document more unreleased changes

This commit is contained in:
Mamadou Babaei
2024-08-16 18:02:04 +02:00
parent 085d28dbfd
commit 714307e92c
+17
View File
@@ -17,18 +17,35 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
- Added the SGTrackingTypes header to the SenseGloveTypes module in order to define and share SenseGloveTracking module types through this header across the plugin modules.
- Added ESGHeadMountedDisplayDevice enum with supported HMDs list.
- Added the SGGloveTracer utility class, exposed to both C++ and Blueprint, in order to easily check left or right glove connectivity or retrieve the connected glove instances.
- GetMotionControllerData() has been introduced by USGVitualHandComponent in order to retrieve the OpenXR-compatible glove data in Unreal's FXRMotionControllerData format.
- Added FSGVirtualHandAnimInstanceProxy::GetMotionControllerData usable only by child classes.
- USGVirtualHandComponent introduced new uproperties AnimationBoneRotationCorrectionOffset and bAnimationShouldApplyBoneLocation with their equivalent getters and setters.
- Added USGVirtualHandComponent::GetMotionControllerData().
- Added the SenseGloveDebugKismet module in order to allow drawing of debug gizmos and virtual hands from Blueprint.
- Added a new static Draw() method overload to DebugGizmo which allows passing a FQuat instead of a FRotator.
### Changed
- The SGSettings constructor visibility has been changed from public to private.
- The SenseGlove libraries have been updated to v2.103.0-4a8bd81d.
- GetHandPose() has been replaced by GetMotionControllerData inside USGVirtualHandComponent (see the relevant entry in the Added and Removed sections).
- Many functions inside USGVirtualHandComponent for retrieving bone names or reference transforms has been renamed to return different data types; e.g. GetLeftHandFingerBoneNames(), GetRightHandFingerBoneNames(), GetLeftHandFingerBoneName(), and GetRightHandFingerBoneName() renamed to GetLeftHandBoneNames(), GetRightHandBoneNames(), GetLeftHandBoneName(), and GetRightHandBoneName() respectively.
- bHiddenInGameIfNoGloveDetected UPROPERTY from USGVirtualHandComponent has been renamed to bHiddenInGameIfNoHandDataAvailable and accordingly all of its getters and setters.
- SGWristTrackerComponent now uses FXRMotionControllerData for wrist tracking instead of caluclating the wrist location by calling the SenseGlove API.
- FSGVirtualHandAnimInstanceProxy now relies on FXRMotionControllerData to animate the hands instead of a TMap of bone names and rotations which allows it to also apply the bone locations.
- FSGDebugVirtualHand::Draw now accepts a FXRMotionControllerData parameter instead of all WristLocation, WristRotation, JointPositions, and JointRotations parameters.
- Updated the Directory Structure section of the main README file to reflect the latest toolchain support status.
### Removed
- Dropped support for Unreal Engine 5.1 and Epic Native Toolchain v20 (used to build UE 5.0 and 5.1 Linux dependencies).
- Removed ASGVirtualHandActor as it was experimental and we no longer maintain it and haven't been doing so for a long time.
- Removed FSGVirtualHandAnimInstanceProxy::GetBonesRotations().
- Removed USGVirtualHandComponent::GetFingerBoneName().
- Removed USGVirtualHandComponent::GetFingerBoneRefTransform().
- Removed USGVirtualHandComponent::GetFingerBoneRefRotation().
- Removed USGVirtualHandComponent::GetFingerBoneRefRotation().
- Removed USGVirtualHandComponent::GetHandPose() and it's no longer possible to get the hand pose data from USGVirtualHandComponent as GetHandPose() has been removed. If you need it, you could always use the SenseGlove low-level API to retrieve it from the glove.
## [2.0.2] - 2024-04-25