Comments (1)
MyGameNode
is your own code. I'm assuming you have a game engine that has its own node tree. So if this is true, then you have to copy the positions and rotations from your game into an identical structure of ik_node_t, solve, then copy the data back into your game.
If you want to use ik_node_t structures directly for the rest of your application you can do that too. Then you wouldn't need to do any copying, but then you are depending on IK structures, which is probably not a very good idea from a design point of view.
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Related Issues (20)
- How to set and get the rotation of each joint HOT 7
- Running the example code HOT 3
- Correct sample
- How work "eff->target_position"? HOT 3
- IK_TWO_BONE work, IK_FABRIK - failed HOT 4
- Need some samples with constraint HOT 6
- Obtaining Joint Angles
- mark
- Solved
- How to implement Hinge Constraints? HOT 1
- should iterate_affected_nodes be used ? HOT 1
- SetLocalPosition undefined HOT 1
- where is the v2.0 code HOT 1
- how to use the interface HOT 8
- Target has an offset when setting chain_length HOT 2
- Better Documentation for Building HOT 1
- Cannot compile sample code HOT 4
- Remove lib prefix only if IK_PYTHON=ON
- Is your project related to effector? HOT 1
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