FQuat UAnimGraphNode_SkeletalControlBase::ConvertCSRotationToBoneSpace(const USkeletalMeshComponent* SkelComp, FRotator& InCSRotator, FA2CSPose& MeshBases, const FName& BoneName, const EBoneControlSpace Space)
{
	FQuat OutQuat = FQuat::Identity;

	if (MeshBases.IsValid())
	{
		int32 MeshBoneIndex = SkelComp->GetBoneIndex(BoneName);

		FVector RotAxis;
		float RotAngle;
		InCSRotator.Quaternion().ToAxisAndAngle(RotAxis, RotAngle);

		switch (Space)
		{
			// World Space, no change in preview window
		case BCS_WorldSpace:
		case BCS_ComponentSpace:
			// Component Space, no change.
			OutQuat = InCSRotator.Quaternion();
			break;

		case BCS_ParentBoneSpace:
		{
			const int32 ParentIndex = MeshBases.GetParentBoneIndex(MeshBoneIndex);
			if (ParentIndex != INDEX_NONE)
			{
				FTransform ParentTM = MeshBases.GetComponentSpaceTransform(ParentIndex);
				ParentTM = ParentTM.Inverse();
				//Calculate the new delta rotation
				FVector4 BoneSpaceAxis = ParentTM.TransformVector(RotAxis);
				FQuat DeltaQuat(BoneSpaceAxis, RotAngle);
				DeltaQuat.Normalize();
				OutQuat = DeltaQuat;
			}
		}
			break;

		case BCS_BoneSpace:
		{
			FTransform BoneTM = MeshBases.GetComponentSpaceTransform(MeshBoneIndex);
			BoneTM = BoneTM.Inverse();
			FVector4 BoneSpaceAxis = BoneTM.TransformVector(RotAxis);
			//Calculate the new delta rotation
			FQuat DeltaQuat(BoneSpaceAxis, RotAngle);
			DeltaQuat.Normalize();
			OutQuat = DeltaQuat;
		}
			break;
		}
	}

	return OutQuat;
}
void FDevicePlugin::StartupModule()
{
	pDrvIface = new CLSDRVIFACE();

	for (int i = 0; i < NUM_SENSORS; i++)
	{
		recalibQuat[i].W = 1.0;
		recalibQuat[i].X = 0.0;
		recalibQuat[i].Y = 0.0;
		recalibQuat[i].Z = 0.0;

		ueCalibQuat[i].W = 1.0;
		ueCalibQuat[i].X = 0.0;
		ueCalibQuat[i].Y = 0.0;
		ueCalibQuat[i].Z = 0.0;
	}

	FRotator tempRot;

	tempRot.Yaw = 0.0;
	tempRot.Pitch = -80.0;
	tempRot.Roll = 0.0;
	ueCalibQuat[0] = tempRot.Quaternion();
	ueCalibQuat[0].X *= -1.0;
	ueCalibQuat[0].Z *= -1.0;

	tempRot.Yaw = -90.0;
	tempRot.Pitch = 0.0;
	tempRot.Roll = 180.0;
	ueCalibQuat[1] = tempRot.Quaternion();
	ueCalibQuat[1].X *= -1.0;
	ueCalibQuat[1].Z *= -1.0;

	tempRot.Yaw = 0.0;
	tempRot.Pitch = 80.0;
	tempRot.Roll = 180.0;
	ueCalibQuat[2] = tempRot.Quaternion();
	//ueCalibQuat[2].X *= -1;

	tempRot.Yaw = -90.0;
	tempRot.Pitch = 0.0;
	tempRot.Roll = 0.0;
	ueCalibQuat[3] = tempRot.Quaternion();
	/*float temp = ueCalibQuat[3].Y;
	ueCalibQuat[3].Y = ueCalibQuat[3].Z;
	ueCalibQuat[3].Z = temp;*/
	//ueCalibQuat[2].X *= -1;
	// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
}
void FSpriteSelectedSocket::ApplyDelta(const FVector2D& Delta, const FRotator& Rotation, const FVector& Scale3D, FWidget::EWidgetMode MoveMode)
{
	if (UPrimitiveComponent* PreviewComponent = PreviewComponentPtr.Get())
	{
		UObject* AssociatedAsset = const_cast<UObject*>(PreviewComponent->AdditionalStatObject());
		if (UPaperSprite* Sprite = Cast<UPaperSprite>(AssociatedAsset))
		{
			if (FPaperSpriteSocket* Socket = Sprite->FindSocket(SocketName))
			{
				const bool bDoRotation = (MoveMode == FWidget::WM_Rotate) || (MoveMode == FWidget::WM_TranslateRotateZ);
				const bool bDoTranslation = (MoveMode == FWidget::WM_Translate) || (MoveMode == FWidget::WM_TranslateRotateZ);
				const bool bDoScale = MoveMode == FWidget::WM_Scale;

				if (bDoTranslation)
				{
					//@TODO: Currently sockets are in unflipped pivot space,
					const FVector Delta3D_UU = (PaperAxisX * Delta.X) + (PaperAxisY * -Delta.Y);
					const FVector Delta3D = Delta3D_UU * Sprite->GetPixelsPerUnrealUnit();
					Socket->LocalTransform.SetLocation(Socket->LocalTransform.GetLocation() + Delta3D);
				}

				if (bDoRotation)
				{
					const FRotator CurrentRot = Socket->LocalTransform.GetRotation().Rotator();
					FRotator SocketWinding;
					FRotator SocketRotRemainder;
					CurrentRot.GetWindingAndRemainder(SocketWinding, SocketRotRemainder);

					const FQuat ActorQ = SocketRotRemainder.Quaternion();
					const FQuat DeltaQ = Rotation.Quaternion();
					const FQuat ResultQ = DeltaQ * ActorQ;
					const FRotator NewSocketRotRem = FRotator( ResultQ );
					FRotator DeltaRot = NewSocketRotRem - SocketRotRemainder;
					DeltaRot.Normalize();

					const FRotator NewRotation(CurrentRot + DeltaRot);
					Socket->LocalTransform.SetRotation(NewRotation.Quaternion());
				}
				
				if (bDoScale)
				{
					const FVector4 LocalSpaceScaleOffset = Socket->LocalTransform.TransformVector(Scale3D);

