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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
Character Plugin
Commits
c8e4bd89
Commit
c8e4bd89
authored
4 months ago
by
Konstantin Kühlem
Browse files
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refractor(VirtuaHuman): Refractor code to match formating guidelines
parent
4d97dedf
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Source/CharacterPlugin/Private/VirtualHuman.cpp
+70
-47
70 additions, 47 deletions
Source/CharacterPlugin/Private/VirtualHuman.cpp
with
70 additions
and
47 deletions
Source/CharacterPlugin/Private/VirtualHuman.cpp
+
70
−
47
View file @
c8e4bd89
...
@@ -10,7 +10,6 @@
...
@@ -10,7 +10,6 @@
#include
"Helper/CharacterPluginLogging.h"
#include
"Helper/CharacterPluginLogging.h"
// Sets default values
// Sets default values
AVirtualHuman
::
AVirtualHuman
()
AVirtualHuman
::
AVirtualHuman
()
{
{
...
@@ -53,8 +52,10 @@ void AVirtualHuman::Tick(float DeltaTime)
...
@@ -53,8 +52,10 @@ void AVirtualHuman::Tick(float DeltaTime)
// Furthermore 0.001f is used and not 0.0f since this value is used for blending and once the animation played in the default slot
// Furthermore 0.001f is used and not 0.0f since this value is used for blending and once the animation played in the default slot
// is blended with 0.0f GetSlotMontageLocalWeight() always returns 0.0f since the animation played is not actually used
// is blended with 0.0f GetSlotMontageLocalWeight() always returns 0.0f since the animation played is not actually used
// so we would have a circular dependency problem.
// so we would have a circular dependency problem.
GetBodyAnimInstance
()
->
IsDefaultSlotPlayingAnimation
=
GetBodyAnimInstance
()
->
GetSlotMontageLocalWeight
(
"DefaultSlot"
)
==
0.0f
?
0.001f
:
1.0f
;
GetBodyAnimInstance
()
->
IsDefaultSlotPlayingAnimation
=
GetBodyAnimInstance
()
->
IsCustomIdleSlotPlayingAnimation
=
GetBodyAnimInstance
()
->
GetSlotMontageLocalWeight
(
"CustomIdleSlot"
)
==
0.0f
?
0.001f
:
1.0f
;
GetBodyAnimInstance
()
->
GetSlotMontageLocalWeight
(
"DefaultSlot"
)
==
0.0f
?
0.001f
:
1.0f
;
GetBodyAnimInstance
()
->
IsCustomIdleSlotPlayingAnimation
=
GetBodyAnimInstance
()
->
GetSlotMontageLocalWeight
(
"CustomIdleSlot"
)
==
0.0f
?
0.001f
:
1.0f
;
if
(
bFirstTick
&&
CustomIdleAnimations
.
Num
()
>
0
)
if
(
bFirstTick
&&
CustomIdleAnimations
.
Num
()
>
0
)
{
{
...
@@ -67,17 +68,19 @@ void AVirtualHuman::Tick(float DeltaTime)
...
@@ -67,17 +68,19 @@ void AVirtualHuman::Tick(float DeltaTime)
void
AVirtualHuman
::
SetupPlayerInputComponent
(
UInputComponent
*
PlayerInputComponent
)
void
AVirtualHuman
::
SetupPlayerInputComponent
(
UInputComponent
*
PlayerInputComponent
)
{
{
Super
::
SetupPlayerInputComponent
(
PlayerInputComponent
);
Super
::
SetupPlayerInputComponent
(
PlayerInputComponent
);
}
}
USkeletalMeshComponent
*
AVirtualHuman
::
GetBodyMesh
()
USkeletalMeshComponent
*
AVirtualHuman
::
GetBodyMesh
()
{
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
return
GetMesh
();
return
GetMesh
();
}
}
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
UObject
*
body_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Body"
));
UObject
*
body_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Body"
));
if
(
body_obj
!=
nullptr
)
{
if
(
body_obj
!=
nullptr
)
{
return
Cast
<
USkeletalMeshComponent
>
(
body_obj
);
return
Cast
<
USkeletalMeshComponent
>
(
body_obj
);
}
}
}
}
...
