migrate the static getworld to sgengineutils

This commit is contained in:
Mamadou Babaei
2024-08-16 16:37:24 +02:00
parent 77f6d9be90
commit 2691f32492
7 changed files with 191 additions and 193 deletions
@@ -35,15 +35,9 @@
#include "SGTracking/SGGloveTracker.h"
#if WITH_EDITOR
#include "Editor.h"
#endif /* WITH_EDITOR */
#include "Engine/Engine.h"
#include "Engine/TimerHandle.h"
#include "Engine/World.h"
#if WITH_EDITOR
#include "Subsystems/UnrealEditorSubsystem.h"
#endif /* WITH_EDITOR */
#include "TimerManager.h"
#include "SGBackend/SGBackend.h"
@@ -52,6 +46,7 @@
#include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h"
#include "SGSettings/SGTrackingSettings.h"
#include "SGUtils/SGEngineUtils.h"
struct USGGloveTracker::FImpl
{
@@ -59,8 +54,6 @@ struct USGGloveTracker::FImpl
* Static methods
************************/
static UWorld* GetWorld();
FORCEINLINE static float GetGloveConnectivityCheckInterval()
{
const USGSettings* Settings{USGSettings::GetInstance()};
@@ -101,90 +94,9 @@ struct USGGloveTracker::FImpl
void UpdateGloves() const;
};
UWorld* USGGloveTracker::FImpl::GetWorld()
{
UWorld* World{nullptr};
#if WITH_EDITOR
if (GIsEditor)
{
if (IsValid(GEditor))
{
const bool bIsPIE = GPlayInEditorID != -1;
if (!bIsPIE)
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(1)};
if (WorldContext)
{
World = WorldContext->World();
}
}
else
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(GPlayInEditorID)};
if (WorldContext)
{
World = WorldContext->World();
}
}
/// NOTE
// IsInGameThread() check is to avoid EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// "You are not on the main thread."
// !(GEditor->PlayWorld || GIsPlayInEditorWorld) check is to avoid
// EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// The Editor is currently in a play mode.
if (!IsValid(World) && IsInGameThread() && !(GEditor->PlayWorld || GIsPlayInEditorWorld))
{
UUnrealEditorSubsystem* UnrealEditorSubsystem{GEditor->GetEditorSubsystem<UUnrealEditorSubsystem>()};
if (IsValid(UnrealEditorSubsystem))
{
/// NOTE
// This is exactly UnrealEditorSubsystem->GetEditorWorld() without all the annoying warnings that
// pollutes the logs. It's safe since we've already done all the checks.
World = GEditor->GetEditorWorldContext(false).World();
}
}
}
if (!IsValid(World) && IsValid(GEngine))
{
const UGameViewportClient* Viewport{GEngine->GameViewport};
if (IsValid(Viewport))
{
World = Viewport->GetWorld();
}
}
}
else
{
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
}
#else /* WITH_EDITOR */
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
#endif /* WITH_EDITOR */
if (!IsValid(World) && IsValid(GEngine))
{
UEngineSubsystem* EngineSubsystem{GEngine->GetEngineSubsystem<UEngineSubsystem>()};
if (IsValid(EngineSubsystem))
{
World = EngineSubsystem->GetWorld();
}
}
return World;
}
USGGloveTracker* USGGloveTracker::GetInstance()
{
UWorld* World{FImpl::GetWorld()};
UWorld* World{FSGEngineUtils::GetWorld()};
USGGloveTracker* Instance{IsValid(World) ? World->GetSubsystem<USGGloveTracker>() : nullptr};
return Instance;
}
@@ -37,9 +37,6 @@
#include "Containers/Array.h"
#include "Containers/Map.h"
#if WITH_EDITOR
#include "Editor.h"
#endif /* WITH_EDITOR */
#include "Engine/Engine.h"
#include "Engine/SkeletalMesh.h"
#include "Engine/World.h"
@@ -49,9 +46,6 @@
#include "OpenXRCore.h"
#include "OpenXRHMD/Private/OpenXRHMD.h"
#include "Runtime/Launch/Resources/Version.h"
#if WITH_EDITOR
#include "Subsystems/UnrealEditorSubsystem.h"
