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

本文整理汇总了C++中FCSPose::GetLocalSpaceTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ FCSPose::GetLocalSpaceTransform方法的具体用法?C++ FCSPose::GetLocalSpaceTransform怎么用?C++ FCSPose::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FCSPose的用法示例。


在下文中一共展示了FCSPose::GetLocalSpaceTransform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: EvaluateBoneTransforms

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

	if ( Multiplier != 0.f )
	{
		// Reference bone
		const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();
		const FCompactPoseBoneIndex TargetBoneIndex = TargetBone.GetCompactPoseIndex(BoneContainer);
		const FCompactPoseBoneIndex SourceBoneIndex = SourceBone.GetCompactPoseIndex(BoneContainer);

		const FQuat RefQuat = MeshBases.GetPose().GetRefPose(TargetBoneIndex).GetRotation();
		const FTransform& SourceRefPose = MeshBases.GetPose().GetRefPose(SourceBoneIndex);
		FQuat NewQuat = MultiplyQuatBasedOnSourceIndex(SourceRefPose, MeshBases.GetLocalSpaceTransform(SourceBoneIndex), RotationAxisToRefer, Multiplier, RefQuat);

		FTransform NewLocalTransform = MeshBases.GetLocalSpaceTransform(TargetBoneIndex);
		
		if (bIsAdditive)
		{
			NewQuat = NewLocalTransform.GetRotation() * NewQuat;
		}
		
		NewLocalTransform.SetRotation(NewQuat);

		const FCompactPoseBoneIndex ParentIndex = MeshBases.GetPose().GetParentBoneIndex(TargetBoneIndex);
		if( ParentIndex != INDEX_NONE )
		{
			const FTransform& ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex);
			FTransform NewTransform = NewLocalTransform * ParentTM;
			OutBoneTransforms.Add( FBoneTransform(TargetBoneIndex, NewTransform) );
		}
		else
		{
			OutBoneTransforms.Add( FBoneTransform(TargetBoneIndex, NewLocalTransform) );
		}
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:37,代码来源:AnimNodeRotationMultiplier.cpp

示例2: EvaluateBoneTransforms

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

	const FBoneContainer& BoneContainer = MeshBases.GetPose().GetBoneContainer();

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

	FCompactPoseBoneIndex IKBoneCompactPoseIndex = IKBone.GetCompactPoseIndex(BoneContainer);

	const FCompactPoseBoneIndex LowerLimbIndex = BoneContainer.GetParentBoneIndex(IKBoneCompactPoseIndex);
	if (LowerLimbIndex == INDEX_NONE)
	{
		bInvalidLimb = true;
	}

	const FCompactPoseBoneIndex UpperLimbIndex = BoneContainer.GetParentBoneIndex(LowerLimbIndex);
	if (UpperLimbIndex == INDEX_NONE)
	{
		bInvalidLimb = true;
	}

	const bool bInBoneSpace = (EffectorLocationSpace == BCS_ParentBoneSpace) || (EffectorLocationSpace == BCS_BoneSpace);
	const int32 EffectorBoneIndex = bInBoneSpace ? BoneContainer.GetPoseBoneIndexForBoneName(EffectorSpaceBoneName) : INDEX_NONE;
	const FCompactPoseBoneIndex EffectorSpaceBoneIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(EffectorBoneIndex));

	if (bInBoneSpace && (EffectorSpaceBoneIndex == INDEX_NONE))
	{
		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(IKBoneCompactPoseIndex);

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

	// 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);
	FCompactPoseBoneIndex JointTargetSpaceBoneIndex(INDEX_NONE);

	if (JointTargetLocationSpace == BCS_ParentBoneSpace || JointTargetLocationSpace == BCS_BoneSpace)
	{
		int32 Index = BoneContainer.GetPoseBoneIndexForBoneName(JointTargetSpaceBoneName);
		JointTargetSpaceBoneIndex = BoneContainer.MakeCompactPoseIndex(FMeshPoseBoneIndex(Index));
	}
	
	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
	{
//.........这里部分代码省略.........
开发者ID:frobro98,项目名称:UnrealSource,代码行数:101,代码来源:AnimNode_TwoBoneIK.cpp


注:本文中的FCSPose::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。