					Socket->LocalTransform.SetScale3D(Socket->LocalTransform.GetScale3D() + LocalSpaceScaleOffset);
				}
			}
		}
	}
}
Пример #4
0
void ADuckTower::Tick(float DeltaSeconds)
{
	Super::Tick(DeltaSeconds);
	/*
	AActor *actor = GetAttachParentActor();
	FVector actor2 = UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetControlledPawn()->GetActorLocation();
	FRotator newRotation = FRotationMatrix::MakeFromX(actor2 - actor->GetActorLocation()).Rotator();
	GetAttachParentActor()->SetActorRotation(newRotation);
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, actor->GetName());
	*//*
	FVector actor2 = UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetControlledPawn()->GetActorLocation();
	FVector actor = GetAttachParentActor()->GetActorLocation();
	FVector Direction = actor - actor2;
	FRotator test = FRotationMatrix::MakeFromX(Direction).Rotator();
	GetAttachParentActor()->SetActorRotation(test);
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, actor2.ToString());
	*/
	//GetAttachParentActor()->SetActorLocation(FVector(0.0f, 0.0f, (float)testNumber));
	//testNumber += 1.f;
	APawn *player = UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetControlledPawn();
	FVector actor2 = player->GetActorLocation(); //+ player->GetRootPrimitiveComponent()->GetPhysicsLinearVelocity() *DeltaSeconds * 10;
	FVector actor = GetActorLocation();
	FVector Direction = actor - actor2;
	FRotator test = FRotationMatrix::MakeFromX(Direction).Rotator();
	FRotator test2 = FRotator(1.0f, 0.0f, 0.0f);
	FRotator finalrot = FRotator(test.Quaternion() * test2.Quaternion());

	FVector vec2 = UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetControlledPawn()->GetActorLocation();
	FVector vec = GetActorLocation();
	float distance = FVector::Dist(actor, actor2);

	//finalrot.Pitch -= 10 - distance / 10000 * 10;
	//SetActorRotation(finalrot);

	TArray<UStaticMeshComponent*> comps;
	GetComponents(comps);
	/*
	for (auto StaticMeshComponent : comps)
	{
	StaticMeshComponent->SetVisibility(true);
	StaticMeshComponent->SetWorldRotation(finalrot);
	GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Blue, StaticMeshComponent->GetComponentRotation().ToString());
	}*/
	if (UGameplayStatics::GetPlayerController(GetWorld(), 0)->WasInputKeyJustPressed(EKeys::I))
	{

	}
	if (shootTimer <= 0.f)
	{


		Shoot(distance);
		shootTimer = 2.f;
	}
	else
		shootTimer -= DeltaSeconds;
	//GetAttachParentActor()->GetRootPrimitiveComponent()->AddImpulse(UGameplayStatics::GetPlayerController(GetWorld(), 0)->GetControlledPawn()->GetActorForwardVector());
	//GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, FString::FromInt(testNumber));
	//GetAttachParentActor()->SetActorRotation()
}
Пример #5
0
void ADuckTower::Shoot(float distance)
{
	/*
	const FName filename = FName(TEXT("Blueprint'/Game/Blueprints/PickUp.PickUp'"));
	FVector loc = GetAttachParentActor()->GetActorLocation();
	FRotator rot = GetAttachParentActor()->GetActorRotation();
	SpawnBP(GetWorld(), (UClass*)LoadObjFromPath<UBlueprint>(&filename), loc, rot);
	*/
	APawn *player = UGameplayStatics::GetPlayerController(GetWorld(), 1)->GetControlledPawn();
	int randomValue = distance / 10000;
	FVector vec = player->GetActorLocation() + FVector(FMath::RandRange(-randomValue, randomValue), FMath::RandRange(-randomValue, randomValue), 0.0f); //+ player->GetRootPrimitiveComponent()->GetPhysicsLinearVelocity() *DeltaSeconds * 10;
	FVector vec2 = GetActorLocation();
	FVector Direction = vec - vec2;
	FRotator test = FRotationMatrix::MakeFromX(Direction).Rotator();
	FRotator test2 = FRotator(1.0f, 0.0f, 0.0f);
	FRotator finalrot = FRotator(test.Quaternion() * test2.Quaternion());


	FVector forward = GetActorForwardVector();
	finalrot.Roll = -finalrot.Roll;
	finalrot.Yaw = -finalrot.Yaw;
	finalrot.Pitch = -finalrot.Pitch;
	FVector loc = GetActorLocation() + forward * 500.0f;
	FRotator rot = GetActorRotation();
	AActor* actor = GetWorld()->SpawnActor<AActor>(BulletBlueprint, loc, GetActorRotation());
	actor->SetActorScale3D(FVector(3.0f, 3.0f, 3.0f));
	//actor->GetRootPrimitiveComponent()->AddImpulse(actor->GetActorForwardVector()* 5000.0f);

	//actor->GetRootPrimitiveComponent()->SetPhysicsLinearVelocity(actor->GetActorForwardVector()*10000.0f); //* (distance/10000 * 1.0f));
}
Пример #6
0
void AActor::EditorApplyRotation(const FRotator& DeltaRotation, bool bAltDown, bool bShiftDown, bool bCtrlDown)
{
	if( RootComponent != NULL )
	{
		const FRotator Rot = RootComponent->GetAttachParent() != NULL ? GetActorRotation() : RootComponent->RelativeRotation;

		FRotator ActorRotWind, ActorRotRem;
		Rot.GetWindingAndRemainder(ActorRotWind, ActorRotRem);

		const FQuat ActorQ = ActorRotRem.Quaternion();
		const FQuat DeltaQ = DeltaRotation.Quaternion();
		const FQuat ResultQ = DeltaQ * ActorQ;
		const FRotator NewActorRotRem = FRotator( ResultQ );
		FRotator DeltaRot = NewActorRotRem - ActorRotRem;
		DeltaRot.Normalize();

		if( RootComponent->GetAttachParent() != NULL )
		{
			RootComponent->SetWorldRotation( Rot + DeltaRot );
		}
		else
		{
			// No attachment.  Directly set relative rotation (to support winding)
			RootComponent->SetRelativeRotation( Rot + DeltaRot );
		}
	}
	else
	{
		UE_LOG(LogActor, Warning, TEXT("WARNING: EditorApplyRotation %s has no root component"), *GetName() );
	}
}
void ATP_FlyingPawn::NotifyHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, FVector HitLocation, FVector HitNormal, FVector NormalImpulse, const FHitResult& Hit)
{
	Super::NotifyHit(MyComp, Other, OtherComp, bSelfMoved, HitLocation, HitNormal, NormalImpulse, Hit);

	// Deflect along the surface when we collide.
	FRotator CurrentRotation = GetActorRotation(RootComponent);
	SetActorRotation(FQuat::Slerp(CurrentRotation.Quaternion(), HitNormal.ToOrientationQuat(), 0.025f));
}
Пример #8
0
void UDebugHandUtility::DebugOrientation(FRotator Orientation, FVector At, float Scale)
{
	FRotator rotation = UKismetMathLibrary::ComposeRotators(Orientation, GetComponentRotation());
	FVector EndArrow = (UKismetMathLibrary::GetForwardVector(rotation)*Scale) + At; 
	DrawDebugDirectionalArrow(GetWorld(), At, EndArrow, 5, FColor::Black); 