@@ -87,12 +90,15 @@ USkeletalMeshComponent* AVirtualHuman::GetBodyMesh()
...
@@ -87,12 +90,15 @@ USkeletalMeshComponent* AVirtualHuman::GetBodyMesh()
USkeletalMeshComponent
*
AVirtualHuman
::
GetFaceMesh
()
USkeletalMeshComponent
*
AVirtualHuman
::
GetFaceMesh
()
{
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
return
GetMesh
();
return
GetMesh
();
}
}
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
UObject
*
face_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Face"
));
UObject
*
face_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Face"
));
if
(
face_obj
!=
nullptr
)
{
if
(
face_obj
!=
nullptr
)
{
return
Cast
<
USkeletalMeshComponent
>
(
face_obj
);
return
Cast
<
USkeletalMeshComponent
>
(
face_obj
);
}
}
}
}
...
@@ -102,12 +108,15 @@ USkeletalMeshComponent* AVirtualHuman::GetFaceMesh()
...
@@ -102,12 +108,15 @@ USkeletalMeshComponent* AVirtualHuman::GetFaceMesh()
UVHAnimInstance
*
AVirtualHuman
::
GetBodyAnimInstance
()
UVHAnimInstance
*
AVirtualHuman
::
GetBodyAnimInstance
()
{
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
return
Cast
<
UVHAnimInstance
>
(
GetMesh
()
->
GetAnimInstance
());
return
Cast
<
UVHAnimInstance
>
(
GetMesh
()
->
GetAnimInstance
());
}
}
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
UObject
*
body_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Body"
));
UObject
*
body_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Body"
));
if
(
body_obj
!=
nullptr
)
{
if
(
body_obj
!=
nullptr
)
{
USkeletalMeshComponent
*
body
=
Cast
<
USkeletalMeshComponent
>
(
body_obj
);
USkeletalMeshComponent
*
body
=
Cast
<
USkeletalMeshComponent
>
(
body_obj
);
return
Cast
<
UVHAnimInstance
>
(
body
->
GetAnimInstance
());
return
Cast
<
UVHAnimInstance
>
(
body
->
GetAnimInstance
());
}
}
...
@@ -118,12 +127,15 @@ UVHAnimInstance* AVirtualHuman::GetBodyAnimInstance()
...
@@ -118,12 +127,15 @@ UVHAnimInstance* AVirtualHuman::GetBodyAnimInstance()
UVHAnimInstance
*
AVirtualHuman
::
GetFaceAnimInstance
()
UVHAnimInstance
*
AVirtualHuman
::
GetFaceAnimInstance
()
{
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
if
(
BodyType
==
EBodyType
::
CC3
)
{
return
Cast
<
UVHAnimInstance
>
(
GetMesh
()
->
GetAnimInstance
());
return
Cast
<
UVHAnimInstance
>
(
GetMesh
()
->
GetAnimInstance
());
}
}
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
UObject
*
face_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Face"
));
UObject
*
face_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Face"
));
if
(
face_obj
!=
nullptr
)
{
if
(
face_obj
!=
nullptr
)
{
USkeletalMeshComponent
*
face
=
Cast
<
USkeletalMeshComponent
>
(
face_obj
);
USkeletalMeshComponent
*
face
=
Cast
<
USkeletalMeshComponent
>
(
face_obj
);
return
Cast
<
UVHAnimInstance
>
(
face
->
GetAnimInstance
());
return
Cast
<
UVHAnimInstance
>
(
face
->
GetAnimInstance
());
}
}
...
@@ -158,13 +170,14 @@ bool AVirtualHuman::SupportsMorphs()
...
