpp

示例2: ExtractAngle

FQuat FAnimNode_RotationMultiplier::ExtractAngle(const TArray<FTransform> & RefPoseTransforms, FA2CSPose & MeshBases, const EBoneAxis Axis,  int32 SourceBoneIndex)
{
	// local bone transform
	const FTransform & LocalBoneTransform = MeshBases.GetLocalSpaceTransform(SourceBoneIndex);
	// local bone transform with reference rotation
	FTransform ReferenceBoneTransform = RefPoseTransforms[SourceBoneIndex];
	ReferenceBoneTransform.SetTranslation(LocalBoneTransform.GetTranslation());

	// find delta angle between the two quaternions X Axis.
	const FVector RotationAxis = GetAxisVector(Axis);
	const FVector LocalRotationVector = LocalBoneTransform.GetRotation().RotateVector(RotationAxis);
	const FVector ReferenceRotationVector = ReferenceBoneTransform.GetRotation().RotateVector(RotationAxis);

	const FQuat LocalToRefQuat = FQuat::FindBetween(LocalRotationVector, ReferenceRotationVector);
	checkSlow( LocalToRefQuat.IsNormalized() );

	// Rotate parent bone atom from position in local space to reference skeleton
	// Since our rotation rotates both vectors with shortest arc
	// we're essentially left with a quaternion that has angle difference with reference skeleton version
	const FQuat BoneQuatAligned = LocalToRefQuat * LocalBoneTransform.GetRotation();
	checkSlow( BoneQuatAligned.IsNormalized() );

	// Find that delta angle
	const FQuat DeltaQuat = (ReferenceBoneTransform.GetRotation().Inverse()) * BoneQuatAligned;
	checkSlow( DeltaQuat.IsNormalized() );

#if 0 //DEBUG_TWISTBONECONTROLLER
	UE_LOG(LogSkeletalControl, Log, TEXT("\t ExtractAngle, Bone: %s (%d)"), 
		*SourceBone.BoneName.ToString(), SourceBoneIndex);
	UE_LOG(LogSkeletalControl, Log, TEXT("\t\t Bone Quat: %s, Rot: %s, AxisX: %s"), *LocalBoneTransform.GetRotation().ToString(), *LocalBoneTransform.GetRotation().Rotator().ToString(), *LocalRotationVector.ToString() );
	UE_LOG(LogSkeletalControl, Log, TEXT("\t\t BoneRef Quat: %s, Rot: %s, AxisX: %s"), *ReferenceBoneTransform.GetRotation().ToString(), *ReferenceBoneTransform.GetRotation().Rotator().ToString(), *ReferenceRotationVector.ToString() );
	UE_LOG(LogSkeletalControl, Log, TEXT("\t\t LocalToRefQuat Quat: %s, Rot: %s"), *LocalToRefQuat.ToString(), *LocalToRefQuat.Rotator().ToString() );

	const FVector BoneQuatAlignedX = LocalBoneTransform.GetRotation().RotateVector(RotationAxis);
	UE_LOG(LogSkeletalControl, Log, TEXT("\t\t BoneQuatAligned Quat: %s, Rot: %s, AxisX: %s"), *BoneQuatAligned.ToString(), *BoneQuatAligned.Rotator().ToString(), *BoneQuatAlignedX.ToString() );
	UE_LOG(LogSkeletalControl, Log, TEXT("\t\t DeltaQuat Quat: %s, Rot: %s"), *DeltaQuat.ToString(), *DeltaQuat.Rotator().ToString() );

	FTransform BoneAtomAligned(BoneQuatAligned, ReferenceBoneTransform.GetTranslation());
	const FQuat DeltaQuatAligned = FQuat::FindBetween(BoneAtomAligned.GetScaledAxis( EAxis::X ), ReferenceBoneTransform.GetScaledAxis( EAxis::X ));
	UE_LOG(LogSkeletalControl, Log, TEXT("\t\t DeltaQuatAligned Quat: %s, Rot: %s"), *DeltaQuatAligned.ToString(), *DeltaQuatAligned.Rotator().ToString() );
	FVector DeltaAxis;
	float	DeltaAngle;
	DeltaQuat.ToAxisAndAngle(DeltaAxis, DeltaAngle);
	UE_LOG(LogSkeletalControl, Log, TEXT("\t\t DeltaAxis: %s, DeltaAngle: %f"), *DeltaAxis.ToString(), DeltaAngle );
#endif

	return DeltaQuat;
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:48,代码来源:AnimNodeRotationMultiplier.cpp

示例3: EvaluateBoneTransforms

void FAnimNode_TwoBoneIK::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, const FBoneContainer & RequiredBones, FA2CSPose& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{
	check(OutBoneTransforms.Num() == 0);