	FVector Extent = Scale * FVector(0.2, 0.2, 0.2);
	DrawDebugBox(GetWorld(), EndArrow, Extent, rotation.Quaternion(), FColor::Black);
}
Пример #9
0
void FSimpleHMD::CalculateStereoViewOffset(const enum EStereoscopicPass StereoPassType, const FRotator& ViewRotation, const float WorldToMeters, FVector& ViewLocation)
{
	if( StereoPassType != eSSP_FULL)
	{
		float EyeOffset = 3.20000005f;
		const float PassOffset = (StereoPassType == eSSP_LEFT_EYE) ? EyeOffset : -EyeOffset;
		ViewLocation += ViewRotation.Quaternion().RotateVector(FVector(0,PassOffset,0));
	}
}
int32 GenerateSphylAsSimpleCollision(UStaticMesh* StaticMesh)
{
	if (!PromptToRemoveExistingCollision(StaticMesh))
	{
		return INDEX_NONE;
	}

	UBodySetup* bs = StaticMesh->BodySetup;

	// Calculate bounding box.
	FRawMesh RawMesh;
	FStaticMeshSourceModel& SrcModel = StaticMesh->SourceModels[0];
	SrcModel.RawMeshBulkData->LoadRawMesh(RawMesh);

	FSphere sphere;
	float length;
	FRotator rotation;
	FVector unitVec = bs->BuildScale3D;
	CalcBoundingSphyl(RawMesh, sphere, length, rotation, unitVec);

	// Dont use if radius is zero.
	if (sphere.W <= 0.f)
	{
		FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Prompt_10", "Could not create geometry."));
		return INDEX_NONE;
	}

	// If height is zero, then a sphere would be better (should we just create one instead?)
	if (length <= 0.f)
	{
		length = SMALL_NUMBER;
	}

	bs->Modify();

	// Create new GUID
	bs->InvalidatePhysicsData();

	FKSphylElem SphylElem;
	SphylElem.Center = sphere.Center;
	SphylElem.Orientation = rotation.Quaternion();
	SphylElem.Radius = sphere.W;
	SphylElem.Length = length;
	bs->AggGeom.SphylElems.Add(SphylElem);

	// refresh collision change back to staticmesh components
	RefreshCollisionChange(StaticMesh);

	// Mark staticmesh as dirty, to help make sure it gets saved.
	StaticMesh->MarkPackageDirty();

	StaticMesh->bCustomizedCollision = true;	//mark the static mesh for collision customization

	return bs->AggGeom.SphylElems.Num() - 1;
}
Пример #11
0
void AShip::turnShip(float delta){
	if (turnDirection == 0)
		return;

	FRotator rot = FRotator(turnDirection * engines->getTurnSpeed() * delta, 0.f, 0.f);
	FTransform transform = GetTransform();
	transform.ConcatenateRotation(rot.Quaternion());
	transform.NormalizeRotation();
	SetActorTransform(transform);

}
Пример #12
0
void FOSVRHMD::CalculateStereoViewOffset(const EStereoscopicPass StereoPassType, const FRotator& ViewRotation, const float WorldToMeters, FVector& ViewLocation)
{
    if (StereoPassType != eSSP_FULL)
    {
        float EyeOffset = (GetInterpupillaryDistance() * WorldToMeters) / 2.0f;
        const float PassOffset = (StereoPassType == eSSP_LEFT_EYE) ? -EyeOffset : EyeOffset;
        ViewLocation += ViewRotation.Quaternion().RotateVector(FVector(0, PassOffset, 0));

        const FVector vHMDPosition = DeltaControlOrientation.RotateVector(CurHmdPosition);
        ViewLocation += vHMDPosition;
    }
}
void ACinemotusPlayerController::RelativeTick(float DeltaTime)
{

	UPrimitiveComponent* prim = GetPawn()->GetMovementComponent()->UpdatedComponent;
	bool SetPrimDirectly = true;
	FQuat finalQuat;
	if ((currentCaptureState & ECinemotusCaptureState::ERelativeRotation) == ECinemotusCaptureState::ERelativeRotation)
	{
		FRotator rot = HydraLatestData->controllers[CAM_HAND].angular_velocity;
		const FQuat OldRotation = prim->GetComponentQuat();//GetControlRotation().Quaternion(); //TODO: hold onto a quaternion potentially
		const FRotator OldRotationRotator = OldRotation.Rotator();
		FRotator worldRotator = FRotator(0, DeadZone(rot.Yaw*DeltaTime, 0.0) + addYaw, 0);
		FRotator worldRotator1 = FRotator(DeadZone(rot.Pitch*DeltaTime, 0.0), 0, 0);
		FRotator localRotator = FRotator(0, 0, DeadZone(rot.Roll*DeltaTime, 0.0));
		const FQuat WorldRot = worldRotator.Quaternion();
		const FQuat pitchRot = worldRotator1.Quaternion();
		const FQuat LocalRot = localRotator.Quaternion();

		////This one does roll around local forward, pitch around world right flattened and yaw around world up
		////			FQuat finalQuat = pitchRot*WorldRot*((OldRotation*LocalRot));

		finalQuat = WorldRot*((OldRotation*LocalRot)*pitchRot);
	}
	else
	{
		finalQuat = FRotator(0, addYaw, 0).Quaternion()*prim->GetComponentQuat();
	}

	SetControlRotation(finalQuat.Rotator());
	if (SetPrimDirectly && prim)
	{
		prim->SetWorldLocationAndRotation(prim->GetComponentLocation(), finalQuat);// not sure need
	}



	HandleMovementAbs(DeltaTime, (currentCaptureState & ECinemotusCaptureState::ERelativeTranslation) == ECinemotusCaptureState::ERelativeTranslation);

}
Пример #14
0
void ALeapMotionHandActor::UpdateBones(float DeltaSeconds)
{
	if (BoneActors.Num() == 0) { return; }

	float CombinedScale = GetCombinedScale();

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		int BoneArrayIndex = 0;
		for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
		{
			FVector TargetPosition;
			FRotator TargetOrientation;

			bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, TargetPosition, TargetOrientation);

			if (Success)
			{
				// Offset target position & rotation by the SpawnReference actor's transform
				FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
				TargetPosition = RefQuat * TargetPosition * CombinedScale + GetRootComponent()->GetComponentLocation();
				TargetOrientation = (RefQuat * TargetOrientation.Quaternion()).Rotator();

				// Get current position & rotation
				ALeapMotionBoneActor* BoneActor = BoneActors[BoneArrayIndex++];

				UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(BoneActor->GetRootComponent());
				if (PrimitiveComponent && PrimitiveComponent->IsSimulatingPhysics())
				{
					FVector CurrentPositon = PrimitiveComponent->GetComponentLocation();
					FRotator CurrentRotation = PrimitiveComponent->GetComponentRotation();

