class ARigidbodyAnimationController
#include <RigidbodyAnimationController.h>
class ARigidbodyAnimationController: public AActor
{
public:
// methods
virtual void Tick(float DeltaTime);
virtual void AddRigidBodyAnimation(RigidBodyAnimationBase* r);
bool DualQuatCast(
float& QW,
float& QX,
float& QY,
float& QZ,
float& VX,
float& VY,
float& VZ,
float& dqwReal,
float& dqxReal,
float& dqyReal,
float& dqzReal,
float& dqwDual,
float& dqxDual,
float& dqyDual,
float& dqzDual
);
bool DualQuatLerp(
float& dqwStartReal,
float& dqxStartReal,
float& dqyStartReal,
float& dqzStartReal,
float& dqwStartDual,
float& dqxStartDual,
float& dqyStartDual,
float& dqzStartDual,
float& dqwEndReal,
float& dqxEndReal,
float& dqyEndReal,
float& dqzEndReal,
float& dqwEndDual,
float& dqxEndDual,
float& dqyEndDual,
float& dqzEndDual,
float& dqwInterpReal,
float& dqxInterpReal,
float& dqyInterpReal,
float& dqzInterpReal,
float& dqwInterpDual,
float& dqxInterpDual,
float& dqyInterpDual,
float& dqzInterpDual,
float factor
);
bool QuatVecCast(
float& dqwReal,
float& dqxReal,
float& dqyReal,
float& dqzReal,
float& dqwDual,
float& dqxDual,
float& dqyDual,
float& dqzDual,
float& QW,
float& QX,
float& QY,
float& QZ,
float& VX,
float& VY,
float& VZ
);
TArray<RigidBodyAnimationBase*> GetAnimations() const;
};