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Plugin/Source/SenseGlove/Private/SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.cpp
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2025 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
*
*
*/
#include "SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.h"
#include "Animation/AnimInstance.h"
#include "Animation/Skeleton.h"
#include "BoneContainer.h"
#include "BoneControllers/AnimNode_ModifyBone.h"
#include "BonePose.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "Engine/SkeletalMesh.h"
#include "Math/Rotator.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy()
: FAnimInstanceProxy{}
{
VirtualHand = nullptr;
HandMeshAsset = nullptr;
HandSkeleton = nullptr;
bVirtualHandVisible = false;
bMarkRenderStateDirty = false;
bShouldAnimationApplyBoneLocation = false;
}
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance)
: FAnimInstanceProxy{Instance}
{
VirtualHand = nullptr;
HandMeshAsset = nullptr;
HandSkeleton = nullptr;
bVirtualHandVisible = false;
bMarkRenderStateDirty = false;
bShouldAnimationApplyBoneLocation = false;
}
void FSGVirtualHandAnimInstanceProxy::PreEvaluateAnimation(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::PreEvaluateAnimation(InAnimInstance);
if (!IsValid(InAnimInstance))
{
return;
}
VirtualHand = Cast<USGVirtualHandComponent>(GetSkelMeshComponent());
if (!IsValid(VirtualHand))
{
return;
}
HandMeshAsset = VirtualHand->GetSkeletalMeshAsset();
if (!IsValid(HandMeshAsset))
{
return;
}
HandSkeleton = HandMeshAsset->GetSkeleton();
if (!IsValid(HandSkeleton))
{
return;
}
bVirtualHandVisible = VirtualHand->IsVisible() && VirtualHand->GetVisibleFlag();
if (!bVirtualHandVisible)
{
return;
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
HandTrackingState = VirtualHand->GetHandTrackingState();
if (!HandTrackingState.bValid)
{
return;
}
ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(),
TEXT("Mismatched hand tracking state locations and rotations!"));
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
MotionControllerData = VirtualHand->GetMotionControllerData();
if (!MotionControllerData.bValid)
{
return;
}
ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(),
TEXT("Mismatched motion controller data positions and rotations!"));
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
BoneNamesMap.Empty();
for (TArray<FQuat>::SizeType HandKeyIndex = 0;
HandKeyIndex <
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
HandTrackingState.HandKeyRotations.Num()
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
MotionControllerData.HandKeyRotations.Num()
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
; ++HandKeyIndex)
{
const FName& BoneName{VirtualHand->GetHandBoneName(HandKeyIndex)};
BoneNamesMap.Add(HandKeyIndex, BoneName);
}
const FSGVirtualHandAnimationSettings AnimationSettings{VirtualHand->GetVirtualHandSettings().AnimationSettings};
AnimationBoneCorrectionOffsetTransform = FTransform{AnimationSettings.AnimationBoneRotationCorrectionOffset};
bShouldAnimationApplyBoneLocation = AnimationSettings.bShouldAnimationApplyBoneLocation;
}
bool FSGVirtualHandAnimInstanceProxy::Evaluate(FPoseContext& Output)
{
if (!bVirtualHandVisible)
{
return FAnimInstanceProxy::Evaluate(Output);
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
if (!HandTrackingState.bValid)
{
return FAnimInstanceProxy::Evaluate(Output);
}
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
if (!MotionControllerData.bValid)
{
return FAnimInstanceProxy::Evaluate(Output);
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
FComponentSpacePoseContext PoseContext{Output.AnimInstanceProxy};
PoseContext.Pose.InitPose(Output.Pose);
for (const TTuple<TArray<FQuat>::SizeType, FName>& Bone: BoneNamesMap)
{
const TArray<FQuat>::SizeType HandKeyIndex = Bone.Key;
const FName& BoneName{Bone.Value};
if (BoneName == NAME_None)
{
continue;
}
const int32 BoneIndex = GetRequiredBones().GetPoseBoneIndexForBoneName(BoneName);
if (BoneIndex == INDEX_NONE)
{
continue;
}
FBoneReference BoneReference;
BoneReference.BoneName = BoneName;
BoneReference.BoneIndex = BoneIndex;
BoneReference.bUseSkeletonIndex = true;
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
const FVector& HandKeyLocation{HandTrackingState.HandKeyLocations[HandKeyIndex]};
const FQuat& HandKeyRotation{HandTrackingState.HandKeyRotations[HandKeyIndex]};
const FTransform HandKeyTransform{HandKeyRotation, HandKeyLocation};
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
const FVector& HandKeyPosition{MotionControllerData.HandKeyPositions[HandKeyIndex]};
const FQuat& HandKeyRotation{MotionControllerData.HandKeyRotations[HandKeyIndex]};
const FTransform HandKeyTransform{HandKeyRotation, HandKeyPosition};
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */
const FTransform BoneTransform{AnimationBoneCorrectionOffsetTransform * HandKeyTransform};
FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
FAnimNode_ModifyBone BoneController;
BoneController.BoneToModify = MoveTemp(BoneReference);
BoneController.Rotation = MoveTemp(BoneRotation);
BoneController.RotationMode = EBoneModificationMode::BMM_Replace;
BoneController.RotationSpace = EBoneControlSpace::BCS_WorldSpace;
BoneController.ScaleMode = EBoneModificationMode::BMM_Ignore;
if (bShouldAnimationApplyBoneLocation)
{
FVector BoneTranslation{BoneTransform.GetLocation()};
BoneController.TranslationMode = EBoneModificationMode::BMM_Replace;
BoneController.TranslationSpace = EBoneControlSpace::BCS_WorldSpace;
BoneController.Translation = MoveTemp(BoneTranslation);
}
else
{
BoneController.TranslationMode = EBoneModificationMode::BMM_Ignore;
}
const bool bValidToEvaluate =
BoneController.IsValidToEvaluate(HandSkeleton, Output.Pose.GetBoneContainer());
if (!bValidToEvaluate)
{
continue;
}
TArray<FBoneTransform> BoneTransforms;
BoneController.EvaluateSkeletalControl_AnyThread(PoseContext, BoneTransforms);
const TArray<FBoneTransform>::SizeType BoneTransformsNum = BoneTransforms.Num();
if (BoneTransformsNum > 0)
{
PoseContext.Pose.LocalBlendCSBoneTransforms(BoneTransforms, 1.0f);
PoseContext.Pose.ConvertComponentPosesToLocalPoses(PoseContext.Pose, Output.Pose);
bMarkRenderStateDirty = true;
}
}
return true;
}
void FSGVirtualHandAnimInstanceProxy::PostEvaluate(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::PostEvaluate(InAnimInstance);
if (!bMarkRenderStateDirty)
{
return;
}
if (!IsValid(VirtualHand))
{
return;
}
VirtualHand->MarkRenderStateDirty();
}