					// Compute linear velocity
					FVector LinearVelocity = (TargetPosition - CurrentPositon) / DeltaSeconds;

					// Compute angular velocity
					FVector Axis;
					float Angle;
					ConvertDeltaRotationsToAxisAngle(CurrentRotation, TargetOrientation, Axis, Angle);
					if (Angle > PI) { Angle -= 2 * PI; }
					FVector AngularVelcity = Axis * (Angle / DeltaSeconds);

					// Apply velocities
					PrimitiveComponent->SetPhysicsLinearVelocity(LinearVelocity);
					PrimitiveComponent->SetAllPhysicsAngularVelocity(AngularVelcity * 180.0f / PI);
				}
			}
		}
	}
}
Пример #15
0
// Called every frame
void ACPP_VRPawn::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

	FRotator FinalRotation; //final rotation for object
	FRotator LHandRotation;	//left hand rotation
	FRotator RHandRotation;	//right hand rotation
	FQuat DiffQuat;	//difference in rotation between initial and current

	//set left item rotation if grabbing
	if (bLIsGrabbing)
	{
		LHandRotation = LeftHand->GetComponentRotation();

		//calculate difference in rotation
		DiffQuat = LHandRotation.Quaternion() * LInitialHandRotation.GetInverse().Quaternion();

		//rotate initial rotation by our difference
		FinalRotation = (DiffQuat * LInitialItemRotation.Quaternion()).Rotator();

		LPhysHandle->SetTargetLocationAndRotation(LeftHand->GetComponentLocation(), FinalRotation);
	}

	//set right item rotation if grabbing something
	if (bRIsGrabbing)
	{
		RHandRotation = RightHand->GetComponentRotation();

		DiffQuat = RHandRotation.Quaternion() * RInitialHandRotation.GetInverse().Quaternion();

		FinalRotation = (DiffQuat * RInitialItemRotation.Quaternion()).Rotator();

		RPhysHandle->SetTargetLocationAndRotation(RightHand->GetComponentLocation(), FinalRotation);
	}

}
Пример #16
0
void FSteamVRHMD::ResetOrientation(float Yaw)
{
	FRotator ViewRotation;
	ViewRotation = FRotator(TrackingFrame.DeviceOrientation[vr::k_unTrackedDeviceIndex_Hmd]);
	ViewRotation.Pitch = 0;
	ViewRotation.Roll = 0;

	if (Yaw != 0.f)
	{
		// apply optional yaw offset
		ViewRotation.Yaw -= Yaw;
		ViewRotation.Normalize();
	}

	BaseOrientation = ViewRotation.Quaternion();
}
Пример #17
0
void FSteamVRHMD::CalculateStereoViewOffset(const enum EStereoscopicPass StereoPassType, const FRotator& ViewRotation, const float WorldToMeters, FVector& ViewLocation)
{
	if( StereoPassType != eSSP_FULL)
	{
		vr::Hmd_Eye HmdEye = (StereoPassType == eSSP_LEFT_EYE) ? vr::Eye_Left : vr::Eye_Right;
		vr::HmdMatrix34_t HeadFromEye = VRSystem->GetEyeToHeadTransform(HmdEye);

		// grab the eye position, currently ignoring the rotation supplied by GetHeadFromEyePose()
		FVector TotalOffset = FVector(-HeadFromEye.m[2][3], HeadFromEye.m[0][3], HeadFromEye.m[1][3]) * WorldToMeters;

		ViewLocation += ViewRotation.Quaternion().RotateVector(TotalOffset);

 		const FVector vHMDPosition = DeltaControlOrientation.RotateVector(TrackingFrame.DevicePosition[vr::k_unTrackedDeviceIndex_Hmd]);
		ViewLocation += vHMDPosition;
	}
}
Пример #18
0
bool FEdModeLevel::InputDelta( FEditorViewportClient* InViewportClient, FViewport* InViewport, FVector& InDrag, FRotator& InRot, FVector& InScale )
{
	// Only Update the LevelTransform if the user has clicked on the Widget
	if (InViewportClient->GetCurrentWidgetAxis() != EAxisList::None)
	{
		FVector Translation = LevelTransform.GetTranslation();
		Translation  += InDrag;
		LevelTransform.SetTranslation( Translation );

		FRotator Rot = LevelTransform.GetRotation().Rotator();
		Rot += InRot;
		LevelTransform.SetRotation( Rot.Quaternion() );
		return true;
	}

	return false;
}
Пример #19
0
void FOSVRHMD::ResetOrientation(float yaw)
{
    FRotator ViewRotation;
    ViewRotation = FRotator(CurHmdOrientation);
    ViewRotation.Pitch = 0;
    ViewRotation.Roll = 0;
    ViewRotation.Yaw += BaseOrientation.Rotator().Yaw;

    if (yaw != 0.f)
    {
        // apply optional yaw offset
        ViewRotation.Yaw -= yaw;
        ViewRotation.Normalize();
    }

    BaseOrientation = ViewRotation.Quaternion();
}
Пример #20
0
void FComponentEditorUtils::AdjustComponentDelta(USceneComponent* Component, FVector& Drag, FRotator& Rotation)
{
	USceneComponent* ParentSceneComp = Component->GetAttachParent();
	if (ParentSceneComp)
	{
		const FTransform ParentToWorldSpace = ParentSceneComp->GetSocketTransform(Component->AttachSocketName);

		if (!Component->bAbsoluteLocation)
		{
			Drag = ParentToWorldSpace.Inverse().TransformVector(Drag);
		}

		if (!Component->bAbsoluteRotation)
		{
			Rotation = ( ParentToWorldSpace.Inverse().GetRotation() * Rotation.Quaternion() * ParentToWorldSpace.GetRotation() ).Rotator();
		}
	}
}
Пример #21
0
void UGridMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	if (Moving)
	{
		/* Find the next location */
		Distance = FMath::Min(Spline->GetSplineLength(), Distance + (MaxSpeed * DeltaTime));
		
		/* Grab our current transform so we can find the velocity if we need it later */
		AActor *Owner = GetOwner();
		FTransform OldTransform = Owner->GetTransform();

		/* Find the next loaction from the spline*/
		FTransform NewTransform = Spline->GetTransformAtDistanceAlongSpline(Distance, ESplineCoordinateSpace::Local);

		/* Restrain rotation axis */
		FRotator Rotation = NewTransform.Rotator();
		Rotation.Roll = LockRoll ? 0 : Rotation.Roll;
		Rotation.Pitch = LockPitch ? 0 : Rotation.Pitch; 
		Rotation.Yaw = LockYaw ? 0 : Rotation.Yaw;
		NewTransform.SetRotation(Rotation.Quaternion());

		Owner->SetActorTransform(NewTransform);

