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

Controller which implements the FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details. More...

Public Member Functions

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

Public Attributes

Alpha
FInputScaleBias AlphaScaleBias
EAnimAlphaInputType AlphaInputType
FInputScaleBiasClamp AlphaScaleBiasClamp
FName AlphaCurveName
FInputAlphaBoolBlend AlphaBoolBlend
bool bAlphaBoolEnabled
float32 Alpha
 Current strength of the skeletal control.
EndEffector
EBoneRotationSource EffectorRotationSource
FTransform EffectorTransform
 Coordinates for target location of tip bone - if EffectorLocationSpace is bone, this is the offset from Target Bone to use as target location.
FBoneSocketTarget EffectorTarget
 If EffectorTransformSpace is a bone, this is the bone to use. *.
EBoneControlSpace EffectorTransformSpace
 Reference frame of Effector Transform.
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
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 bEnableDebugDraw
 Toggle drawing of axes to debug joint rotation.
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 FABRIK IK approximation algorithm - see http://www.academia.edu/9165835/FABRIK_A_fast_iterative_solver_for_the_Inverse_Kinematics_problem for details.

Member Function Documentation

◆ opAssign()

FAnimNode_Fabrik & opAssign ( FAnimNode_Fabrik 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

◆ bEnableDebugDraw

bool bEnableDebugDraw

Toggle drawing of axes to debug joint rotation.

◆ ComponentPose

FComponentSpacePoseLink ComponentPose

Input link.

◆ EffectorRotationSource

EBoneRotationSource EffectorRotationSource

◆ EffectorTarget

FBoneSocketTarget EffectorTarget

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

◆ EffectorTransform

FTransform EffectorTransform

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

◆ EffectorTransformSpace

EBoneControlSpace EffectorTransformSpace

Reference frame of Effector Transform.

◆ 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.

◆ TipBone

FBoneReference TipBone

Name of tip bone.