@@ -158,13 +170,14 @@ bool AVirtualHuman::SupportsMorphs()
void
AVirtualHuman
::
SetUpBodyType
()
void
AVirtualHuman
::
SetUpBodyType
()
{
{
if
(
BodyType
==
EBodyType
::
CC3
)
if
(
BodyType
==
EBodyType
::
CC3
)
{
{
if
(
BodyAnimInstanceToUse
!=
nullptr
)
if
(
BodyAnimInstanceToUse
!=
nullptr
)
{
{
GetBodyMesh
()
->
SetAnimInstanceClass
(
BodyAnimInstanceToUse
);
GetBodyMesh
()
->
SetAnimInstanceClass
(
BodyAnimInstanceToUse
);
}
}
else
{
else
{
GetBodyMesh
()
->
SetAnimInstanceClass
(
CC3AnimInstanceClass
);
GetBodyMesh
()
->
SetAnimInstanceClass
(
CC3AnimInstanceClass
);
}
}
//AnimationInstance = Cast<UVHAnimInstance>(GetMesh()->GetAnimInstance());
//AnimationInstance = Cast<UVHAnimInstance>(GetMesh()->GetAnimInstance());
...
@@ -204,22 +217,25 @@ void AVirtualHuman::SetUpBodyType()
...
@@ -204,22 +217,25 @@ void AVirtualHuman::SetUpBodyType()
BoneNames
.
foot_l
=
TEXT
(
"foot_l"
);
BoneNames
.
foot_l
=
TEXT
(
"foot_l"
);
BoneNames
.
foot_socket_r
=
TEXT
(
"foot_rSocket"
);
BoneNames
.
foot_socket_r
=
TEXT
(
"foot_rSocket"
);
BoneNames
.
foot_socket_l
=
TEXT
(
"foot_lSocket"
);
BoneNames
.
foot_socket_l
=
TEXT
(
"foot_lSocket"
);
}
}
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
else
if
(
BodyType
==
EBodyType
::
MetaHuman
)
{
UObject
*
root_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Root"
));
UObject
*
root_obj
=
GetDefaultSubobjectByName
(
TEXT
(
"Root"
));
USkeletalMeshComponent
*
body
=
GetBodyMesh
();
USkeletalMeshComponent
*
body
=
GetBodyMesh
();
USkeletalMeshComponent
*
face
=
GetFaceMesh
();
USkeletalMeshComponent
*
face
=
GetFaceMesh
();
FStreamableManager
AssetLoader
;
FStreamableManager
AssetLoader
;
FSoftObjectPath
AssetRef
(
FPaths
::
ConvertRelativePathToFull
(
"/CharacterPlugin/Characters/MetaHuman/metahuman_base_skel.metahuman_base_skel"
));
FSoftObjectPath
AssetRef
(
FPaths
::
ConvertRelativePathToFull
(
"/CharacterPlugin/Characters/MetaHuman/metahuman_base_skel.metahuman_base_skel"
));
UObject
*
body_skeleton_obj
=
AssetLoader
.
LoadSynchronous
(
AssetRef
);
UObject
*
body_skeleton_obj
=
AssetLoader
.
LoadSynchronous
(
AssetRef
);
FStreamableManager
AssetLoader2
;
FStreamableManager
AssetLoader2
;
FSoftObjectPath
AssetRef2
(
FPaths
::
ConvertRelativePathToFull
(
"/CharacterPlugin/Characters/MetaHuman/Face_Archetype53_Skeleton.Face_Archetype53_Skeleton"
));
FSoftObjectPath
AssetRef2
(
FPaths
::
ConvertRelativePathToFull
(
"/CharacterPlugin/Characters/MetaHuman/Face_Archetype53_Skeleton.Face_Archetype53_Skeleton"
));
UObject
*
face_skeleton_obj
=
AssetLoader2
.
