本文整理汇总了C++中FBoneContainer::GetRefPoseArray方法的典型用法代码示例。如果您正苦于以下问题:C++ FBoneContainer::GetRefPoseArray方法的具体用法?C++ FBoneContainer::GetRefPoseArray怎么用?C++ FBoneContainer::GetRefPoseArray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类FBoneContainer
的用法示例。
在下文中一共展示了FBoneContainer::GetRefPoseArray方法的2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: FillWithRefPose
void FAnimationRuntime::FillWithRefPose(TArray<FTransform> & OutAtoms, const FBoneContainer& RequiredBones)
{
// Copy Target Asset's ref pose.
OutAtoms = RequiredBones.GetRefPoseArray();
// If retargeting is disabled, copy ref pose from Skeleton, rather than mesh.
// this is only used in editor and for debugging.
if( RequiredBones.GetDisableRetargeting() )
{
checkSlow( RequiredBones.IsValid() );
// Only do this if we have a mesh. otherwise we're not retargeting animations.
if( RequiredBones.GetSkeletalMeshAsset() )
{
TArray<int32> const & PoseToSkeletonBoneIndexArray = RequiredBones.GetPoseToSkeletonBoneIndexArray();
TArray<FBoneIndexType> const & RequireBonesIndexArray = RequiredBones.GetBoneIndicesArray();
TArray<FTransform> const & SkeletonRefPose = RequiredBones.GetSkeletonAsset()->GetRefLocalPoses();
for (int32 ArrayIndex = 0; ArrayIndex<RequireBonesIndexArray.Num(); ArrayIndex++)
{
int32 const & PoseBoneIndex = RequireBonesIndexArray[ArrayIndex];
int32 const & SkeletonBoneIndex = PoseToSkeletonBoneIndexArray[PoseBoneIndex];
// Pose bone index should always exist in Skeleton
checkSlow(SkeletonBoneIndex != INDEX_NONE);
OutAtoms[PoseBoneIndex] = SkeletonRefPose[SkeletonBoneIndex];
}
}
}
}
示例2: 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) );
}
}
}