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342 Commits
Author SHA1 Message Date
Mamadou Babaei 21b2e3371e bump the plugin version to v1.4.3 2023-06-01 23:30:53 +02:00
Mamadou Babaei 9eb818e867 update the changelog 2023-06-01 23:30:53 +02:00
Mamadou Babaei fee9657be4 fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:30:52 +02:00
Mamadou Babaei c276a6ef40 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:30:52 +02:00
Mamadou Babaei 698653c786 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:30:51 +02:00
Mamadou Babaei 4688c0690c bump the plugin version to v1.4.2 2023-06-01 21:46:06 +02:00
Mamadou Babaei ca07b6c6a9 update the changelog 2023-06-01 21:46:06 +02:00
Mamadou Babaei f1d0d77a13 fix the changelog typos and errors 2023-06-01 21:46:05 +02:00
Mamadou Babaei 3fd2421446 minor grammatical fix 2023-06-01 21:46:05 +02:00
Mamadou Babaei 738e1af1f9 update the changelog with unreleased changes 2023-06-01 21:46:04 +02:00
Mamadou Babaei d7c835ce79 fix an edit condition parsing failure that caused a bug in the settings
system where the virtual hand and the wrist tracker debug gizmos where
always drawn, regardless of chosen settings
2023-06-01 21:46:04 +02:00
Mamadou Babaei a245094c81 fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:46:04 +02:00
Mamadou Babaei dc1c3c7f7f fix typos in the changelog 2023-06-01 21:46:03 +02:00
Mamadou Babaei 1e78c68f1f fix a typo in the changelog 2023-06-01 21:46:03 +02:00
Mamadou Babaei 943f8c59b3 fix the changelog 2023-06-01 21:46:02 +02:00
Mamadou Babaei 4e9c141282 fix a typo in the changelog 2023-06-01 21:46:02 +02:00
Mamadou Babaei 4b1caccd10 minor fix in the changelog 2023-06-01 21:46:01 +02:00
Mamadou Babaei 1cc4dab31f bump the plugin version v1.4.1 2023-05-29 02:09:44 +02:00
Mamadou Babaei 76e39c26b6 log unreleased changes 2023-05-29 02:09:43 +02:00
Mamadou Babaei 66b8c5e254 remove dead gradle code from the android module 2023-05-29 02:09:43 +02:00
Mamadou Babaei d1583f97fe supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:09:42 +02:00
Mamadou Babaei 5d2abd62b9 bump the plugin version to v1.4.0 2023-05-19 19:02:10 +02:00
Mamadou Babaei a66185061f supress the build warning for ue 4.27 complaining about unknown target platform linux arm64 2023-05-19 18:44:30 +02:00
Mamadou Babaei 6fb1ccaee5 fix linux aarch64 build issues on ue 5.0 2023-05-19 18:36:15 +02:00
Mamadou Babaei c491c79e27 remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:36:15 +02:00
Mamadou Babaei 55e9a67592 implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:12:14 +02:00
Mamadou Babaei 9519d5e49b temporarily disable the debug gizmo for the virtual hand and the wrist tracker due to an esoteric bug in the settings system 2023-05-19 18:12:14 +02:00
Mamadou Babaei eaa5fbb1df remove commented code 2023-05-19 18:12:13 +02:00
Mamadou Babaei 50a0a81a0b increase the default finger tips collider sizes 2023-05-19 18:12:13 +02:00
Mamadou Babaei 818f926137 get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:12:12 +02:00
Mamadou Babaei 4453c2b61f fix a potential crash 2023-05-19 18:12:12 +02:00
Mamadou Babaei fc9a1fc0d7 stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:12:11 +02:00
Mamadou Babaei 955e5fee9b set the default attachment rotation rule to keep relative 2023-05-19 18:12:11 +02:00
Mamadou Babaei b33125dbbd set the default attachment scale rule to snap to target 2023-05-19 18:12:11 +02:00
Mamadou Babaei 8976e4c04d do not affect collision when grab/release 2023-05-19 18:12:10 +02:00
Mamadou Babaei fb7f42ed09 refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:12:10 +02:00
Mamadou Babaei 93f24493d6 refactor the grab/touch logic and data structure and also cache the component ready to be grabbed in order to affect its physics state 2023-05-19 18:12:09 +02:00
Mamadou Babaei 0ac79a81a1 try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:12:09 +02:00