LoadSynchronous
(
AssetRef2
);
UObject
*
face_skeleton_obj
=
AssetLoader2
.
LoadSynchronous
(
AssetRef2
);
if
(
root_obj
!=
nullptr
&&
body
!=
nullptr
&&
body_skeleton_obj
!=
nullptr
&&
face
!=
nullptr
&&
face_skeleton_obj
!=
nullptr
)
{
if
(
root_obj
!=
nullptr
&&
body
!=
nullptr
&&
body_skeleton_obj
!=
nullptr
&&
face
!=
nullptr
&&
face_skeleton_obj
!=
nullptr
)
{
USceneComponent
*
root
=
Cast
<
USceneComponent
>
(
root_obj
);
USceneComponent
*
root
=
Cast
<
USceneComponent
>
(
root_obj
);
USkeleton
*
body_skel
=
Cast
<
USkeleton
>
(
body_skeleton_obj
);
USkeleton
*
body_skel
=
Cast
<
USkeleton
>
(
body_skeleton_obj
);
USkeleton
*
face_skel
=
Cast
<
USkeleton
>
(
face_skeleton_obj
);
USkeleton
*
face_skel
=
Cast
<
USkeleton
>
(
face_skeleton_obj
);
...
@@ -227,18 +243,22 @@ void AVirtualHuman::SetUpBodyType()
...
@@ -227,18 +243,22 @@ void AVirtualHuman::SetUpBodyType()
root
->
SetRelativeLocationAndRotation
(
FVector
(
0
,
0
,
-
87
),
FRotator
(
0
,
-
90
,
0
));
root
->
SetRelativeLocationAndRotation
(
FVector
(
0
,
0
,
-
87
),
FRotator
(
0
,
-
90
,
0
));
body
->
GetSkeletalMeshAsset
()
->
SetSkeleton
(
body_skel
);
body
->
GetSkeletalMeshAsset
()
->
SetSkeleton
(
body_skel
);
if
(
BodyAnimInstanceToUse
!=
nullptr
)
{
if
(
BodyAnimInstanceToUse
!=
nullptr
)
{
body
->
SetAnimInstanceClass
(
BodyAnimInstanceToUse
);
body
->
SetAnimInstanceClass
(
BodyAnimInstanceToUse
);
}
}
else
{
else
{
body
->
SetAnimInstanceClass
(
MetaHumanBodyAnimInstanceClass
);
body
->
SetAnimInstanceClass
(
MetaHumanBodyAnimInstanceClass
);
}
}
face
->
GetSkeletalMeshAsset
()
->
SetSkeleton
(
face_skel
);
face
->
GetSkeletalMeshAsset
()
->
SetSkeleton
(
face_skel
);
if
(
FaceAnimInstanceToUse
!=
nullptr
)
{
if
(
FaceAnimInstanceToUse
!=
nullptr
)
{
face
->
SetAnimInstanceClass
(
FaceAnimInstanceToUse
);
face
->
SetAnimInstanceClass
(
FaceAnimInstanceToUse
);
}
}
else
{
else
{
face
->
SetAnimInstanceClass
(
MetaHumanFaceAnimInstanceClass
);
face
->
SetAnimInstanceClass
(
MetaHumanFaceAnimInstanceClass
);
}
}
...
@@ -278,14 +298,13 @@ void AVirtualHuman::SetUpBodyType()
...
@@ -278,14 +298,13 @@ void AVirtualHuman::SetUpBodyType()
BoneNames
.
foot_l
=
TEXT
(
"foot_l"
);
BoneNames
.
foot_l
=
TEXT
(
"foot_l"
);
BoneNames
.
foot_socket_r
=
TEXT
(
"ball_r"
);
BoneNames
.
foot_socket_r
=
TEXT
(
"ball_r"
);
BoneNames
.
foot_socket_l
=
TEXT
(
"ball_l"
);
BoneNames
.
foot_socket_l
=
TEXT
(
"ball_l"
);
}
}
else
{
else
VH_WARN
(
"The structure in the skeletal mesh components does not fit a typical meta human structure! Some features may not work.