		/* Check if we're reached our destination*/
		if (Distance >= Spline->GetSplineLength())
		{
			Moving = false;
			Distance = 0;
			Velocity = FVector::ZeroVector;
			OnMovementEndEvent.Broadcast();
		}
		else
		{
			Velocity = (NewTransform.GetLocation() - OldTransform.GetLocation()) * (1 / DeltaTime);
		}

		// update velocity so it can be fetched by the pawn 
		UpdateComponentVelocity();
	}
}
void FComponentEditorUtils::AdjustComponentDelta(USceneComponent* Component, FVector& Drag, FRotator& Rotation)
{
	USceneComponent* ParentSceneComp = Component->GetAttachParent();
	if (ParentSceneComp)
	{
		const FTransform ParentToWorldSpace = ParentSceneComp->GetSocketTransform(Component->AttachSocketName);

		if (!Component->bAbsoluteLocation)
		{
			//transform the drag vector in relative to the parent transform
			Drag = ParentToWorldSpace.InverseTransformVectorNoScale(Drag);
			//Now that we have a global drag we can apply the parent scale
			Drag = Drag * ParentToWorldSpace.Inverse().GetScale3D();
		}

		if (!Component->bAbsoluteRotation)
		{
			Rotation = ( ParentToWorldSpace.Inverse().GetRotation() * Rotation.Quaternion() * ParentToWorldSpace.GetRotation() ).Rotator();
		}
	}
}
Пример #23
0
void DrawDebugCamera(const UWorld* InWorld, FVector const& Location, FRotator const& Rotation, float FOVDeg, float Scale, FColor const& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority)
{
	static float BaseScale = 4.f;
	static FVector BaseProportions(2.f, 1.f, 1.5f);

	// no debug line drawing on dedicated server
	if (GEngine->GetNetMode(InWorld) != NM_DedicatedServer)
	{
		DrawDebugCoordinateSystem(InWorld, Location, Rotation, BaseScale*Scale, bPersistentLines, DepthPriority);
		FVector Extents = BaseProportions * BaseScale * Scale;
		DrawDebugBox(InWorld, Location, Extents, Rotation.Quaternion(), Color, bPersistentLines, LifeTime, DepthPriority);		// lifetime

		// draw "lens" portion
		FRotationTranslationMatrix Axes(Rotation, Location);
		FVector XAxis = Axes.GetScaledAxis( EAxis::X );
		FVector YAxis = Axes.GetScaledAxis( EAxis::Y );
		FVector ZAxis = Axes.GetScaledAxis( EAxis::Z ); 

		FVector LensPoint = Location + XAxis * Extents.X;
		float LensSize = BaseProportions.Z * Scale * BaseScale;
		float HalfLensSize = LensSize * FMath::Tan(FMath::DegreesToRadians(FOVDeg*0.5f));
		FVector Corners[4] = 
		{
			LensPoint + XAxis * LensSize + (YAxis * HalfLensSize) + (ZAxis * HalfLensSize),
			LensPoint + XAxis * LensSize + (YAxis * HalfLensSize) - (ZAxis * HalfLensSize),
			LensPoint + XAxis * LensSize - (YAxis * HalfLensSize) - (ZAxis * HalfLensSize),
			LensPoint + XAxis * LensSize - (YAxis * HalfLensSize) + (ZAxis * HalfLensSize),
		};

		DrawDebugLine(InWorld, LensPoint, Corners[0], Color, bPersistentLines, LifeTime, DepthPriority);
		DrawDebugLine(InWorld, LensPoint, Corners[1], Color, bPersistentLines, LifeTime, DepthPriority);
		DrawDebugLine(InWorld, LensPoint, Corners[2], Color, bPersistentLines, LifeTime, DepthPriority);
		DrawDebugLine(InWorld, LensPoint, Corners[3], Color, bPersistentLines, LifeTime, DepthPriority);

		DrawDebugLine(InWorld, Corners[0], Corners[1], Color, bPersistentLines, LifeTime, DepthPriority);
		DrawDebugLine(InWorld, Corners[1], Corners[2], Color, bPersistentLines, LifeTime, DepthPriority);
		DrawDebugLine(InWorld, Corners[2], Corners[3], Color, bPersistentLines, LifeTime, DepthPriority);
		DrawDebugLine(InWorld, Corners[3], Corners[0], Color, bPersistentLines, LifeTime, DepthPriority);
	}
}
Пример #24
0
void ALeapMotionHandActor::CreateBones(const TSubclassOf<class ALeapMotionBoneActor>& BoneBlueprint)
{
	FActorSpawnParameters SpawnParams;
	SpawnParams.Owner = GetOwner();
	SpawnParams.Instigator = GetInstigator();

	float CombinedScale = GetCombinedScale();

	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();
	if (Device && Device->IsConnected())
	{
		for (ELeapBone LeapBone = bShowArm ? ELeapBone::Forearm : ELeapBone::Palm; LeapBone <= ELeapBone::Finger4Tip; ((int8&)LeapBone)++)
		{
			FVector Position;
			FRotator Orientation;
			float Width;
			float Length;

			bool Success = Device->GetBonePostionAndOrientation(HandId, LeapBone, Position, Orientation);
			Success &= Device->GetBoneWidthAndLength(HandId, LeapBone, Width, Length);
			if (Success)
			{
				FQuat RefQuat = GetRootComponent()->GetComponentRotation().Quaternion();
				Position = RefQuat * Position * CombinedScale + GetRootComponent()->GetComponentLocation();
				Orientation = (RefQuat * Orientation.Quaternion()).Rotator();

				ALeapMotionBoneActor* BoneActor = GWorld->SpawnActor<ALeapMotionBoneActor>(BoneBlueprint ? BoneBlueprint : ALeapMotionBoneActor::StaticClass(), Position, Orientation, SpawnParams);
				if (BoneActor) 
				{
					BoneActors.Add(BoneActor);
#					if WITH_EDITOR
						BoneActor->SetActorLabel(*FString::Printf(TEXT("LeapBone:%s"), ANSI_TO_TCHAR(LEAP_GET_BONE_NAME(LeapBone))));
#					endif
					BoneActor->AttachRootComponentToActor(this, NAME_None, EAttachLocation::KeepWorldPosition, true);
					BoneActor->Init(LeapBone, CombinedScale, Width, Length, bShowCollider, bShowMesh);
				}
			}
		}
	}
}
void FSpriteSelectedShape::ApplyDelta(const FVector2D& Delta, const FRotator& Rotation, const FVector& Scale3D, FWidget::EWidgetMode MoveMode)
{
	if (Geometry.Shapes.IsValidIndex(ShapeIndex))
	{
		FSpriteGeometryShape& Shape = Geometry.Shapes[ShapeIndex];

		const bool bDoRotation = (MoveMode == FWidget::WM_Rotate) || (MoveMode == FWidget::WM_TranslateRotateZ);
		const bool bDoTranslation = (MoveMode == FWidget::WM_Translate) || (MoveMode == FWidget::WM_TranslateRotateZ);
		const bool bDoScale = MoveMode == FWidget::WM_Scale;

		if (bDoTranslation)
		{
			const FVector WorldSpaceDelta = (PaperAxisX * Delta.X) + (PaperAxisY * Delta.Y);
			const FVector2D TextureSpaceDelta = EditorContext->SelectedItemConvertWorldSpaceDeltaToLocalSpace(WorldSpaceDelta);

