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Plugin/Source/SenseGloveSettings/Public/SGSettings/SGVirtualHandMeshSettings.h
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* 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.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "Engine/SkeletalMesh.h"
#include "Math/Rotator.h"
#include "Math/Transform.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/SoftObjectPtr.h"
#include "SGSettings/SGVirtualHandPhalangesLengthSettings.h"
#include "SGVirtualHandMeshSettings.generated.h"
class USkeletalMesh;
/**
* Implements the virtual hand mesh settings.
*
* Utilized by the SenseGlove Tracking module to account for the current virtual hand mesh when generating hand pose
* data, resulting in more accurate glove or hand data representation and also smoother animations.
*/
USTRUCT(BlueprintType)
struct SENSEGLOVESETTINGS_API FSGVirtualHandMeshSettings
{
GENERATED_USTRUCT_BODY()
public:
/**
* The virtual hand model for the left hand is to be used by the SenseGlove Tracking module to generate all the 26
* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand
* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values
* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.
*
* By default, no virtual hand mesh is set.
*
* Caution:
* If no virtual hand mesh is set, the Tracking module will fall back to hard-coded values extracted from the
* standard virtual hand model shipped by Unreal Engine VRTemplate. This may result in distorted hand mesh while
* animating a hand in case a different hand mesh other than the default Epic virtual hand mesh is being set on the
* virtual hand components.
*/
UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
TSoftObjectPtr<USkeletalMesh> LeftHandReferenceMesh;
/**
* The virtual hand model for the right hand is to be used by the SenseGlove Tracking module to generate all the 26
* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand
* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values
* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.
*
* By default, no virtual hand mesh is set.
*
* Caution:
* If no virtual hand mesh is set, the Tracking module will fall back to hard-coded values extracted from the
* standard virtual hand model shipped by Unreal Engine VRTemplate. This may result in distorted hand mesh while
* animating a hand in case a different hand mesh other than the default Epic virtual hand mesh is being set on the
* virtual hand components.
*/
UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
TSoftObjectPtr<USkeletalMesh> RightHandReferenceMesh;
/**
* The length of distal phalanges that cannot be retrieved from any virtual hand mesh compliant with the Epic
* standard rig. Also, the SenseGlove Hand Pose format does not provide these. This is used by SenseGlove Tracking
* module to calculate an FXRMotionControllerData the all 26 joints. The values you specify here depend on the
* shape of the virtual hand mesh and the defaults are approximated for the virtual hand model shipped with the
* Unreal Engine VRTemplate.
*/
UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
FSGVirtualHandPhalangesLengthSettings DistalPhalangesLengthSettings;
/**
* Used mostly by the SenseGlove Tracking module and SGPawn to offset for any initial rotation during the virtual
* hand mesh import process. This is the case for example with the virtual hand model shipped with Unreal Engine's
* VRTemplate, which typically has an initial -90.0f degrees rotation on the Yaw axis. By default, this option has
* been set up with the Unreal Engine's VRTemplate virtual hand model in mind.
*/
UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
FRotator RootBoneRotationCorrection;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
TMap<FName, FTransform> LeftHandDefaultReferenceBoneTransforms;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
TMap<FName, FTransform> RightHandDefaultReferenceBoneTransforms;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
TArray<FName> LeftHandBoneNames;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
TArray<FName> RightHandBoneNames;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
FString DefaultLeftHandMeshPath;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
FString DefaultLeftHandMeshPathOnly;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
FString DefaultRightHandMeshPath;
/**
* Read-only and for internal use only.
*/
UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
FString DefaultRightHandMeshPathOnly;
public:
FSGVirtualHandMeshSettings();
FSGVirtualHandMeshSettings(
const TSoftObjectPtr<USkeletalMesh>& InLeftHandReferenceMesh,
const TSoftObjectPtr<USkeletalMesh>& InRightHandReferenceMesh,
const FSGVirtualHandPhalangesLengthSettings& InDistalPhalangesLengthSettings,
const FRotator& InRootBoneRotationCorrection);
};