\n
"
);
{
VH_WARN
(
"The structure in the skeletal mesh components does not fit a typical meta human structure! Some features may not work.
\n
"
);
}
}
}
}
}
}
void
AVirtualHuman
::
PlayRandomIdleAnimation
()
void
AVirtualHuman
::
PlayRandomIdleAnimation
()
...
@@ -295,15 +314,19 @@ void AVirtualHuman::PlayRandomIdleAnimation()
...
@@ -295,15 +314,19 @@ void AVirtualHuman::PlayRandomIdleAnimation()
return
;
return
;
}
}
// play
a
random idle animation
// play random idle animation
int
Random
=
IdleRandomStream
.
RandRange
(
0
,
CustomIdleAnimations
.
Num
()
-
1
);
int
Random
=
IdleRandomStream
.
RandRange
(
0
,
CustomIdleAnimations
.
Num
()
-
1
);
UAnimSequence
*
IdleAnim
=
CustomIdleAnimations
[
Random
];
UAnimSequence
*
IdleAnim
=
CustomIdleAnimations
[
Random
];
if
(
IdleAnim
)
if
(
IdleAnim
)
{
{
float
BlendTime
=
0.25f
;
float
BlendTime
=
0.25f
;
UAnimMontage
*
DynamicMontage
=
GetBodyAnimInstance
()
->
PlaySlotAnimationAsDynamicMontage
(
IdleAnim
,
"CustomIdleSlot"
,
BlendTime
,
BlendTime
);
UAnimMontage
*
DynamicMontage
=
GetBodyAnimInstance
()
->
PlaySlotAnimationAsDynamicMontage
(
IdleAnim
,
"CustomIdleSlot"
,
BlendTime
,
BlendTime
);
// start timer for next random pick (make it a bit shorter to allow for blending, but only by a defined minimal amount for the animations)
// start timer for next random pick (make it a bit shorter to allow for blending, but only by a defined minimal amount for the animations)
GetWorld
()
->
GetTimerManager
().
SetTimer
(
NextIdleTimerHandle
,
this
,
&
AVirtualHuman
::
PlayRandomIdleAnimation
,
DynamicMontage
->
GetPlayLength
()
-
fmin
(
2.0
*
BlendTime
,
(
DynamicMontage
->
GetPlayLength
())
*
MinBlendTime
),
false
);
GetWorld
()
->
GetTimerManager
().
SetTimer
(
NextIdleTimerHandle
,
this
,
&
AVirtualHuman
::
PlayRandomIdleAnimation
,
DynamicMontage
->
GetPlayLength
()
-
fmin
(
2.0
*
BlendTime
,
(
DynamicMontage
->
GetPlayLength
())
*
MinBlendTime
),
false
);
}
}
else
else
{
{
...
@@ -317,10 +340,10 @@ void AVirtualHuman::PostEditChangeProperty(FPropertyChangedEvent& PropertyChange
...
@@ -317,10 +340,10 @@ void AVirtualHuman::PostEditChangeProperty(FPropertyChangedEvent& PropertyChange
Super
::
PostEditChangeProperty
(
PropertyChangedEvent
);
Super
::
PostEditChangeProperty
(
PropertyChangedEvent
);
FProperty
*
prop
=
PropertyChangedEvent
.
Property
;
FProperty
*
prop
=
PropertyChangedEvent
.
Property
;
if
(
prop
!=
nullptr
&&
prop
->
GetNameCPP
().
Compare
(
TEXT
(
"BodyType"
))
==
0
)
{
if
(
prop
!=
nullptr
&&
prop
->
GetNameCPP
().
Compare
(
TEXT
(
"BodyType"
))
==
0
)
{
SetUpBodyType
();
SetUpBodyType
();
}
}
}
}
#endif
#endif
...
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