			Shape.BoxPosition += TextureSpaceDelta;

			Geometry.GeometryType = ESpritePolygonMode::FullyCustom;
		}

		if (bDoScale)
		{
			const float ScaleDeltaX = FVector::DotProduct(Scale3D, PaperAxisX);
			const float ScaleDeltaY = FVector::DotProduct(Scale3D, PaperAxisY);

			const FVector2D OldSize = Shape.BoxSize;
			const FVector2D NewSize(OldSize.X + ScaleDeltaX, OldSize.Y + ScaleDeltaY);

			if (!FMath::IsNearlyZero(NewSize.X, KINDA_SMALL_NUMBER) && !FMath::IsNearlyZero(NewSize.Y, KINDA_SMALL_NUMBER))
			{
				const FVector2D ScaleFactor(NewSize.X / OldSize.X, NewSize.Y / OldSize.Y);
				Shape.BoxSize = NewSize;

				// Now apply it to the verts
				for (FVector2D& Vertex : Shape.Vertices)
				{
					Vertex.X *= ScaleFactor.X;
					Vertex.Y *= ScaleFactor.Y;
				}

				Geometry.GeometryType = ESpritePolygonMode::FullyCustom;
			}
		}

		if (bDoRotation)
		{
			//@TODO: This stuff should probably be wrapped up into a utility method (also used for socket editing)
			const FRotator CurrentRot(Shape.Rotation, 0.0f, 0.0f);
			FRotator SocketWinding;
			FRotator SocketRotRemainder;
			CurrentRot.GetWindingAndRemainder(SocketWinding, SocketRotRemainder);

			const FQuat ActorQ = SocketRotRemainder.Quaternion();
			const FQuat DeltaQ = Rotation.Quaternion();
			const FQuat ResultQ = DeltaQ * ActorQ;
			const FRotator NewSocketRotRem = FRotator(ResultQ);
			FRotator DeltaRot = NewSocketRotRem - SocketRotRemainder;
			DeltaRot.Normalize();

			const FRotator NewRotation(CurrentRot + DeltaRot);

			Shape.Rotation = NewRotation.Pitch;
			Geometry.GeometryType = ESpritePolygonMode::FullyCustom;
		}
	}
}
bool FPhATEdPreviewViewportClient::InputWidgetDelta( FViewport* InViewport, EAxisList::Type CurrentAxis, FVector& Drag, FRotator& Rot, FVector& Scale )
{
	bool bHandled = false;
	TArray<FPhATSharedData::FSelection> & SelectedObjects = SharedData->EditingMode == FPhATSharedData::PEM_BodyEdit ? SharedData->SelectedBodies : SharedData->SelectedConstraints;

	for(int32 i=0; i<SelectedObjects.Num(); ++i)
	{
		FPhATSharedData::FSelection & SelectedObject = SelectedObjects[i];
		if( SharedData->bManipulating )
		{
			float BoneScale = 1.f;
			if (SharedData->EditingMode == FPhATSharedData::PEM_BodyEdit) /// BODY EDITING ///
			{
				int32 BoneIndex = SharedData->EditorSkelComp->GetBoneIndex(SharedData->PhysicsAsset->SkeletalBodySetups[SelectedObject.Index]->BoneName);

				FTransform BoneTM = SharedData->EditorSkelComp->GetBoneTransform(BoneIndex);
				BoneScale = BoneTM.GetScale3D().GetAbsMax();
				BoneTM.RemoveScaling();

				SelectedObject.WidgetTM = SharedData->EditorSkelComp->GetPrimitiveTransform(BoneTM, SelectedObject.Index, SelectedObject.PrimitiveType, SelectedObject.PrimitiveIndex, BoneScale);
			}
			else  /// CONSTRAINT EDITING ///
			{
				SelectedObject.WidgetTM = SharedData->GetConstraintMatrix(SelectedObject.Index, EConstraintFrame::Frame2, 1.f);
			}

			if ( GetWidgetMode() == FWidget::WM_Translate )
			{
				FVector Dir = SelectedObject.WidgetTM.InverseTransformVector( Drag.GetSafeNormal() );
				FVector DragVec = Dir * Drag.Size() / BoneScale;
				SelectedObject.ManipulateTM.AddToTranslation( DragVec );
			}
			else if ( GetWidgetMode() == FWidget::WM_Rotate )
			{
				FVector Axis; 
				float Angle;
				Rot.Quaternion().ToAxisAndAngle(Axis, Angle);
		
				Axis = SelectedObject.WidgetTM.InverseTransformVectorNoScale( Axis );
		
				const FQuat Start = SelectedObject.ManipulateTM.GetRotation();
				const FQuat Delta = FQuat( Axis, Angle );
				const FQuat Result = Delta * Start;

				SelectedObject.ManipulateTM = FTransform( Result );
			}
			else if ( GetWidgetMode() == FWidget::WM_Scale && SharedData->EditingMode == FPhATSharedData::PEM_BodyEdit) // Scaling only valid for bodies.
			{
				ModifyPrimitiveSize(SelectedObject.Index, SelectedObject.PrimitiveType, SelectedObject.PrimitiveIndex, Scale );
			}

			if (SharedData->EditingMode == FPhATSharedData::PEM_ConstraintEdit)
			{
				UPhysicsConstraintTemplate* ConstraintSetup = SharedData->PhysicsAsset->ConstraintSetup[SelectedObject.Index];

				ConstraintSetup->DefaultInstance.SetRefFrame(EConstraintFrame::Frame2, SelectedObject.ManipulateTM * StartManParentConTM);

				//Rotation by default only rotates one frame, but translation by default moves both
				bool bMultiFrame = (IsAltPressed() && GetWidgetMode() == FWidget::WM_Rotate) || (!IsAltPressed() && GetWidgetMode() == FWidget::WM_Translate);
				
				if (bMultiFrame)
				{
					SharedData->SetSelectedConstraintRelTM(StartManRelConTM);
				}
				else
				{
					ConstraintSetup->DefaultInstance.SetRefFrame(EConstraintFrame::Frame1, FTransform(StartManChildConTM));
				}
			}

			bHandled = true;
		}
	}

	return bHandled;
}
bool FInstancedStaticMeshSCSEditorCustomization::HandleViewportDrag(class USceneComponent* InSceneComponent, class USceneComponent* InComponentTemplate, const FVector& InDeltaTranslation, const FRotator& InDeltaRotation, const FVector& InDeltaScale, const FVector& InPivot)
{
	check(InSceneComponent->IsA(UInstancedStaticMeshComponent::StaticClass()));