#endif /* WITH_EDITOR */
#include "SGBackend/SGBackend.h"
#include "SGCore/SGHapticGlove.h"
@@ -62,6 +56,7 @@
#include "SGTracking/SGXRHandState.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGTypes/SGTrackingTypes.h"
#include "SGUtils/SGEngineUtils.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION <= 3
void EnumerateOpenXRApiLayers(TArray<XrApiLayerProperties>& OutProperties)
@@ -90,8 +85,6 @@ struct FSGXRTracker::FImpl
* Static methods
************************/
static UWorld* GetWorld();
FORCEINLINE static bool ShouldFallbackToHandTrackingIfNoGloveDetected()
{
const USGSettings* Settings{USGSettings::GetInstance()};
@@ -511,87 +504,6 @@ struct FSGXRTracker::FImpl
bool UpdateSGHandState(const EControllerHand DeviceHand, FSGXRHandState& OutHandState) const;
};
UWorld* FSGXRTracker::FImpl::GetWorld()
{
UWorld* World{nullptr};
#if WITH_EDITOR
if (GIsEditor)
{
if (IsValid(GEditor))
{
const bool bIsPIE = GPlayInEditorID != -1;
if (!bIsPIE)
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(1)};
if (WorldContext)
{
World = WorldContext->World();
}
}
else
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(GPlayInEditorID)};
if (WorldContext)
{
World = WorldContext->World();
}
}
/// NOTE
// IsInGameThread() check is to avoid EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// "You are not on the main thread."
// !(GEditor->PlayWorld || GIsPlayInEditorWorld) check is to avoid
// EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// The Editor is currently in a play mode.
if (!IsValid(World) && IsInGameThread() && !(GEditor->PlayWorld || GIsPlayInEditorWorld))
{
UUnrealEditorSubsystem* UnrealEditorSubsystem{GEditor->GetEditorSubsystem<UUnrealEditorSubsystem>()};
if (IsValid(UnrealEditorSubsystem))
{
/// NOTE
// This is exactly UnrealEditorSubsystem->GetEditorWorld() without all the annoying warnings that
// pollutes the logs. It's safe since we've already done all the checks.
World = GEditor->GetEditorWorldContext(false).World();
}
}
}
if (!IsValid(World) && IsValid(GEngine))
{
const UGameViewportClient* Viewport{GEngine->GameViewport};
if (IsValid(Viewport))
{
World = Viewport->GetWorld();
}
}
}
else
{
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
}
#else /* WITH_EDITOR */
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
#endif /* WITH_EDITOR */
if (!IsValid(World) && IsValid(GEngine))
{
UEngineSubsystem* EngineSubsystem{GEngine->GetEngineSubsystem<UEngineSubsystem>()};
if (IsValid(EngineSubsystem))
{
World = EngineSubsystem->GetWorld();
}
}
return World;
}
ESGPositionalTrackingHardware FSGXRTracker::FImpl::GetPositionalTrackingHardware()
{
ESGPositionalTrackingHardware TrackerHardware = GetWristTrackingSettings().TrackingHardware;
@@ -748,7 +660,7 @@ USGBasicHandModel* FSGXRTracker::FImpl::GetHandModel(const bool bRight)
const TArray<FVector> StartPositions{GetFingerStartPositions(bRight)};
const TArray<FQuat> StartRotations{GetFingerStartRotations(bRight)};
UWorld* World{GetWorld()};
UWorld* World{FSGEngineUtils::GetWorld()};
USGBasicHandModel* HandModel{
USGBasicHandModel::NewBasicHandModel(World, bRight, FingerLengths, StartPositions, StartRotations)
@@ -765,7 +677,7 @@ USGHandPose* FSGXRTracker::FImpl::GetHandPose(const bool bRight)
return nullptr;
}
UWorld* World{GetWorld()};
UWorld* World{FSGEngineUtils::GetWorld()};
const USGBasicHandModel* HandModel{GetHandModel(bRight)};
USGHandPose* HandPose{nullptr};
@@ -1536,7 +1448,7 @@ bool FSGXRTracker::FImpl::GetOpenXRHandTrackingWristTransform(
