If we wanted to know the angle between two vectors, we would use the dot product of those, let’s create two new vectors v1, and v2, because our previous were not really vectors per se, but point locations Just like in UE4, you use the ‘|’ pipe to do a ...
Added API functions to 3D vectors: squared_length, length, make_unit_vector, dot, dot_2d, distance, distance_2d, distance_squared, distance_squared_2d, get_vector_angle Added API functions to 2D vectors: squared_length, length, make_unit_vector Added a seed for better reproducibility of pede...
当hand的坐标是改变时,a、b的长度是不变的,s也是知道的,求得角度,知道角度后就可以求JointTargetLocation在s方向上投影距离= Cos (Angle) * a,还有就是投影的高度=Sin(Angle) * a,都出来了,这样就能推算出IK后的坐标了。UE里的源码也不是很长,可以直接看看: voidSolveTwoBoneIK(constFVector&RootPos,con...
voidSolveTwoBoneIK(constFVector&RootPos,constFVector&JointPos,constFVector&EndPos,constFVector&JointTarget,constFVector&Effector,FVector&OutJointPos,FVector&OutEndPos,floatUpperLimbLength,floatLowerLimbLength,boolbAllowStretching,floatStartStretchRatio,floatMaxStretchScale){// This is our reach goal.FVectorDe...
var float AngularYAngle_DEPRECATED; /** Z-axis limit for angular motion when using the "Angular" constraint type (Set to 0 to lock, or 180 to remain free) */ var float AngularZAngle_DEPRECATED; var vector AngularLimitsMin; var vector AngularLimitsMax; ...