	UInstancedStaticMeshComponent* InstancedStaticMeshComponentScene = CastChecked<UInstancedStaticMeshComponent>(InSceneComponent);
	UInstancedStaticMeshComponent* InstancedStaticMeshComponentTemplate = CastChecked<UInstancedStaticMeshComponent>(InComponentTemplate);

	// transform pivot into component's space
	const FVector LocalPivot = InstancedStaticMeshComponentScene->GetComponentToWorld().InverseTransformPosition(InPivot);

	// Ensure that selected instances are up-to-date
	ValidateSelectedInstances(InstancedStaticMeshComponentScene);

	bool bMovedInstance = false;
	check(InstancedStaticMeshComponentScene->SelectedInstances.Num() == InstancedStaticMeshComponentScene->PerInstanceSMData.Num());
	for(int32 InstanceIndex = 0; InstanceIndex < InstancedStaticMeshComponentScene->SelectedInstances.Num(); InstanceIndex++)
	{
		if (InstancedStaticMeshComponentScene->SelectedInstances[InstanceIndex] && InstancedStaticMeshComponentTemplate->PerInstanceSMData.IsValidIndex(InstanceIndex))
		{
			FMatrix& MatrixScene = InstancedStaticMeshComponentScene->PerInstanceSMData[InstanceIndex].Transform;
			FMatrix& MatrixTemplate = InstancedStaticMeshComponentTemplate->PerInstanceSMData[InstanceIndex].Transform;

			FVector Translation = MatrixScene.GetOrigin();
			FRotator Rotation = MatrixScene.Rotator();
			FVector Scale = MatrixScene.GetScaleVector();

			FVector NewTranslation = Translation;
			FRotator NewRotation = Rotation;
			FVector NewScale = Scale;

			if( !InDeltaRotation.IsZero() )
			{
				NewRotation = FRotator( InDeltaRotation.Quaternion() * Rotation.Quaternion() );

				NewTranslation -= LocalPivot;
				NewTranslation = FRotationMatrix( InDeltaRotation ).TransformPosition( NewTranslation );
				NewTranslation += LocalPivot;
			}

			NewTranslation += InDeltaTranslation;

			if( !InDeltaScale.IsNearlyZero() )
			{
				const FScaleMatrix ScaleMatrix( InDeltaScale );

				FVector DeltaScale3D = ScaleMatrix.TransformPosition( Scale );
				NewScale = Scale + DeltaScale3D;

				NewTranslation -= LocalPivot;
				NewTranslation += ScaleMatrix.TransformPosition( NewTranslation );
				NewTranslation += LocalPivot;
			}

			MatrixScene = FScaleRotationTranslationMatrix(NewScale, NewRotation, NewTranslation);
			MatrixTemplate = FScaleRotationTranslationMatrix(NewScale, NewRotation, NewTranslation);

			bMovedInstance = true;
		}
	}

	return bMovedInstance;
}
bool UMovementComponent::K2_MoveUpdatedComponent(FVector Delta, FRotator NewRotation, FHitResult& OutHit, bool bSweep, bool bTeleport)
{
	return SafeMoveUpdatedComponent(Delta, NewRotation.Quaternion(), bSweep, OutHit, TeleportFlagToEnum(bTeleport));
}
bool FSplineComponentVisualizer::HandleInputDelta(FEditorViewportClient* ViewportClient, FViewport* Viewport, FVector& DeltaTranslate, FRotator& DeltaRotate, FVector& DeltaScale)
{
	USplineComponent* SplineComp = GetEditedSplineComponent();
	if (SplineComp != nullptr)
	{
		FInterpCurveVector& SplineInfo = SplineComp->SplineInfo;
		FInterpCurveQuat& SplineRotInfo = SplineComp->SplineRotInfo;
		FInterpCurveVector& SplineScaleInfo = SplineComp->SplineScaleInfo;

		const int32 NumPoints = SplineInfo.Points.Num();

		if (SelectedTangentHandle != INDEX_NONE)
		{
			// When tangent handles are manipulated...

			check(SelectedTangentHandle < NumPoints);

			if (!DeltaTranslate.IsZero())
			{
				check(SelectedTangentHandleType != ESelectedTangentHandle::None);

				SplineComp->Modify();

				FInterpCurvePoint<FVector>& EditedPoint = SplineInfo.Points[SelectedTangentHandle];
				const FVector Delta = (SelectedTangentHandleType == ESelectedTangentHandle::Leave) ? DeltaTranslate : -DeltaTranslate;
				const FVector Tangent = EditedPoint.LeaveTangent + SplineComp->ComponentToWorld.InverseTransformVector(Delta);

				EditedPoint.LeaveTangent = Tangent;
				EditedPoint.ArriveTangent = Tangent;
				EditedPoint.InterpMode = CIM_CurveUser;
			}
		}
		else
		{
			// When spline keys are manipulated...

			check(LastKeyIndexSelected != INDEX_NONE);
			check(LastKeyIndexSelected < NumPoints);
			check(SelectedKeys.Num() > 0);

			SplineComp->Modify();

			if (ViewportClient->IsAltPressed() && bAllowDuplication)
			{
				OnDuplicateKey();
				// Don't duplicate again until we release LMB
				bAllowDuplication = false;
			}

			for (int32 SelectedKeyIndex : SelectedKeys)
			{
				FInterpCurvePoint<FVector>& EditedPoint = SplineInfo.Points[SelectedKeyIndex];
				FInterpCurvePoint<FQuat>& EditedRotPoint = SplineRotInfo.Points[SelectedKeyIndex];
				FInterpCurvePoint<FVector>& EditedScalePoint = SplineScaleInfo.Points[SelectedKeyIndex];

				if (!DeltaTranslate.IsZero())
				{
					// Find key position in world space
					const FVector CurrentWorldPos = SplineComp->ComponentToWorld.TransformPosition(EditedPoint.OutVal);
					// Move in world space
					const FVector NewWorldPos = CurrentWorldPos + DeltaTranslate;
					// Convert back to local space
					EditedPoint.OutVal = SplineComp->ComponentToWorld.InverseTransformPosition(NewWorldPos);
				}

				if (!DeltaRotate.IsZero())
				{
					// Set point tangent as user controlled
					EditedPoint.InterpMode = CIM_CurveUser;

