implement a USGHapticsComponent to allow sending a variety of haptic feedbacks to the gloves without touching senseglove's low-level api
This commit is contained in:
@@ -0,0 +1,252 @@
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/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2026 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
|
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* 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:
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*
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* The above copyright notice and this permission notice shall be included in all
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||||
* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SenseGlove/Components/SGHapticsComponent.h"
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#include "SGCore/SGCustomWaveform.h"
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#include "SGCore/SGHapticGlove.h"
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#include "SGTracking/SGGloveTracker.h"
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struct USGHapticsComponent::FImpl
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{
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/************************
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* Static methods
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************************/
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/************************
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* Owner object
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************************/
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USGHapticsComponent* Owner;
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/************************
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* Constructor / Destructor
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************************/
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explicit FImpl(USGHapticsComponent* InOwner);
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~FImpl();
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/************************
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* Default copy constructor & copy assignment operator
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************************/
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FImpl(const FImpl& Rhs) = default;
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FImpl& operator=(const FImpl& Rhs) = default;
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/************************
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* Methods
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************************/
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FORCEINLINE USGHapticGlove* GetGlove() const
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{
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const USGGloveTracker* GloveTracker{USGGloveTracker::GetInstance(Owner->GetOuter())};
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USGHapticGlove* Glove{IsValid(GloveTracker) ? GloveTracker->GetGlove(Owner->IsRight()) : nullptr};
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return Glove;
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}
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void AutoStopAllHaptics() const;
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};
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USGHapticsComponent::USGHapticsComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer),
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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bRight = true;
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}
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void USGHapticsComponent::SetRight(const bool bInRight)
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{
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bRight = bInRight;
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if (bAutoStopAllHaptics)
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{
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Pimpl->AutoStopAllHaptics();
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}
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}
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void USGHapticsComponent::UninitializeComponent()
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{
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Super::UninitializeComponent();
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if (bAutoStopAllHaptics)
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{
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Pimpl->AutoStopAllHaptics();
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}
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}
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void USGHapticsComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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Super::EndPlay(EndPlayReason);
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if (bAutoStopAllHaptics)
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{
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Pimpl->AutoStopAllHaptics();
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}
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}
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void USGHapticsComponent::StopHaptics()
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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Glove->StopHaptics();
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}
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}
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void USGHapticsComponent::StopVibrations()
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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Glove->StopVibrations();
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}
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}
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bool USGHapticsComponent::SendHaptics()
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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return Glove->SendHaptics();
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}
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return false;
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}
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bool USGHapticsComponent::SupportsCustomWaveform(const ESGHapticLocation AtLocation) const
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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return Glove->SupportsCustomWaveform(AtLocation);
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}
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return false;
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}
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bool USGHapticsComponent::SendCustomWaveform(
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const float Amplitude, const float Duration, const ESGHapticLocation Location)
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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USGCustomWaveform* Waveform{
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USGCustomWaveform::NewCustomWaveform(GetOuter(), Amplitude, Duration)
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};
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return Glove->SendCustomWaveform(MoveTemp(Waveform), Location);
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}
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return false;
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}
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bool USGHapticsComponent::SendCustomWaveform(
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const float Amplitude, const float Duration, const float Frequency, const ESGHapticLocation Location)
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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USGCustomWaveform* Waveform{
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USGCustomWaveform::NewCustomWaveform(GetOuter(), Amplitude, Duration, Frequency)
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};
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return Glove->SendCustomWaveform(MoveTemp(Waveform), Location);
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}
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return false;
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}
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bool USGHapticsComponent::QueueForceFeedbackLevels(const TArray<float>& Levels01)
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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return Glove->QueueForceFeedbackLevels(Levels01);
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}
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return false;
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}
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bool USGHapticsComponent::QueueForceFeedbackLevel(const int32 Finger, const float Level01)
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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return Glove->QueueForceFeedbackLevel(Finger, Level01);
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}
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return false;
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}
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bool USGHapticsComponent::QueueVibroLevels(const TArray<float>& Levels01)
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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return Glove->QueueVibroLevels(Levels01);
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}
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return false;
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}
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bool USGHapticsComponent::QueueVibroLevel(const ESGHapticLocation Location, const float Level01)
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{
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USGHapticGlove* Glove{Pimpl->GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected())
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{
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return Glove->QueueVibroLevel(Location, Level01);
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}
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return false;
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}
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USGHapticsComponent::FImpl::FImpl(USGHapticsComponent* InOwner)
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: Owner(InOwner)
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{
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}
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USGHapticsComponent::FImpl::~FImpl() = default;
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void USGHapticsComponent::FImpl::AutoStopAllHaptics() const
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{
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USGHapticGlove* Glove{GetGlove()};
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if (IsValid(Glove) && Glove->IsConnected() && Owner->bAutoStopAllHaptics)
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{
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Glove->StopHaptics();
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}
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}
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void USGHapticsComponent::FImplDeleter::operator()(const FImpl* P) const
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{
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delete P;
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}
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@@ -0,0 +1,192 @@
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/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
|
||||
*
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||||
* Copyright (c) 2020 - 2026 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.
