179 lines
7.4 KiB
C++
179 lines
7.4 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2024 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* 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
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* copies or 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
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/Map.h"
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#include "Containers/UnrealString.h"
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#include "Engine/SkeletalMesh.h"
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#include "Math/Rotator.h"
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#include "Math/Transform.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/SoftObjectPtr.h"
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#include "SGSettings/SGVirtualHandPhalangesLengthSettings.h"
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#include "SGVirtualHandMeshSettings.generated.h"
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class USkeletalMesh;
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/**
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* Implements the virtual hand mesh settings.
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*
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* Utilized by the SenseGlove Tracking module to account for the current virtual hand mesh when generating hand pose
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* data, resulting in more accurate glove or hand data representation and also smoother animations.
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*/
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USTRUCT(BlueprintType)
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struct SENSEGLOVESETTINGS_API FSGVirtualHandMeshSettings
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{
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GENERATED_USTRUCT_BODY()
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public:
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/**
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* The virtual hand model for the left hand is to be used by the SenseGlove Tracking module to generate all the 26
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* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand
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* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
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* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values
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* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
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* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.
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*
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* By default, no virtual hand mesh is set.
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*
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* Caution:
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* If no virtual hand mesh is set, the Tracking module will fall back to hard-coded values extracted from the
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* standard virtual hand model shipped by Unreal Engine VRTemplate. This may result in distorted hand mesh while
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* animating a hand in case a different hand mesh other than the default Epic virtual hand mesh is being set on the
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* virtual hand components.
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*/
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UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
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TSoftObjectPtr<USkeletalMesh> LeftHandReferenceMesh;
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/**
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* The virtual hand model for the right hand is to be used by the SenseGlove Tracking module to generate all the 26
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* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand
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* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
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* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values
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* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
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* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.
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*
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* By default, no virtual hand mesh is set.
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*
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* Caution:
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* If no virtual hand mesh is set, the Tracking module will fall back to hard-coded values extracted from the
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* standard virtual hand model shipped by Unreal Engine VRTemplate. This may result in distorted hand mesh while
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* animating a hand in case a different hand mesh other than the default Epic virtual hand mesh is being set on the
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* virtual hand components.
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*/
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UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
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TSoftObjectPtr<USkeletalMesh> RightHandReferenceMesh;
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/**
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* The length of distal phalanges that cannot be retrieved from any virtual hand mesh compliant with the Epic
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* standard rig. Also, the SenseGlove Hand Pose format does not provide these. This is used by SenseGlove Tracking
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* module to calculate an FXRMotionControllerData the all 26 joints. The values you specify here depend on the
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* shape of the virtual hand mesh and the defaults are approximated for the virtual hand model shipped with the
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* Unreal Engine VRTemplate.
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*/
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UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
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FSGVirtualHandPhalangesLengthSettings DistalPhalangesLengthSettings;
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/**
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* Used mostly by the SenseGlove Tracking module and SGPawn to offset for any initial rotation during the virtual
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* hand mesh import process. This is the case for example with the virtual hand model shipped with Unreal Engine's
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* VRTemplate, which typically has an initial -90.0f degrees rotation on the Yaw axis. By default, this option has
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* been set up with the Unreal Engine's VRTemplate virtual hand model in mind.
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*/
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UPROPERTY(Config, EditDefaultsOnly, Category="Mesh")
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FRotator RootBoneRotationCorrection;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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TMap<FName, FTransform> LeftHandDefaultReferenceBoneTransforms;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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TMap<FName, FTransform> RightHandDefaultReferenceBoneTransforms;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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TArray<FName> LeftHandBoneNames;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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TArray<FName> RightHandBoneNames;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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FString DefaultLeftHandMeshPath;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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FString DefaultLeftHandMeshPathOnly;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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FString DefaultRightHandMeshPath;
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/**
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* Read-only and for internal use only.
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*/
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Mesh")
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FString DefaultRightHandMeshPathOnly;
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public:
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FSGVirtualHandMeshSettings();
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FSGVirtualHandMeshSettings(
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const TSoftObjectPtr<USkeletalMesh>& InLeftHandReferenceMesh,
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const TSoftObjectPtr<USkeletalMesh>& InRightHandReferenceMesh,
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const FSGVirtualHandPhalangesLengthSettings& InDistalPhalangesLengthSettings,
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const FRotator& InRootBoneRotationCorrection);
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}; |