G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FAnimNode_CCDIK Struct Reference

Controller which implements the CCDIK IK approximation algorithm. More...

Public Member Functions

Functions
FAnimNode_CCDIK & opAssign (FAnimNode_CCDIK Other)
Public Member Functions inherited from FAnimNode_SkeletalControlBase
FAnimNode_SkeletalControlBase & opAssign (FAnimNode_SkeletalControlBase Other)

Public Attributes

Alpha
FInputAlphaBoolBlend AlphaBoolBlend
bool bAlphaBoolEnabled
FName AlphaCurveName
FInputScaleBiasClamp AlphaScaleBiasClamp
FInputScaleBias AlphaScaleBias
float32 Alpha
 Current strength of the skeletal control.
EAnimAlphaInputType AlphaInputType
Effector
FBoneSocketTarget EffectorTarget
 If EffectorTransformSpace is a bone, this is the bone to use. *.
EBoneControlSpace EffectorLocationSpace
 Reference frame of Effector Transform.
FVector EffectorLocation
 Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location.
Links
FComponentSpacePoseLink ComponentPose
 Input link.
Performance
int LODThreshold
 Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.
Solver
bool bStartFromTail
 Toggle drawing of axes to debug joint rotation.
int MaxIterations
 Maximum number of iterations allowed, to control performance.
float32 Precision
 Tolerance for final tip location delta from EffectorLocation.
FBoneReference RootBone
 Name of the root bone.
FBoneReference TipBone
 Name of tip bone.
bool bEnableRotationLimit
 Tolerance for final tip location delta from EffectorLocation.
TArray< float32 > RotationLimitPerJoints
 symmetry rotation limit per joint. Index 0 matches with root bone and last index matches with tip bone.
Public Attributes inherited from FAnimNode_SkeletalControlBase
float32 Alpha
 Current strength of the skeletal control.
EAnimAlphaInputType AlphaInputType
bool bAlphaBoolEnabled
FName AlphaCurveName
FInputScaleBias AlphaScaleBias
FInputAlphaBoolBlend AlphaBoolBlend
FInputScaleBiasClamp AlphaScaleBiasClamp
FComponentSpacePoseLink ComponentPose
 Input link.
int LODThreshold
 Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.

Detailed Description

Controller which implements the CCDIK IK approximation algorithm.

Member Function Documentation

◆ opAssign()

FAnimNode_CCDIK & opAssign ( FAnimNode_CCDIK Other)

Member Data Documentation

◆ Alpha

float32 Alpha

Current strength of the skeletal control.

◆ AlphaBoolBlend

FInputAlphaBoolBlend AlphaBoolBlend

◆ AlphaCurveName

FName AlphaCurveName

◆ AlphaInputType

EAnimAlphaInputType AlphaInputType

◆ AlphaScaleBias

FInputScaleBias AlphaScaleBias

◆ AlphaScaleBiasClamp

FInputScaleBiasClamp AlphaScaleBiasClamp

◆ bAlphaBoolEnabled

bool bAlphaBoolEnabled

◆ bEnableRotationLimit

bool bEnableRotationLimit

Tolerance for final tip location delta from EffectorLocation.

◆ bStartFromTail

bool bStartFromTail

Toggle drawing of axes to debug joint rotation.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ EffectorLocation

FVector EffectorLocation

Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location.

◆ EffectorLocationSpace

EBoneControlSpace EffectorLocationSpace

Reference frame of Effector Transform.

◆ EffectorTarget

FBoneSocketTarget EffectorTarget

If EffectorTransformSpace is a bone, this is the bone to use. *.

◆ LODThreshold

int LODThreshold

Max LOD that this node is allowed to run For example if you have LODThreshold to be 2, it will run until LOD 2 (based on 0 index) when the component LOD becomes 3, it will stop update/evaluate currently transition would be issue and that has to be re-visited.

◆ MaxIterations

int MaxIterations

Maximum number of iterations allowed, to control performance.

◆ Precision

float32 Precision

Tolerance for final tip location delta from EffectorLocation.

◆ RootBone

FBoneReference RootBone

Name of the root bone.

◆ RotationLimitPerJoints

TArray<float32> RotationLimitPerJoints

symmetry rotation limit per joint. Index 0 matches with root bone and last index matches with tip bone.

◆ TipBone

FBoneReference TipBone

Name of tip bone.