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Plugin/Source/SenseGlove/Public/SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.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 "Animation/AnimInstanceProxy.h"
#include "Containers/Array.h"
#include "HeadMountedDisplayTypes.h"
#include "Math/Quat.h"
#include "Math/Transform.h"
#include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h"
#include "SGVirtualHandAnimInstanceProxy.generated.h"
class USkeletalMesh;
class USkeleton;
class USGVirtualHandComponent;
USTRUCT()
struct SENSEGLOVE_API FSGVirtualHandAnimInstanceProxy : public FAnimInstanceProxy
{
GENERATED_USTRUCT_BODY()
private:
bool bIsVirtualHandVisible;
USGVirtualHandComponent* VirtualHand;
USkeletalMesh* HandMeshAsset;
USkeleton* HandSkeleton;
bool bMarkRenderStateDirty;
FXRMotionControllerData MotionControllerData;
TMap<TArray<FQuat>::SizeType, FName> BoneNamesMap;
FTransform AnimationBoneCorrectionOffsetTransform;
bool bShouldAnimationApplyBoneLocation;
public:
FSGVirtualHandAnimInstanceProxy();
FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance);
protected:
FORCEINLINE bool IsVirtualHandVisible() const
{
return bIsVirtualHandVisible;
}
FORCEINLINE USGVirtualHandComponent* GetVirtualHand() const
{
return VirtualHand;
}
FORCEINLINE USkeletalMesh* GetHandMeshAsset() const
{
return HandMeshAsset;
}
FORCEINLINE USkeleton* GetHandSkeleton() const
{
return HandSkeleton;
}
FORCEINLINE bool IsRenderStateDirty() const
{
return bMarkRenderStateDirty;
}
FORCEINLINE const FXRMotionControllerData& GetMotionControllerData() const
{
return MotionControllerData;
}
FORCEINLINE const TMap<TArray<FQuat>::SizeType, FName>& GetBoneNamesMap() const
{
return BoneNamesMap;
}
FORCEINLINE const FTransform& GetAnimationBoneCorrectionOffsetTransform() const
{
return AnimationBoneCorrectionOffsetTransform;
}
FORCEINLINE bool ShouldAnimationApplyBoneLocation() const
{
return bShouldAnimationApplyBoneLocation;
}
protected:
virtual void PreEvaluateAnimation(UAnimInstance* InAnimInstance) override;
virtual bool Evaluate(FPoseContext& Output) override;
virtual void PostEvaluate(UAnimInstance* InAnimInstance) override;
};