83 lines
3.9 KiB
C
83 lines
3.9 KiB
C
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/*************************************************************************************************************************************
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*The MIT License(MIT)
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*
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*Copyright(c) 2016 Jan Kaniewski(Getnamo)
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*Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc.
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*
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*Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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*files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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*merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is
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*furnished to do so, subject to the following conditions :
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*
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*The above copyright notice and this permission notice shall be included in all copies or
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*substantial portions of the Software.
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*
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*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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*MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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*FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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*CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*************************************************************************************************************************************/
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#pragma once
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#include "BodyStateAnimInstance.h"
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#include "CoreMinimal.h"
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#include "Runtime/AnimGraphRuntime/Public/BoneControllers/AnimNode_SkeletalControlBase.h"
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#include "Skeleton/BodyStateSkeleton.h"
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#include "AnimNode_ModifyBodyStateMappedBones.generated.h"
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USTRUCT()
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struct BODYSTATE_API FAnimNode_ModifyBodyStateMappedBones : public FAnimNode_SkeletalControlBase
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{
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GENERATED_USTRUCT_BODY()
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public:
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/** All combined settings required for this node to process mapped bones */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = BodyState, meta = (PinHiddenByDefault))
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FMappedBoneAnimData MappedBoneAnimData;
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// FAnimNode_SkeletalControlBase interface
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virtual void EvaluateSkeletalControl_AnyThread(
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FComponentSpacePoseContext& Output, TArray<FBoneTransform>& OutBoneTransforms) override;
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virtual bool IsValidToEvaluate(const USkeleton* Skeleton, const FBoneContainer& RequiredBones) override;
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virtual void OnInitializeAnimInstance(const FAnimInstanceProxy* InProxy, const UAnimInstance* InAnimInstance) override;
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virtual bool NeedsOnInitializeAnimInstance() const override
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{
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return true;
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};
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virtual void EvaluateComponentPose_AnyThread(FComponentSpacePoseContext& Output) override;
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// End of FAnimNode_SkeletalControlBase interface
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// Constructor
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FAnimNode_ModifyBodyStateMappedBones();
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protected:
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bool WorldIsGame;
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AActor* OwningActor;
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const UBodyStateAnimInstance* BSAnimInstance;
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private:
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void ApplyTranslation(const FCachedBoneLink& CachedBone, FTransform& NewBoneTM, const FCachedBoneLink* WristCachedBone,
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const FCachedBoneLink* ArmCachedBone,const FMappedBoneAnimData& MappedBoneAnimData);
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void ApplyRotation(const FCachedBoneLink& CachedBone, FTransform& NewBoneTM, const FCachedBoneLink* CachedWristBone,
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const FMappedBoneAnimData& MappedBoneAnimData);
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void ApplyScale(const FCachedBoneLink& CachedBone, const FCachedBoneLink* CachedPrevBone, FTransform& NewBoneTM,
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FTransform& PrevBoneTM, const FMappedBoneAnimData& MappedBoneAnimData);
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void ApplyAutoCorrectRotation(const FTransform& WristBeforeMapping, const FTransform& LeapWrist, FTransform& NewBoneTM,
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const FMappedBoneAnimData& MappedBoneAnimData);
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bool CheckInitEvaulate();
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void CacheArmOrWrist(
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const FCachedBoneLink& CachedBone, const FCachedBoneLink** ArmCachedBone, const FCachedBoneLink** WristCachedBone);
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void SetHandGlobalScale(FTransform& NewBoneTM, const FMappedBoneAnimData& MappedBoneAnimData);
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FTransform GetComponentTransformScaleOnly();
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float CalculateLeapHandLength(const FMappedBoneAnimData& MappedBoneAnimData);
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};
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