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||||
*
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* @section DESCRIPTION
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*
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*
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*/
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#pragma once
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#include "Components/SceneComponent.h"
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#include "Templates/UniquePtr.h"
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#include "SGTypes/SGCoreTypes.h"
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#include "SGHapticsComponent.generated.h"
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class AActor;
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class USGCustomWaveform;
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UCLASS(Blueprintable, BlueprintType, ClassGroup=(SenseGlove), meta=(BlueprintSpawnableComponent))
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class SENSEGLOVE_API USGHapticsComponent : public USceneComponent
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{
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GENERATED_UCLASS_BODY()
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private:
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/**
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* Determines whether this component operates on the right or the left hand.
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*/
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UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
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bool bRight;
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/**
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* If enabled, forces all haptics to stop automatically on the UninitializeComponent or EndPlay events, or when the
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* handedness changes. This is useful for situations where the simulation has ended, but ongoing haptic feedback
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* might remain active on the glove indefinitely. By default, this setting is enabled.
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*/
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UPROPERTY(Config, EditDefaultsOnly, Category="Haptics")
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bool bAutoStopAllHaptics;
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private:
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struct FImpl;
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struct FImplDeleter
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{
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void operator()(const FImpl* P) const;
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};
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TUniquePtr<FImpl, FImplDeleter> Pimpl;
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FImplDeleter PimplDeleter;
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public:
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FORCEINLINE bool IsLeft() const
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{
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return !IsRight();
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}
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FORCEINLINE bool IsRight() const
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{
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return bRight;
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}
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void SetRight(const bool bInRight);
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FORCEINLINE bool AutoStopsAllHaptics() const
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{
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return bAutoStopAllHaptics;
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}
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void SetAutoStopAllHaptics(const bool bInAutoStopAllHaptics)
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{
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bAutoStopAllHaptics = bInAutoStopAllHaptics;
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}
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public:
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virtual void UninitializeComponent() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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public:
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/**
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* Stops all Haptic effects if any are currently playing. Useful at the end of simulations or when restarting the
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* level.
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*/
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void StopHaptics();
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/**
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* Stops only vibrations.
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*/
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void StopVibrations();
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/**
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* Take all active commands in the device queue, compile them into one and send them to the device.
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*
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* @return Returns true if the message was successfully sent to SenseCom.
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*/
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bool SendHaptics();
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/**
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* Returns true if the haptic glove supports vibration feedback at the specified location.
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*
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* @param AtLocation
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*/
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bool SupportsCustomWaveform(ESGHapticLocation AtLocation) const;
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/**
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* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
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* custom waveforms.
