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

144 lines
4.3 KiB
C++

// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreMinimal.h"
#include "LiveLinkRetargetAsset.h"
#include "OculusXRMovementTypes.h"
#include "Containers/StaticArray.h"
#include "BonePose.h"
#include "OculusXRLiveLinkRetargetBodyAsset.generated.h"
UENUM(BlueprintType, meta = (DisplayName = "Axis"))
enum class EOculusXRAxis : uint8
{
X = 0 UMETA(DisplayName = "X"),
Y = 1 UMETA(DisplayName = "Y"),
Z = 2 UMETA(DisplayName = "Z"),
NegativeX = 3 UMETA(DisplayName = "-X"),
NegativeY = 4 UMETA(DisplayName = "-Y"),
NegativeZ = 5 UMETA(DisplayName = "-Z"),
};
UENUM(BlueprintType, meta = (DisplayName = "Retargeting mode"))
enum class EOculusXRRetargetingMode : uint8
{
Full UMETA(DisplayName = "Rotations and positions"),
Rotations UMETA(DisplayName = "Only rotations"),
RotationsPlusRoot UMETA(DisplayName = "Rotations and root position"),
RotationsPlusHips UMETA(DisplayName = "Rotations and hips position"),
None UMETA(DisplayName = "Disabled"),
};
USTRUCT(BlueprintType, meta = (DisplayName = "Bone local correction"))
struct OCULUSXRMOVEMENT_API FOculusXRBoneCorrection
{
GENERATED_BODY()
FOculusXRBoneCorrection()
: PositionOffset(FVector::ZeroVector), RotationOffset(FRotator::ZeroRotator){};
/**
* Position offset in local space.
*/
UPROPERTY(EditAnywhere, Category = "OculusXR|Movement")
FVector PositionOffset;
/**
* Rotation offset in local space.
*/
UPROPERTY(EditAnywhere, Category = "OculusXR|Movement")
FRotator RotationOffset;
};
USTRUCT(BlueprintType, meta = (DisplayName = "Correction applied to set of bones"))
struct OCULUSXRMOVEMENT_API FOculusXRBoneCorrectionSet
{
GENERATED_BODY()
FOculusXRBoneCorrectionSet(){};
/**
* Set of bones to which the correction will be applied.
*/
UPROPERTY(EditAnywhere, Category = "OculusXR|Movement")
TSet<EOculusXRBoneID> Bones;
/**
* The correction for this set.
*/
UPROPERTY(EditAnywhere, Category = "OculusXR|Movement")
FOculusXRBoneCorrection BoneCorrection;
};
UCLASS(Blueprintable, meta = (DisplayName = "MetaXR MovementSDK LiveLink retarget body asset"), ClassGroup = OculusXRHMD)
class OCULUSXRMOVEMENT_API UOculusXRLiveLinkRetargetBodyAsset : public ULiveLinkRetargetAsset
{
GENERATED_UCLASS_BODY()
virtual void Initialize() override;
virtual void BuildPoseFromAnimationData(float DeltaTime, const FLiveLinkSkeletonStaticData* InSkeletonData, const FLiveLinkAnimationFrameData* InFrameData, FCompactPose& OutPose) override;
/**
* Remapping from bone ID to target skeleton's bone name.
*/
UPROPERTY(EditDefaultsOnly, Category = "OculusXR|Movement")
TMap<EOculusXRBoneID, FName> BoneRemapping;
/**
* Correction applied to all bones.
*/
UPROPERTY(EditDefaultsOnly, Category = "OculusXR|Movement")
FOculusXRBoneCorrection GlobalCorrection;
/**
* Groups of local bone corrections.
*
* Order matters. A bone can be corrected multiple times.
* Corrections will be applied with the same order as in this array.
*/
UPROPERTY(EditDefaultsOnly, Category = "OculusXR|Movement")
TArray<FOculusXRBoneCorrectionSet> LocalCorrections;
/**
* Switch between retargeting modes.
*/
UPROPERTY(EditAnywhere, Category = "OculusXR|Movement")
EOculusXRRetargetingMode RetargetingMode;
/**
* Forward vector axis is the direction towards which the target mesh is oriented.
*/
UPROPERTY(EditDefaultsOnly, Category = "OculusXR|Movement")
EOculusXRAxis ForwardMesh;
private:
// Scale the source tracking positions. This will be initialized with WorldToMeters value.
float Scale;
// Movement tracking is oriented towards X axis.
const EOculusXRAxis ForwardTracking{ EOculusXRAxis::X };
// Transform from tracking to mesh space.
FTransform TrackingSpaceToMeshSpace;
// Correction applied to all bones
FTransform GlobalBoneCorrection;
// Correction applied per bone
TStaticArray<FTransform, static_cast<uint8>(EOculusXRBoneID::COUNT)> LocalBoneCorrections;
// Target skeleton's bone name per bone id
TStaticArray<FName, static_cast<uint8>(EOculusXRBoneID::COUNT)> BoneNames;
// Latest bone container serial number
uint16 LastBoneContainerSerialNumber;
// Compact pose indices per bone id
TStaticArray<FCompactPoseBoneIndex, static_cast<uint8>(EOculusXRBoneID::COUNT)> LastSkeletonBoneRemapping{ InPlace, FCompactPoseBoneIndex(INDEX_NONE) };
// Recalculate skeleton dependent mappings
void OnBoneContainerChanged(const FBoneContainer& BoneContainer);
};