61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "LiveLinkFramePreProcessor.h"
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#include "Engine/DataTable.h"
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#include "MetaHumanRealtimeSmoothing.h"
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#include "MetaHumanSmoothingPreProcessor.generated.h"
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UCLASS(meta=(DisplayName="MetaHuman Smoothing"))
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class METAHUMANLIVELINKSOURCE_API UMetaHumanSmoothingPreProcessor : public ULiveLinkFramePreProcessor
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{
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GENERATED_BODY()
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public:
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class FMetaHumanSmoothingPreProcessorWorker : public ILiveLinkFramePreProcessorWorker, public FMetaHumanRealtimeSmoothing
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{
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public:
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FMetaHumanSmoothingPreProcessorWorker(const TMap<FName, FMetaHumanRealtimeSmoothingParam>& InSmoothingParams);
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// ~Begin ILiveLinkFramePreProcessorWorker
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virtual TSubclassOf<ULiveLinkRole> GetRole() const override;
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virtual bool PreProcessFrame(const FLiveLinkStaticDataStruct& InStaticData, FLiveLinkFrameDataStruct& InOutFrame) override;
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// ~End ILiveLinkFramePreProcessorWorker
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private:
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double LastTime = 0;
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};
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UMetaHumanSmoothingPreProcessor();
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//~ UObject interface
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#if WITH_EDITOR
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virtual void PostEditChangeChainProperty(struct FPropertyChangedChainEvent& PropertyChangedEvent) override;
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#endif //WITH_EDITOR
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//~ End UObject interface
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// ~Begin ULiveLinkFramePreProcessor
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virtual TSubclassOf<ULiveLinkRole> GetRole() const override;
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virtual FWorkerSharedPtr FetchWorker() override;
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// ~End ULiveLinkFramePreProcessor
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/** Smoothing parameters **/
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UPROPERTY(EditAnywhere, Category="Smoothing")
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TObjectPtr<UMetaHumanRealtimeSmoothingParams> Parameters;
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private:
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/** The worker object instance */
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TSharedPtr<FMetaHumanSmoothingPreProcessorWorker, ESPMode::ThreadSafe> Worker;
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};
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