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*
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* @param Amplitude
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* @param Duration
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* @param Location
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*/
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bool SendCustomWaveform(float Amplitude, float Duration, ESGHapticLocation Location);
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|
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/**
|
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* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
|
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* custom waveforms.
|
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*
|
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* @param Amplitude
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* @param Duration
|
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* @param Frequency
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* @param Location
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*/
|
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bool SendCustomWaveform(float Amplitude, float Duration, float Frequency, ESGHapticLocation Location);
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|
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/**
|
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* Queue a list of force-feedback levels, between 0.0f and 1.0f. Your list should be sorted from thumb to pinky.
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*
|
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* @param Levels01 Array containing the Force-Feedback levels, from 0.0f (no FFB) to 1.0f. A value < 0.0f will be
|
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* ignored.
|
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*
|
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* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
|
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*/
|
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bool QueueForceFeedbackLevels(const TArray<float>& Levels01);
|
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|
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/**
|
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* Set the Force-Feedback value of a particular finger to a specific level </summary>
|
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*
|
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* @param Level01 Value will be clamped between [0...1], where 0.0f means no Force-Feedback, and 1.0 means full
|
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* force-feedback.
|
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* @param Finger The finger to which to send the command.
|
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*/
|
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bool QueueForceFeedbackLevel(int32 Finger, float Level01);
|
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|
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/**
|
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* Queue a list of vibration levels, between 0.0 and 1.0. Your list should be sorted from thumb to pinky.
|
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*
|
||||
* @param Levels01 Array containing the vibration levels, from 0.0 (no vibration) to 1.0. A value < 0.0f will be
|
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* ignored.
|
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*
|
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* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
|
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*/
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bool QueueVibroLevels(const TArray<float>& Levels01);
|
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|
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/**
|
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* Queue a command to set the (continuous) vibration level at a specific location to a set amplitude.
|
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*
|
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* @param Location
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* @param Level01 Value will be clamped between [0...1], where 0.0f means no vibration, and 1.0 means full
|
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* vibration.
|
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*/
|
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bool QueueVibroLevel(ESGHapticLocation Location, float Level01);
|
||||
};
|
||||
@@ -0,0 +1,135 @@
|
||||
/**
|
||||
* @file
|
||||
*
|
||||
* @author Mamadou Babaei <mamadou@senseglove.com>
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2026 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 "SGKismet/SGHapticsComponentKismetLibrary.h"
|
||||
|
||||
#include "SenseGlove/Components/SGHapticsComponent.h"
|
||||
|
||||
bool UHapticsComponentKismetLibrary::IsLeft(
|
||||