					// Rotate tangent according to delta rotation
					FVector NewTangent = SplineComp->ComponentToWorld.GetRotation().RotateVector(EditedPoint.LeaveTangent); // convert local-space tangent vector to world-space
					NewTangent = DeltaRotate.RotateVector(NewTangent); // apply world-space delta rotation to world-space tangent
					NewTangent = SplineComp->ComponentToWorld.GetRotation().Inverse().RotateVector(NewTangent); // convert world-space tangent vector back into local-space
					EditedPoint.LeaveTangent = NewTangent;
					EditedPoint.ArriveTangent = NewTangent;

					// Rotate spline rotation according to delta rotation
					FQuat NewRot = SplineComp->ComponentToWorld.GetRotation() * EditedRotPoint.OutVal; // convert local-space rotation to world-space
					NewRot = DeltaRotate.Quaternion() * NewRot; // apply world-space rotation
					NewRot = SplineComp->ComponentToWorld.GetRotation().Inverse() * NewRot; // convert world-space rotation to local-space
					EditedRotPoint.OutVal = NewRot;
				}

				if (DeltaScale.X != 0.0f)
				{
					// Set point tangent as user controlled
					EditedPoint.InterpMode = CIM_CurveUser;

					const FVector NewTangent = EditedPoint.LeaveTangent * (1.0f + DeltaScale.X);
					EditedPoint.LeaveTangent = NewTangent;
					EditedPoint.ArriveTangent = NewTangent;
				}

				if (DeltaScale.Y != 0.0f)
				{
					// Scale in Y adjusts the scale spline
					EditedScalePoint.OutVal.Y *= (1.0f + DeltaScale.Y);
				}

				if (DeltaScale.Z != 0.0f)
				{
					// Scale in Z adjusts the scale spline
					EditedScalePoint.OutVal.Z *= (1.0f + DeltaScale.Z);
				}
			}
		}

		NotifyComponentModified();
		return true;
	}

	return false;
}
void FAnimNode_KinectV2Retarget::EvaluateBoneTransforms(USkeletalMeshComponent* SkelComp, FCSPose<FCompactPose>& MeshBases, TArray<FBoneTransform>& OutBoneTransforms)
{


	
	uint8 i = 0;

	if (!KinectBody.bIsTracked)
	{
		return;
	}

	const FBoneContainer BoneContainer = MeshBases.GetPose().GetBoneContainer();

	FA2CSPose TempPose;

	TempPose.AllocateLocalPoses(BoneContainer, SkelComp->LocalAtoms);


	for (auto Bone : KinectBody.KinectBones)
	{


		
		if (BonesToRetarget[i].IsValid(BoneContainer))
		{

			auto DeltaTranform = Bone.MirroredJointTransform.GetRelativeTransform(SkelComp->GetBoneTransform(0));


			//AxisMeshes[Bone.JointTypeEnd]->SetRelativeLocation(PosableMesh->GetBoneLocationByName(RetargetBoneNames[Bone.JointTypeEnd], EBoneSpaces::ComponentSpace));

			auto BoneBaseTransform = DeltaTranform*SkelComp->GetBoneTransform(0);



			FRotator PreAdjusmentRotator = BoneBaseTransform.Rotator();

			FRotator PostBoneDirAdjustmentRotator = (BoneAdjustments[Bone.JointTypeEnd].BoneDirAdjustment.Quaternion()*PreAdjusmentRotator.Quaternion()).Rotator();

			FRotator CompSpaceRotator = (PostBoneDirAdjustmentRotator.Quaternion()*BoneAdjustments[Bone.JointTypeEnd].BoneNormalAdjustment.Quaternion()).Rotator();

			FVector Normal, Binormal, Dir;

			UKismetMathLibrary::BreakRotIntoAxes(CompSpaceRotator, Normal, Binormal, Dir);

			Dir *= BoneAdjustments[Bone.JointTypeEnd].bInvertDir ? -1 : 1;

			Normal *= BoneAdjustments[Bone.JointTypeEnd].bInvertNormal ? -1 : 1;


			FVector X, Y, Z;

			switch (BoneAdjustments[Bone.JointTypeEnd].BoneDirAxis)
			{
			case EAxis::X:
				X = Dir;
				break;
			case EAxis::Y:
				Y = Dir;
				break;
			case EAxis::Z:
				Z = Dir;
				break;
			default:
				;
			}

			switch (BoneAdjustments[Bone.JointTypeEnd].BoneBinormalAxis)
			{
			case EAxis::X:
				X = Binormal;
				break;
			case EAxis::Y:
				Y = Binormal;
				break;
			case EAxis::Z:
				Z = Binormal;
				break;
			default:
				;
			}

			switch (BoneAdjustments[Bone.JointTypeEnd].BoneNormalAxis)
			{
			case EAxis::X:
				X = Normal;
				break;
			case EAxis::Y:
				Y = Normal;
				break;
			case EAxis::Z:
				Z = Normal;
				break;
			default:
				;
			}

			FRotator SwiveledRot = UKismetMathLibrary::MakeRotationFromAxes(X, Y, Z);

			SwiveledRot = (SkelComp->GetBoneTransform(0).Rotator().Quaternion()*SwiveledRot.Quaternion()).Rotator();
			//PosableMesh->SetBoneRotationByName(RetargetBoneNames[Bone.JointTypeEnd], (PosableMesh->GetBoneTransform(0).Rotator().Quaternion()*SwiveledRot.Quaternion()).Rotator(), EBoneSpaces::ComponentSpace);

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
			if (BoneAdjustments[i].bDebugDraw)
			{
				DrawDebugCoordinateSystem(SkelComp->GetWorld(), SkelComp->GetBoneLocation(BonesToRetarget[i].BoneName), SwiveledRot, 100.f, false, 0.1f);
			}
#endif

			

			FCompactPoseBoneIndex CompactPoseBoneToModify = BonesToRetarget[i].GetCompactPoseIndex(BoneContainer);
			FTransform NewBoneTM = MeshBases.GetComponentSpaceTransform(CompactPoseBoneToModify);

			FAnimationRuntime::ConvertCSTransformToBoneSpace(SkelComp, MeshBases, NewBoneTM, CompactPoseBoneToModify, BCS_ComponentSpace);

			const FQuat BoneQuat(SwiveledRot);

			NewBoneTM.SetRotation(BoneQuat);

			// Convert back to Component Space.
			FAnimationRuntime::ConvertBoneSpaceTransformToCS(SkelComp, MeshBases, NewBoneTM, CompactPoseBoneToModify, BCS_ComponentSpace);


			FAnimationRuntime::SetSpaceTransform(TempPose, BonesToRetarget[i].BoneIndex, NewBoneTM);

			OutBoneTransforms.Add(FBoneTransform(BonesToRetarget[i].GetCompactPoseIndex(BoneContainer), NewBoneTM));
		}

		++i;



		

	}


}