Files
gig-line/Game/GigLine/Source/GigLine/GigLineShotActor.cpp
T
zwitschi 03af8146a6 fix(rig): curl the fingers, derive the arm angle
Two defects from the 0.2.0 review, both fixed and both measured.

- Fingers splayed because the bind is an A-pose hand. All three joints of all five
  fingers per hand are curled in the standing base (0.28/0.34/0.22 rad), with the
  curl axis probed on the rig first. The front shot now shows relaxed hands.
- The arms-down rotation is derived on every build instead of hard-coded: the
  builder sweeps candidate angles and returns the one whose bone direction points at
  the target (0.60 rad, direction dot 1.000 this build). The old 0.55 was a
  hand-swept constant.
- Base bones are keyed in both clips, so a clip that only animates the limbs cannot
  drop the standing offset.

Regression, recorded rather than hidden: the stride shot shows a standing pose again
after this change. The probe had shown the walk clip playing (speed=28
clip=GigLine_Walk) before it, and pinning the clip to a quarter cycle did not restore
the stride, so the cause needs a fresh look. The shot is retired rather than shipped
broken, and the known-issues table now points at it.
2026-11-09 12:48:40 +01:00

172 lines
5.4 KiB
C++

#include "GigLineShotActor.h"
#include "GigLineCharacter.h"
#include "Kismet/GameplayStatics.h"
#include "Camera/CameraActor.h"
#include "Camera/CameraComponent.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
#include "UnrealClient.h"
AGigLineShotActor::AGigLineShotActor()
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = true;
}
void AGigLineShotActor::BeginPlay()
{
Super::BeginPlay();
NextShot();
}
void AGigLineShotActor::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
// QA mode: the -qaselftest run owns the process (it walks, resets, pauses,
// transects, then quits on its own). Skip the screenshot rounds so the game
// does not exit mid-test via bQuitWhenDone.
if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
{
return;
}
if (bWaitingForSettle)
{
// A follow shot tracks the pawn while it settles, otherwise the subject
// walks out of the frame between placement and capture.
if (CurrentShot < ShotFollow.Num() && ShotFollow[CurrentShot])
{
UpdateFollowCamera();
}
SettleCountdown -= DeltaSeconds;
if (SettleCountdown <= 0.f)
{
bWaitingForSettle = false;
// Use the stable custom name only (no list-index prefix): inserting or
// reordering cameras must not renumber files and orphan the old ones.
const FString Name = CurrentShot < ShotNames.Num()
? ShotNames[CurrentShot]
: FString::FromInt(CurrentShot);
const FString FileName = FString::Printf(TEXT("review-%s"), *Name);
// Resolution is the game window's; the runner passes -ResX/-ResY.
FScreenshotRequest::RequestScreenshot(FileName, /*bInShowUI=*/true, false);
bWaitingForScreenshot = true;
}
return;
}
if (bWaitingForScreenshot && !FScreenshotRequest::IsScreenshotRequested())
{
bWaitingForScreenshot = false;
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: captured %s"), *FScreenshotRequest::GetFilename());
// Walking shots move the pawn; put it back before the fixed-camera shots run.
if (ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot])
{
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->ReturnToStartForReview();
}
}
++CurrentShot;
NextShot();
}
}
void AGigLineShotActor::UpdateFollowCamera()
{
if (!CurrentCamera)
{
return;
}
APawn* Pawn = UGameplayStatics::GetPlayerPawn(this, 0);
if (!Pawn)
{
return;
}
// Enable the walk here rather than only in NextShot: the sequencer's BeginPlay
// runs before the player pawn exists, so a one-shot cast there silently found
// nothing and the pawn never walked during its follow shot.
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(Pawn))
{
Character->SetReviewWalk(true);
// Park the walk clip at a quarter cycle the first frame of the shot, so the
// capture lands mid-stride. Without this the phase is whatever happened to be
// playing when the settle timer expired, and a passing pose looks like a still.
if (!bFollowPhaseSet)
{
bFollowPhaseSet = true;
if (USkeletalMeshComponent* Body = Character->GetMesh())
{
Body->SetPosition(0.25f, /*bFireNotifies=*/false);
}
}
}
// Offset in the pawn's frame: to its right, slightly above, looking at the
// pelvis. Right-of-pawn gives a profile view, which is where a stride reads.
const FVector Right = Pawn->GetActorRightVector();
const FVector Origin = Pawn->GetActorLocation();
const FVector CameraLocation = Origin + Right * 420.f + FVector(0.f, 0.f, 90.f);
const FVector Target = Origin + FVector(0.f, 0.f, 40.f);
CurrentCamera->SetActorLocation(CameraLocation);
CurrentCamera->SetActorRotation((Target - CameraLocation).Rotation());
}
void AGigLineShotActor::NextShot()
{
if (!PlayerController)
{
PlayerController = GetWorld()->GetFirstPlayerController();
}
if (CurrentShot >= ShotLocations.Num() || !PlayerController)
{
UE_LOG(LogTemp, Log, TEXT("GigLineShotActor: done (%d shots)"), CurrentShot);
if (bQuitWhenDone)
{
PlayerController->ConsoleCommand(TEXT("quit"));
}
return;
}
if (CurrentCamera)
{
CurrentCamera->Destroy();
}
FActorSpawnParameters Params;
Params.ObjectFlags |= RF_Transient;
CurrentCamera = GetWorld()->SpawnActor<ACameraActor>(
ACameraActor::StaticClass(), ShotLocations[CurrentShot], ShotRotations[CurrentShot], Params);
if (ShotFieldOfView.IsValidIndex(CurrentShot) && ShotFieldOfView[CurrentShot] > 0.0f)
{
if (UCameraComponent* Cam = CurrentCamera->GetCameraComponent())
{
// Long lens for elevations: fills the frame from across the street
// without pitching the camera, so verticals stay parallel.
Cam->SetFieldOfView(ShotFieldOfView[CurrentShot]);
}
}
// Follow shots ignore their recorded transform after this point: the camera is
// rebuilt from the pawn every frame until the capture. They also own the walking:
// the pawn only holds forward input while a follow shot is being taken, so the
// fixed-camera shots later in the list still find it at the spawn point.
const bool bFollowThisShot = ShotFollow.IsValidIndex(CurrentShot) && ShotFollow[CurrentShot];
bFollowPhaseSet = false;
if (AGigLineCharacter* Character = Cast<AGigLineCharacter>(UGameplayStatics::GetPlayerPawn(this, 0)))
{
Character->SetReviewWalk(bFollowThisShot);
}
if (bFollowThisShot)
{
UpdateFollowCamera();
}
PlayerController->SetViewTarget(CurrentCamera);
SettleCountdown = SettleSeconds;
bWaitingForSettle = true;
}