const USGHapticsComponent* HapticsComponent)
|
||||
{
|
||||
return HapticsComponent->IsLeft();
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::IsRight(
|
||||
const USGHapticsComponent* HapticsComponent)
|
||||
{
|
||||
return HapticsComponent->IsRight();
|
||||
}
|
||||
|
||||
void UHapticsComponentKismetLibrary::SetRight(
|
||||
USGHapticsComponent* HapticsComponent, const bool bInRight)
|
||||
{
|
||||
HapticsComponent->SetRight(bInRight);
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::AutoStopsAllHaptics(
|
||||
const USGHapticsComponent* HapticsComponent)
|
||||
{
|
||||
return HapticsComponent->AutoStopsAllHaptics();
|
||||
}
|
||||
|
||||
void UHapticsComponentKismetLibrary::SetAutoStopAllHaptics(
|
||||
USGHapticsComponent* HapticsComponent, const bool bInAutoStopAllHaptics)
|
||||
{
|
||||
HapticsComponent->SetAutoStopAllHaptics(bInAutoStopAllHaptics);
|
||||
}
|
||||
|
||||
void UHapticsComponentKismetLibrary::StopHaptics(
|
||||
USGHapticsComponent* HapticsComponent)
|
||||
{
|
||||
HapticsComponent->StopHaptics();
|
||||
}
|
||||
|
||||
void UHapticsComponentKismetLibrary::StopVibrations(
|
||||
USGHapticsComponent* HapticsComponent)
|
||||
{
|
||||
HapticsComponent->StopVibrations();
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::SendHaptics(
|
||||
USGHapticsComponent* HapticsComponent)
|
||||
{
|
||||
return HapticsComponent->SendHaptics();
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::SupportsCustomWaveform(
|
||||
const USGHapticsComponent* HapticsComponent,
|
||||
const ESGHapticLocation AtLocation)
|
||||
{
|
||||
return HapticsComponent->SupportsCustomWaveform(AtLocation);
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::SendCustomWaveform_Amplitude_Duration_Location(
|
||||
USGHapticsComponent* HapticsComponent,
|
||||
const float Amplitude, const float Duration, const ESGHapticLocation Location)
|
||||
{
|
||||
return HapticsComponent->SendCustomWaveform(Amplitude, Duration, Location);
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::SendCustomWaveform_Amplitude_Duration_Frequency_Location(
|
||||
USGHapticsComponent* HapticsComponent,
|
||||
const float Amplitude, const float Duration, const float Frequency, const ESGHapticLocation Location)
|
||||
{
|
||||
return HapticsComponent->SendCustomWaveform(Amplitude, Duration, Frequency, Location);
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::QueueForceFeedbackLevels(
|
||||
USGHapticsComponent* HapticsComponent,
|
||||
const TArray<float>& Levels01)
|
||||
{
|
||||
return HapticsComponent->QueueForceFeedbackLevels(Levels01);
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::QueueForceFeedbackLevel(
|
||||
USGHapticsComponent* HapticsComponent,
|
||||
const int32 Finger, const float Level01)
|
||||
{
|
||||
return HapticsComponent->QueueForceFeedbackLevel(Finger, Level01);
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::QueueVibroLevels(
|
||||
USGHapticsComponent* HapticsComponent,
|
||||
const TArray<float>& Levels01)
|
||||
{
|
||||
return HapticsComponent->QueueVibroLevels(Levels01);
|
||||
}
|
||||
|
||||
bool UHapticsComponentKismetLibrary::QueueVibroLevel(
|
||||
USGHapticsComponent* HapticsComponent,
|
||||
const ESGHapticLocation Location, const float Level01)
|
||||
{
|
||||
return HapticsComponent->QueueVibroLevel(Location, Level01);
|
||||
}
|
||||
@@ -0,0 +1,170 @@
|
||||
/**
|
||||
* @file
|
||||
*
|
||||
* @author Mamadou Babaei <mamadou@senseglove.com>
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2026 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
|
||||
|
||||
#include "SGKismet/SGBlueprintFunctionLibrary.h"
|
||||
|
||||
#include "SGHapticsComponentKismetLibrary.generated.h"
|
||||
|
||||
class AActor;
|
||||
class USGHapticsComponent;
|
||||
|
||||
UCLASS(meta=(ScriptName = "SenseGloveHapticsComponentKismetLibrary"))
|
||||
class SENSEGLOVEKISMET_API UHapticsComponentKismetLibrary final : public USGBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool IsLeft(const USGHapticsComponent* HapticsComponent);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool IsRight(const USGHapticsComponent* HapticsComponent);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static void SetRight(UPARAM(ref) USGHapticsComponent* HapticsComponent, bool bInRight);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool AutoStopsAllHaptics(const USGHapticsComponent* HapticsComponent);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static void SetAutoStopAllHaptics(UPARAM(ref) USGHapticsComponent* HapticsComponent, bool bInAutoStopAllHaptics);
|
||||
|
||||
/**
|
||||
* Stops all Haptic effects if any are currently playing. Useful at the end of simulations or when restarting the
|
||||
* level.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static void StopHaptics(UPARAM(ref) USGHapticsComponent* HapticsComponent);
|
||||
|
||||
/**
|
||||
* Stops only vibrations.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static void StopVibrations(UPARAM(ref) USGHapticsComponent* HapticsComponent);
|
||||
|
||||
/**
|
||||
* Take all active commands in the device queue, compile them into one and send them to the device.