	// Get indices of the lower and upper limb bones and check validity.
	bool bInvalidLimb = false;

	const int32 EndBoneIndex = IKBone.BoneIndex;
	const int32 LowerLimbIndex = RequiredBones.GetParentBoneIndex(EndBoneIndex);
	if (LowerLimbIndex == INDEX_NONE)
	{
		bInvalidLimb = true;
	}

	const int32 UpperLimbIndex = RequiredBones.GetParentBoneIndex(LowerLimbIndex);
	if (UpperLimbIndex == INDEX_NONE)
	{
		bInvalidLimb = true;
	}

	const bool bInBoneSpace = (EffectorLocationSpace == BCS_ParentBoneSpace) || (EffectorLocationSpace == BCS_BoneSpace);
	const int32 EffectorSpaceBoneIndex = bInBoneSpace ? RequiredBones.GetPoseBoneIndexForBoneName(EffectorSpaceBoneName) : INDEX_NONE;

	if (bInBoneSpace && ((EffectorSpaceBoneIndex == INDEX_NONE) || !RequiredBones.Contains(EffectorSpaceBoneIndex)))
	{
		bInvalidLimb = true;
	}

	// If we walked past the root, this controlled is invalid, so return no affected bones.
	if( bInvalidLimb )
	{
		return;
	}

	// Get Local Space transforms for our bones. We do this first in case they already are local.
	// As right after we get them in component space. (And that does the auto conversion).
	// We might save one transform by doing local first...
	const FTransform EndBoneLocalTransform = MeshBases.GetLocalSpaceTransform(IKBone.BoneIndex);

	// Now get those in component space...
	FTransform UpperLimbCSTransform = MeshBases.GetComponentSpaceTransform(UpperLimbIndex);
	FTransform LowerLimbCSTransform = MeshBases.GetComponentSpaceTransform(LowerLimbIndex);
	FTransform EndBoneCSTransform = MeshBases.GetComponentSpaceTransform(IKBone.BoneIndex);

	// Get current position of root of limb.
	// All position are in Component space.
	const FVector RootPos = UpperLimbCSTransform.GetTranslation();
	const FVector InitialJointPos = LowerLimbCSTransform.GetTranslation();
	const FVector InitialEndPos = EndBoneCSTransform.GetTranslation();

	// Transform EffectorLocation from EffectorLocationSpace to ComponentSpace.
	FTransform EffectorTransform(EffectorLocation);
	FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, EffectorTransform, EffectorSpaceBoneIndex, EffectorLocationSpace);

	// This is our reach goal.
	FVector DesiredPos = EffectorTransform.GetTranslation();
	FVector DesiredDelta = DesiredPos - RootPos;
	float DesiredLength = DesiredDelta.Size();

	// Check to handle case where DesiredPos is the same as RootPos.
	FVector	DesiredDir;
	if (DesiredLength < (float)KINDA_SMALL_NUMBER)
	{
		DesiredLength = (float)KINDA_SMALL_NUMBER;
		DesiredDir = FVector(1,0,0);
	}
	else
	{
		DesiredDir = DesiredDelta / DesiredLength;
	}

	// Get joint target (used for defining plane that joint should be in).
	FTransform JointTargetTransform(JointTargetLocation);
	const int32 JointTargetSpaceBoneIndex = (JointTargetLocationSpace == BCS_ParentBoneSpace || JointTargetLocationSpace == BCS_BoneSpace) ? RequiredBones.GetPoseBoneIndexForBoneName(JointTargetSpaceBoneName) : INDEX_NONE;
	FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, JointTargetTransform, JointTargetSpaceBoneIndex, JointTargetLocationSpace);

	FVector	JointTargetPos = JointTargetTransform.GetTranslation();
	FVector JointTargetDelta = JointTargetPos - RootPos;
	float JointTargetLength = JointTargetDelta.Size();

	// Same check as above, to cover case when JointTarget position is the same as RootPos.
	FVector JointPlaneNormal, JointBendDir;
	if (JointTargetLength < (float)KINDA_SMALL_NUMBER)
	{
		JointBendDir = FVector(0,1,0);
		JointPlaneNormal = FVector(0,0,1);
	}
	else
	{
		JointPlaneNormal = DesiredDir ^ JointTargetDelta;

		// If we are trying to point the limb in the same direction that we are supposed to displace the joint in, 
		// we have to just pick 2 random vector perp to DesiredDir and each other.
		if (JointPlaneNormal.Size() < (float)KINDA_SMALL_NUMBER)
		{
			DesiredDir.FindBestAxisVectors(JointPlaneNormal, JointBendDir);
		}
		else
		{
			JointPlaneNormal.Normalize();
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:AnimNode_TwoBoneIK.cpp

示例4: EvaluateBoneTransforms


//.........这里部分代码省略.........
				{
					FABRIKChainLink & CurrentLink = Chain[LinkIndex];
					FABRIKChainLink const & ChildLink = Chain[LinkIndex + 1];

					CurrentLink.Position = ChildLink.Position + (CurrentLink.Position - ChildLink.Position).GetUnsafeNormal() * ChildLink.Length;
				}

