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Uses a simple spring model to interpolate a quaternion from Current to Target.
| Name | FRigUnit_SpringInterpQuaternionV2 |
| Type | struct |
| Header File | /Engine/Plugins/Animation/ControlRig/Source/ControlRig/Public/Units/Simulation/RigUnit_SpringInterp.h |
| Include Path | #include "Units/Simulation/RigUnit_SpringInterp.h" |
Syntax
USTRUCT (
Meta=(DisplayName="Spring Interpolate", Keywords="Alpha,SpringInterpolate,Verlet", Category="Simulation|Springs", TemplateName="SpringInterp", MenuDescSuffix="(Quaternion)"))
struct FRigUnit_SpringInterpQuaternionV2 : public FRigVMFunction_SimBase
Inheritance Hierarchy
- FRigVMStruct → FRigVMFunction_SimBase → FRigUnit_SpringInterpQuaternionV2
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FRigUnit_SpringInterpQuaternionV2() |
RigUnit_SpringInterpQuaternion is redirected to RigUnit_SpringInterpQuaternionV2. | Units/Simulation/RigUnit_SpringInterp.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AngularVelocity | FVector | Angular velocity | Units/Simulation/RigUnit_SpringInterp.h |
|
| bInitializeFromTarget | bool | If true, then the initial value will be taken from the target value, and not from the current value. | Units/Simulation/RigUnit_SpringInterp.h |
|
| bUseCurrentInput | bool | If true, then the Current input will be used to initialize the state, and is required to be a variable that holds the current state. | Units/Simulation/RigUnit_SpringInterp.h |
|
| CriticalDamping | float | The amount of damping in the spring. | Units/Simulation/RigUnit_SpringInterp.h |
|
| Current | FQuat | Current position of the spring. | Units/Simulation/RigUnit_SpringInterp.h |
|
| Result | FQuat | New position of the spring after delta time. | Units/Simulation/RigUnit_SpringInterp.h |
|
| SimulatedResult | FQuat | Units/Simulation/RigUnit_SpringInterp.h | ||
| SpringState | FQuaternionSpringState | Units/Simulation/RigUnit_SpringInterp.h | ||
| Strength | float | The spring strength determines how hard it will pull towards the target. | Units/Simulation/RigUnit_SpringInterp.h |
|
| Target | FQuat | Rest/target position of the spring. | Units/Simulation/RigUnit_SpringInterp.h |
|
| TargetVelocityAmount | float | The amount that the velocity should be passed through to the spring. | Units/Simulation/RigUnit_SpringInterp.h |
|
| Torque | FVector | Extra torque to apply (since the moment of inertia is 1, this is also the angular acceleration). | Units/Simulation/RigUnit_SpringInterp.h |
|
Functions
Public
Overridden from FRigVMStruct
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Execute() |
Units/Simulation/RigUnit_SpringInterp.h |