|
||||
*
|
||||
* @return Returns true if the message was successfully sent to SenseCom.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool SendHaptics(UPARAM(ref) USGHapticsComponent* HapticsComponent);
|
||||
|
||||
/**
|
||||
* Returns true if the haptic glove supports vibration feedback at the specified location.
|
||||
*
|
||||
* @param AtLocation
|
||||
*/
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool SupportsCustomWaveform(const USGHapticsComponent* HapticsComponent,
|
||||
ESGHapticLocation AtLocation);
|
||||
|
||||
/**
|
||||
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
|
||||
* custom waveforms.
|
||||
*
|
||||
* @param Amplitude
|
||||
* @param Duration
|
||||
* @param Location
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, DisplayName="Send Custom Waveform",
|
||||
Category="SenseGlove | Components | Haptics Component")
|
||||
static bool SendCustomWaveform_Amplitude_Duration_Location(
|
||||
UPARAM(ref) USGHapticsComponent* HapticsComponent,
|
||||
float Amplitude, float Duration, ESGHapticLocation Location);
|
||||
|
||||
/**
|
||||
* Sends a custom waveform to the location specified, provided that the glove has a motor there, and can support
|
||||
* custom waveforms.
|
||||
*
|
||||
* @param Amplitude
|
||||
* @param Duration
|
||||
* @param Frequency
|
||||
* @param Location
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, DisplayName="Send Custom Waveform",
|
||||
Category="SenseGlove | Components | Haptics Component")
|
||||
static bool SendCustomWaveform_Amplitude_Duration_Frequency_Location(
|
||||
UPARAM(ref) USGHapticsComponent* HapticsComponent,
|
||||
float Amplitude, float Duration, float Frequency, ESGHapticLocation Location);
|
||||
|
||||
/**
|
||||
* Queue a list of force-feedback levels, between 0.0f and 1.0f. Your list should be sorted from thumb to pinky.
|
||||
*
|
||||
* @param Levels01 Array containing the Force-Feedback levels, from 0.0f (no FFB) to 1.0f. A value < 0.0f will be
|
||||
* ignored.
|
||||
*
|
||||
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool QueueForceFeedbackLevels(UPARAM(ref) USGHapticsComponent* HapticsComponent,
|
||||
const TArray<float>& Levels01);
|
||||
|
||||
/**
|
||||
* Set the Force-Feedback value of a particular finger to a specific level </summary>
|
||||
*
|
||||
* @param Level01 Value will be clamped between [0...1], where 0.0f means no Force-Feedback, and 1.0 means full
|
||||
* force-feedback.
|
||||
* @param Finger The finger to which to send the command.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool QueueForceFeedbackLevel(UPARAM(ref) USGHapticsComponent* HapticsComponent,
|
||||
int32 Finger, float Level01);
|
||||
|
||||
/**
|
||||
* Queue a list of vibration levels, between 0.0 and 1.0. Your list should be sorted from thumb to pinky.
|
||||
*
|
||||
* @param Levels01 Array containing the vibration levels, from 0.0 (no vibration) to 1.0. A value < 0.0f will be
|
||||
* ignored.
|
||||
*
|
||||
* @remarks Devices that 'only' have on/off FFB will treat any value > 0.0 as 1.0.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool QueueVibroLevels(UPARAM(ref) USGHapticsComponent* HapticsComponent,
|
||||
const TArray<float>& Levels01);
|
||||
|
||||
/**
|
||||
* Queue a command to set the (continuous) vibration level at a specific location to a set amplitude.
|
||||
*
|
||||
* @param Location
|
||||
* @param Level01 Value will be clamped between [0...1], where 0.0f means no vibration, and 1.0 means full
|
||||
* vibration.
|
||||
*/
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Haptics Component")
|
||||
static bool QueueVibroLevel(UPARAM(ref) USGHapticsComponent* HapticsComponent,
|
||||
ESGHapticLocation Location, float Level01);
|
||||
};
|
||||
Reference in New Issue
Block a user