VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRMovement/Public/OculusXRBodyTrackingCompone...

70 lines
2.0 KiB
C
Raw Normal View History

// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreMinimal.h"
#include "Components/PoseableMeshComponent.h"
#include "OculusXRMovementTypes.h"
#include "OculusXRBodyTrackingComponent.generated.h"
UENUM(BlueprintType)
enum class EOculusXRBodyTrackingMode : uint8
{
PositionAndRotation,
RotationOnly,
NoTracking
};
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent, DisplayName = "OculusXR Body Tracking Component"), ClassGroup = OculusXRHMD)
class OCULUSXRMOVEMENT_API UOculusXRBodyTrackingComponent : public UPoseableMeshComponent
{
GENERATED_BODY()
public:
UOculusXRBodyTrackingComponent();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/**
* Restore all bones to their initial transforms
*/
UFUNCTION(BlueprintCallable, Category = "OculusXR|Movement")
void ResetAllBoneTransforms();
/**
* How are the results of body tracking applied to the mesh.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Movement")
EOculusXRBodyTrackingMode BodyTrackingMode;
/**
* The bone name associated with each bone ID.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "OculusXR|Movement")
TMap<EOculusXRBoneID, FName> BoneNames;
/**
* Do not apply body state to bones if confidence is lower than this value. Confidence is in range [0,1].
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Movement", meta = (ClampMin = "0", ClampMax = "1", UIMin = "0", UIMax = "1"))
float ConfidenceThreshold;
private:
bool InitializeBodyBones();
// One meter in unreal world units.
float WorldToMeters;
// The index of each mapped bone after the discovery and association of bone names.
TMap<EOculusXRBoneID, int32> MappedBoneIndices;
// Saved body state.
FOculusXRBodyState BodyState;
// Stop the tracker just once.
static int TrackingInstanceCount;
};