Mamadou Babaei 1363e292cc add grab sucess/fail checks with error messages 2023-05-19 18:12:08 +02:00
Mamadou Babaei 2fbfbd3067 add ensure checks on the grab socket name 2023-05-19 18:12:08 +02:00
Mamadou Babaei 02a88d2977 move socket name to a temp var for easier debugging 2023-05-19 18:12:08 +02:00
Mamadou Babaei 8f50017365 move attachment rules to a temp var for easier debugging 2023-05-19 18:12:07 +02:00
Mamadou Babaei b03d8970ab fix a release-detection logic error 2023-05-19 18:12:07 +02:00
Mamadou Babaei 4cc2f8a110 clean up and simplify the touch callback lambda 2023-05-19 18:12:06 +02:00
Mamadou Babaei 98db0e32a5 update the changelog 2023-05-19 18:12:06 +02:00
Mamadou Babaei 1159fc845a force off haptic commands when collision ends 2023-05-19 18:12:05 +02:00
Mamadou Babaei 3185d7a6f2 only send force-feedback and buzz commands when they are not zero 2023-05-19 18:12:05 +02:00
Mamadou Babaei de19604e19 update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:12:05 +02:00
Mamadou Babaei 5fb888346f add a note about abi/api breaking changes 2023-05-19 18:12:04 +02:00
Mamadou Babaei 349b25988c bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:12:03 +02:00
Mamadou Babaei dd7d9e044d removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:12:03 +02:00
Mamadou Babaei 7c07a1e709 try to fix various build issues with the senseglove core types module 2023-05-19 18:12:02 +02:00
Mamadou Babaei b11a169b64 fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:12:02 +02:00
Mamadou Babaei 4eb69ea798 whitelist all modules for linuxarm64 target platform 2023-05-19 18:12:01 +02:00
Mamadou Babaei 8896d77b32 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:12:01 +02:00
Mamadou Babaei 8f9724b726 fix a build error where engine versions are < 5.2 2023-05-19 18:12:00 +02:00
Mamadou Babaei 56131693f0 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:11:59 +02:00
Mamadou Babaei 22af36b9ad fix a circular dependency build issue 2023-05-19 18:11:58 +02:00
Mamadou Babaei 472c014a5e add a missing dependency that causes packaging issues 2023-05-19 18:11:58 +02:00
Mamadou Babaei d6b821903a capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:11:57 +02:00
Mamadou Babaei 26f9305364 fix a crash due to uninitialized pimpl object 2023-05-19 18:11:57 +02:00
Mamadou Babaei b2a09ca7b8 fix lambda crashes and ensure logic bugs 2023-05-19 18:11:56 +02:00
Mamadou Babaei 77092ce04c complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:11:56 +02:00
Mamadou Babaei b93ca620b5 add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:11:55 +02:00
Mamadou Babaei 732894fbe2 expose the connected glove in the virtual hand's api 2023-05-19 18:11:55 +02:00
Mamadou Babaei 2ddfaecc0d add static get component methods for quickly accessing grab/touch components 2023-05-19 18:11:55 +02:00
Mamadou Babaei 912b9e0d39 remove the variable names from the grab/touch signatures 2023-05-19 18:11:54 +02:00
Mamadou Babaei ddb368440c add the grab/touch state update events 2023-05-19 18:11:54 +02:00
Mamadou Babaei 579cf55dc4 update the changelog 2023-05-19 18:11:53 +02:00
Mamadou Babaei ccd2ac2ad9 fix a crash by removing wrong delegate binds 2023-05-19 18:11:53 +02:00
Mamadou Babaei 897394fbf2 add a buzz timeout uproperty 2023-05-19 18:11:52 +02:00
Mamadou Babaei 0849a64a55 merge all properties inside the grab component into one group 2023-05-19 18:11:52 +02:00
Mamadou Babaei aca8c4c534 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:11:52 +02:00
Mamadou Babaei 90b5a886df Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:11:51 +02:00
Mamadou Babaei 1e0501966f move force-feedback properties from the touch component to the grab component 2023-05-19 18:11:51 +02:00
Mamadou Babaei 18ec23251c cache which finger can grab or touch objects 2023-05-19 18:11:50 +02:00
Mamadou Babaei c9ef501868 set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:11:50 +02:00
