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