integrate the virtual hand mesh from allbreaker

This commit is contained in:
Mamadou Babaei
2024-03-22 20:59:47 +01:00
parent 11a6e6ed63
commit c78fb20eef
10 changed files with 45 additions and 29 deletions
+1
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@@ -14,6 +14,7 @@ This is the second major release of the SenseGlove Unreal Engine Plugin adding s
- Added support for the SenseGlove Nova 2 devices.
- Various classes have been added to the API in order to implement the new functionalities and features from the latest upstream SenseGlove libraries.
- Added initial support for the upcoming Unreal Engine 5.4 release.
- Added a pair of default production-ready virtual hand meshes for the left and right hands, courtesy of [Allbreaker LLC Columbia](https://www.allbreaker.co/). For usage and redistribution, please consult the [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md) file.
### Fixed
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+13
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@@ -85,3 +85,16 @@ 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.
```
## Allbreaker Virtual Hand Models
```
The virtual hand model mesh included in this plugin, situated within the
Contents/Meshes/Allbreaker folder, is graciously supplied by Allbreaker LLC
Colombia. This provision is made pursuant to an agreement between SenseGlove
B.V. and Allbreaker LLC. Users of this plugin are bound by the terms outlined in
the license agreement and are advised to review the terms and conditions
specified therein.
Please visit https://www.allbreaker.co/ to obtain information about the work of
Allbreaker.
```
@@ -36,11 +36,8 @@
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Animation/Skeleton.h"
#include "Components/SphereComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "Kismet/GameplayStatics.h"
#include "Runtime/Launch/Resources/Version.h"
#include "Templates/UnrealTypeTraits.h"
#include "UObject/ConstructorHelpers.h"
@@ -60,29 +57,29 @@ struct USGVirtualHandComponent::FImpl
FORCEINLINE static const FString& GetDefaultLeftHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left'")};
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Left.SK_Allbreaker_VirtualHand_Left'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultLeftHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left")};
static const FString Path{TEXT("/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Left.SK_Allbreaker_VirtualHand_Left")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right'")};
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Right.SK_Allbreaker_VirtualHand_Right'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right")};
static const FString Path{TEXT("/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Right.SK_Allbreaker_VirtualHand_Right")};
return Path;
}
@@ -214,7 +211,7 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
bAutoStopAllHapticsOnEndPlay = true;
GrabSocketName = FName{TEXT("GrabPoint")};
GrabSocketName = FName{TEXT("GenericGrabPoint")};
DefaultFingertipsGrabColliderSize = FVector{0.08f, 0.08f, 0.08f};
@@ -568,25 +565,12 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
{
// FIXME
// Since we dont ship a default virtual hand mesh at the moment, calling SetDefaultMesh causes the following failed
// assertion due the fact that the engine won't be able to find the asset at the default location:
// Assertion failed: IsInGameThread()
// Unable to load /SenseGlove/Meshes/SK_SenseGlove_VirtualHand_*. Objects and Packages can only be loaded from the
// One workaround would be disabling the async loading or as an alternative simply disabling this portion of the
// code should be a good-enough fix until we address this issue in it's own time.
//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
}
USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
{
return Owner->
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
GetSkeletalMeshAsset()
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
SkeletalMesh
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
;
return Owner->GetSkeletalMeshAsset();
}
USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const