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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 - 2023 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 "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 "Runtime/Launch/Resources/Version.h"
#include "SGLog/SGLog.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy()
: FAnimInstanceProxy()
{
}
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance)
: FAnimInstanceProxy(Instance)
{
}
void FSGVirtualHandAnimInstanceProxy::PreEvaluateAnimation(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::PreEvaluateAnimation(InAnimInstance);
if (!IsValid(InAnimInstance))
{
return;
}
USGVirtualHandComponent* VirtualHand{Cast<USGVirtualHandComponent>(GetSkelMeshComponent())};
if (!IsValid(VirtualHand))
{
return;
}
BonesRotations.Empty();
if (!VirtualHand->IsGloveConnected())
{
return;
}
BonesRotations = VirtualHand->GetFingersBonesRotations();
}
bool FSGVirtualHandAnimInstanceProxy::Evaluate(FPoseContext& Output)
{
USGVirtualHandComponent* VirtualHand{Cast<USGVirtualHandComponent>(GetSkelMeshComponent())};
if (!IsValid(VirtualHand) && !VirtualHand->IsGloveConnected())
{
return FAnimInstanceProxy::Evaluate(Output);
}
const USkeletalMesh* HandMesh{VirtualHand->
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
GetSkeletalMeshAsset()
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
SkeletalMesh
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
};
if (!IsValid(HandMesh))
{
return FAnimInstanceProxy::Evaluate(Output);
}
const USkeleton* HandSkeleton{HandMesh->GetSkeleton()};
if (!IsValid(HandSkeleton))
{
return FAnimInstanceProxy::Evaluate(Output);
}
FComponentSpacePoseContext PoseContext{Output.AnimInstanceProxy};
PoseContext.Pose.InitPose(Output.Pose);
for (const TTuple<FName, FRotator>& Bone: BonesRotations)
{
FName BoneName{Bone.Key};
FRotator BoneRotation{Bone.Value};
const int32 BoneIndex = GetRequiredBones().GetPoseBoneIndexForBoneName(BoneName);
if (BoneIndex == INDEX_NONE)
{
SGLOG_WARNING(FString::Printf(TEXT("Could not find a bone index for '%s' finger bone!"),
*BoneName.ToString()));
continue;
}
FBoneReference BoneReference;
BoneReference.BoneName = MoveTemp(BoneName);
BoneReference.BoneIndex = BoneIndex;
BoneReference.bUseSkeletonIndex = true;
FAnimNode_ModifyBone BoneController;
BoneController.BoneToModify = MoveTemp(BoneReference);
BoneController.Rotation = MoveTemp(BoneRotation);
BoneController.RotationMode = EBoneModificationMode::BMM_Replace;
BoneController.RotationSpace = EBoneControlSpace::BCS_ParentBoneSpace;
BoneController.ScaleMode = EBoneModificationMode::BMM_Ignore;
BoneController.TranslationMode = EBoneModificationMode::BMM_Ignore;
if (BoneController.IsValidToEvaluate(HandSkeleton, Output.Pose.GetBoneContainer()))
{
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);
VirtualHand->MarkRenderStateDirty();
}
}
}
return true;
}