return false;
}
UWorld* World{GetWorld()};
UWorld* World{FSGEngineUtils::GetWorld()};
FXRMotionControllerData MotionControllerData;
XRTrackingSystem->GetMotionControllerData(World, DeviceHand, MotionControllerData);
@@ -1561,7 +1473,7 @@ bool FSGXRTracker::FImpl::GetOpenXRWristTransform(
{
static constexpr int32 CurrentPlayerControllerIndex = 0;
const UWorld* World{GetWorld()};
const UWorld* World{FSGEngineUtils::GetWorld()};
const float WorldToMetersScale = World ? World->GetWorldSettings()->WorldToMeters : 100.0f;
FVector TrackerLocation;
@@ -67,20 +67,11 @@ public class SenseGloveTracking : ModuleRules
"SenseGloveCore",
"SenseGloveLog",
"SenseGloveSettings",
"SenseGloveUtils",
"SenseGloveTypes",
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd",
}
);
}
PrivateIncludePathModuleNames.AddRange(
new string[]
{
@@ -0,0 +1,128 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGUtils/SGEngineUtils.h"
#if WITH_EDITOR
#include "Editor.h"
#endif /* WITH_EDITOR */
#include "Engine/Engine.h"
#include "Engine/GameViewportClient.h"
#include "Engine/World.h"
#include "Subsystems/EngineSubsystem.h"
#if WITH_EDITOR
#include "Subsystems/UnrealEditorSubsystem.h"
#endif /* WITH_EDITOR */
UWorld* FSGEngineUtils::GetWorld()
{
UWorld* World{nullptr};
#if WITH_EDITOR
if (GIsEditor)
{
if (IsValid(GEditor))
{
const bool bIsPIE = GPlayInEditorID != -1;
if (!bIsPIE)
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(1)};
if (WorldContext)
{
World = WorldContext->World();
}
}
else
{
const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(GPlayInEditorID)};
if (WorldContext)
{
World = WorldContext->World();
}
}
/// NOTE
// IsInGameThread() check is to avoid EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// "You are not on the main thread."
// !(GEditor->PlayWorld || GIsPlayInEditorWorld) check is to avoid
// EngineScriptHelpers::CheckIfInEditorAndPIE emitting:
// The Editor is currently in a play mode.
if (!IsValid(World) && IsInGameThread() && !(GEditor->PlayWorld || GIsPlayInEditorWorld))
{
UUnrealEditorSubsystem* UnrealEditorSubsystem{GEditor->GetEditorSubsystem<UUnrealEditorSubsystem>()};
if (IsValid(UnrealEditorSubsystem))
{
/// NOTE
// This is exactly UnrealEditorSubsystem->GetEditorWorld() without all the annoying warnings that
// pollutes the logs. It's safe since we've already done all the checks.
World = GEditor->GetEditorWorldContext(false).World();
}
}
}
if (!IsValid(World) && IsValid(GEngine))
{
const UGameViewportClient* Viewport{GEngine->GameViewport};
if (IsValid(Viewport))
{
World = Viewport->GetWorld();
}
}
}
else
{
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
}
#else /* WITH_EDITOR */
if (IsValid(GEngine))
{
World = GEngine->GetCurrentPlayWorld(nullptr);
}
#endif /* WITH_EDITOR */
if (!IsValid(World) && IsValid(GEngine))
{
UEngineSubsystem* EngineSubsystem{GEngine->GetEngineSubsystem<UEngineSubsystem>()};
if (IsValid(EngineSubsystem))
{
World = EngineSubsystem->GetWorld();
}
}
return World;
}
@@ -0,0 +1,44 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED To THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ToRT OR OTHERWISE, ARISING From,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
class UWorld;
class SENSEGLOVEUTILS_API FSGEngineUtils final
{
public:
static UWorld* GetWorld();
};
@@ -52,5 +52,15 @@ public class SenseGloveUtils : ModuleRules
"SenseGloveTypes",
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd",
}
);
}
}
}