				// "Backward Reaching" stage - adjust bones from root.
				for (int32 LinkIndex = 1; LinkIndex < TipBoneLinkIndex; LinkIndex++)
				{
					FABRIKChainLink const & ParentLink = Chain[LinkIndex - 1];
					FABRIKChainLink & CurrentLink = Chain[LinkIndex];

					CurrentLink.Position = ParentLink.Position + (CurrentLink.Position - ParentLink.Position).GetUnsafeNormal() * CurrentLink.Length;
				}

				// Re-check distance between tip location and effector location
				// Since we're keeping tip on top of effector location, check with its parent bone.
				Slop = FMath::Abs(Chain[TipBoneLinkIndex].Length - FVector::Dist(Chain[TipBoneLinkIndex - 1].Position, CSEffectorLocation));
			}

			// Place tip bone based on how close we got to target.
			{
				FABRIKChainLink const & ParentLink = Chain[TipBoneLinkIndex - 1];
				FABRIKChainLink & CurrentLink = Chain[TipBoneLinkIndex];

				CurrentLink.Position = ParentLink.Position + (CurrentLink.Position - ParentLink.Position).GetUnsafeNormal() * CurrentLink.Length;
			}

			bBoneLocationUpdated = true;
		}
	}

	// If we moved some bones, update bone transforms.
	if (bBoneLocationUpdated)
	{
		// First step: update bone transform positions from chain links.
		for (int32 LinkIndex = 0; LinkIndex < NumChainLinks; LinkIndex++)
		{
			FABRIKChainLink const & ChainLink = Chain[LinkIndex];
			OutBoneTransforms[ChainLink.TransformIndex].Transform.SetTranslation(ChainLink.Position);

			// If there are any zero length children, update position of those
			int32 const NumChildren = ChainLink.ChildZeroLengthTransformIndices.Num();
			for (int32 ChildIndex = 0; ChildIndex < NumChildren; ChildIndex++)
			{
				OutBoneTransforms[ChainLink.ChildZeroLengthTransformIndices[ChildIndex]].Transform.SetTranslation(ChainLink.Position);
			}
		}

		// FABRIK algorithm - re-orientation of bone local axes after translation calculation
		for (int32 LinkIndex = 0; LinkIndex < NumChainLinks - 1; LinkIndex++)
		{
			FABRIKChainLink const & CurrentLink = Chain[LinkIndex];
			FABRIKChainLink const & ChildLink = Chain[LinkIndex + 1];

			// Calculate pre-translation vector between this bone and child
			FVector const OldDir = (GetCurrentLocation(MeshBases, ChildLink.BoneIndex) - GetCurrentLocation(MeshBases, CurrentLink.BoneIndex)).GetUnsafeNormal();

			// Get vector from the post-translation bone to it's child
			FVector const NewDir = (ChildLink.Position - CurrentLink.Position).GetUnsafeNormal();

			// Calculate axis of rotation from pre-translation vector to post-translation vector
			FVector const RotationAxis = FVector::CrossProduct(OldDir, NewDir).GetSafeNormal();
			float const RotationAngle = FMath::Acos(FVector::DotProduct(OldDir, NewDir));
			FQuat const DeltaRotation = FQuat(RotationAxis, RotationAngle);
			// We're going to multiply it, in order to not have to re-normalize the final quaternion, it has to be a unit quaternion.
			checkSlow(DeltaRotation.IsNormalized());

			// Calculate absolute rotation and set it
			FTransform& CurrentBoneTransform = OutBoneTransforms[CurrentLink.TransformIndex].Transform;
			CurrentBoneTransform.SetRotation(DeltaRotation * CurrentBoneTransform.GetRotation());

			// Update zero length children if any
			int32 const NumChildren = CurrentLink.ChildZeroLengthTransformIndices.Num();
			for (int32 ChildIndex = 0; ChildIndex < NumChildren; ChildIndex++)
			{
				FTransform& ChildBoneTransform = OutBoneTransforms[CurrentLink.ChildZeroLengthTransformIndices[ChildIndex]].Transform;
				ChildBoneTransform.SetRotation(DeltaRotation * ChildBoneTransform.GetRotation());
			}
		}
	}

	// Special handling for tip bone's rotation.
	int32 const TipBoneTransformIndex = OutBoneTransforms.Num() - 1;
	switch (EffectorRotationSource)
	{
	case BRS_KeepLocalSpaceRotation:
		OutBoneTransforms[TipBoneTransformIndex].Transform = MeshBases.GetLocalSpaceTransform(BoneIndices[TipBoneTransformIndex]) * OutBoneTransforms[TipBoneTransformIndex - 1].Transform;
		break;
	case BRS_CopyFromTarget:
		OutBoneTransforms[TipBoneTransformIndex].Transform.SetRotation(CSEffectorTransform.GetRotation());
		break;
	case BRS_KeepComponentSpaceRotation:
		// Don't change the orientation at all
		break;
	default:
		break;
	}
}
开发者ID:johndpope,项目名称:UE4,代码行数:101,代码来源:AnimNode_Fabrik.cpp


注:本文中的FA2CSPose::GetLocalSpaceTransform方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。