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ezEngine
Release 25.03
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Accepts a single input in model space and applies aim IK (inverse kinematics) on it. Updates the model pose in place. More...
#include <AnimPoseGenerator.h>
Public Attributes | |
ezVec3 | m_vTargetPosition |
The position for the bone to point at. Must be in model space of the skeleton, ie even the m_RootTransform must have been removed. | |
ezUInt16 | m_uiJointIdx |
The index of the joint to aim. | |
ezUInt16 | m_uiRecalcModelPoseToJointIdx = ezInvalidJointIndex |
Optimization hint to prevent unnecessary recalculation of model poses for joints that get updated later again. | |
float | m_fWeight = 1.0f |
Factor between 0 and 1 for how much to apply the IK. | |
ezVec3 | m_vForwardVector = ezVec3::MakeAxisX() |
The local joint direction that should aim at the target. Typically there is a convention to use +X, +Y or +Z. | |
ezVec3 | m_vUpVector = ezVec3::MakeAxisZ() |
The local joint direction that should point towards the pole vector. Must be orthogonal to the forward vector. | |
ezVec3 | m_vPoleVector = ezVec3::MakeAxisY() |
In the same space as the target position, a position that the up vector of the joint should (roughly) point towards. Used to have bones point into the right direction, for example to make an elbow point properly sideways. | |
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ezHybridArray< ezAnimPoseGeneratorCommandID, 4 > | m_Inputs |
Additional Inherited Members | |
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ezAnimPoseGeneratorCommandID | GetCommandID () const |
ezAnimPoseGeneratorCommandType | GetType () const |
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ezAnimPoseGeneratorModelPoseID | m_ModelPoseOutput = ezInvalidIndex |
ezAnimPoseGeneratorLocalPoseID | m_LocalPoseOutput = ezInvalidIndex |
Accepts a single input in model space and applies aim IK (inverse kinematics) on it. Updates the model pose in place.
The input command must be of type