Files
gig-line/Game/GigLine/Source/GigLine/GigLineShotActor.h
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

89 lines
2.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "GigLineShotActor.generated.h"
/**
* Dev-only helper for the visual-review screenshot pipeline.
*
* Placed in the review map by Tools/ue_build_review_map.py. In -game mode it
* walks a fixed list of camera setups, sets the view target to a spawned
* CameraActor for each, requests a screenshot via FScreenshotRequest, and
* quits the game when all shots are written. Lives in test content only;
* the shipped game never references this map.
*/
UCLASS()
class GIGLINE_API AGigLineShotActor : public AActor
{
GENERATED_BODY()
public:
AGigLineShotActor();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
/** World-space locations for each shot camera. */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FVector> ShotLocations;
/** Rotations for each shot camera (same index as ShotLocations). */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FRotator> ShotRotations;
/** File name fragment for each shot (same index as ShotLocations). */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<FString> ShotNames;
/**
* Optional per-shot field of view (degrees), same index as ShotLocations.
* Zero or missing entries keep the engine default (90 deg). Elevation shots
* taken from across the street need a long lens: a level camera 45 m out with
* the default FOV leaves the building small in frame, and tilting it up to fill
* the frame is what breaks the verticals.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<float> ShotFieldOfView;
/** Seconds to let the view target settle before the capture. Resolution comes from the runner's -ResX/-ResY. */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
float SettleSeconds = 0.35f;
/**
* Optional per-shot "follow the player" flag, same index as ShotLocations.
*
* A fixed camera cannot photograph a walking pawn: at 4.5 m/s it covers the
* distance between two captures, so three attempts framed it at a different
* distance each run and two missed it entirely. With this flag the camera is
* re-placed every frame at a fixed offset in the pawn's frame, which is what
* makes a stride shot deterministic.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TArray<bool> ShotFollow;
/** Quit the game after the last shot (disable to keep the game open). */
UPROPERTY(EditAnywhere, BlueprintReadWrite)
bool bQuitWhenDone = true;
private:
void NextShot();
/** Re-places the active camera at the follow offset behind the player pawn. */
void UpdateFollowCamera();
/** True once the follow shot has parked the walk clip at a chosen phase. */
bool bFollowPhaseSet = false;
UPROPERTY()
TObjectPtr<class APlayerController> PlayerController;
UPROPERTY()
TObjectPtr<class ACameraActor> CurrentCamera;
int32 CurrentShot = 0;
float SettleCountdown = 0.f;
bool bWaitingForSettle = false;
bool bWaitingForScreenshot = false;
};