Mamadou Babaei 4dad555486 add the api for getting/setting touch properties 2023-05-19 18:11:49 +02:00
Mamadou Babaei 7a83ad5877 add the api for getting/setting grab properties 2023-05-19 18:11:49 +02:00
Mamadou Babaei 708d35fd59 add a grab socket uproperty, getters, and setters 2023-05-19 18:11:49 +02:00
Mamadou Babaei d6e53d45bd whitespace fix 2023-05-19 18:11:48 +02:00
Mamadou Babaei a4176fbca7 differentiate the default grab/touch socket names 2023-05-19 18:11:48 +02:00
Mamadou Babaei ea29e1020e integrate the touch component and colliders and rename the grab ones 2023-05-19 18:11:47 +02:00
Mamadou Babaei 5a697e567e add a touch component intended to be used for force-feedback 2023-05-19 18:11:47 +02:00
Mamadou Babaei 9a40ee4fcd add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 18:11:46 +02:00
Mamadou Babaei 8e945ecb2a document the unreleased changes 2023-05-19 18:11:46 +02:00
Mamadou Babaei c43efc6f59 fix blueprint signatures and make all bp exposed functions static 2023-05-19 18:11:46 +02:00
Mamadou Babaei 031abc5845 formatting fix 2023-05-19 18:11:45 +02:00
Mamadou Babaei 1980a8da54 document a missing changelog item 2023-05-19 18:11:45 +02:00
Mamadou Babaei b2cd582813 Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 18:11:44 +02:00
Mamadou Babaei 5e787278dd bump the plugin version to v1.3.1 2023-04-28 02:13:19 +02:00
Mamadou Babaei 66efa0b0de temporarily revert changes that are not part of the v1.3.1 release 2023-04-28 02:13:19 +02:00
Mamadou Babaei 43c41dbdcb fix runuat rocket build issues by adding the missing headers 2023-04-28 02:13:19 +02:00
Mamadou Babaei 4000682362 document the senseglove debug module 2023-04-28 02:13:18 +02:00
Mamadou Babaei 89d1288ec2 document unreleased changes 2023-04-28 02:13:18 +02:00
Mamadou Babaei 0a505e3211 Revert "temporarily revert changes that are not part of the v1.3.0 release"
This reverts commit 6a0f2a00a1.
2023-04-28 02:13:17 +02:00
Mamadou Babaei 9dd6b8c096 bump the plugin version to v1.3.0 2023-04-28 01:21:22 +02:00
Mamadou Babaei 14c026e1ff temporarily revert changes that are not part of the v1.3.0 release 2023-04-28 01:21:22 +02:00
Mamadou Babaei 3adbe0f0ee bump senseglove libraries for linux and android to v2.6.0-aac3d56 2023-04-28 01:21:21 +02:00
Mamadou Babaei fb3704f25d bump the senseglove libraries for windows/msvc to v2.6.0-aac3d56 2023-04-28 01:21:20 +02:00
Mamadou Babaei 8e63d9987e document recent changes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 1edd20004c document the senseglove libraries bump in the changelog 2023-04-28 01:21:20 +02:00
Mamadou Babaei 71b0334a60 adjust senseglove/unreal coordinate system conversions according to changes in the recent sgcore release 2023-04-28 01:21:20 +02:00
Mamadou Babaei 2014f3a035 fix a gramatical error 2023-04-28 01:21:20 +02:00
Mamadou Babaei 42e210af45 add a debug virtual hand and some other fixes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 7b233c6476 fix the hand right hand offset 2023-04-28 01:21:20 +02:00
Mamadou Babaei 93f4f47afe remove redundant headers 2023-04-28 01:21:20 +02:00
Mamadou Babaei 52fc61df7f fix debug gizmo default colors 2023-04-28 01:21:20 +02:00
Mamadou Babaei d027f8564b refactor the debug gizmo draw method 2023-04-28 01:21:20 +02:00
Mamadou Babaei 61e2f6a6ba update the changelog with unreleased changes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 6e49d38907 refactor the wrist tracker's debug gzmo settings into a ustruct in order to be re-used 2023-04-28 01:21:20 +02:00
Mamadou Babaei 890378a0df fix gizmo drawing issue happens due to a null world object 2023-04-28 01:21:20 +02:00
Mamadou Babaei fb2503a8db add a new generic senseglove debug module 2023-04-28 01:21:20 +02:00
Mamadou Babaei 5b1dd49da2 add the base implementation for the senseglove grab component 2023-04-28 01:21:20 +02:00
Mamadou Babaei 3c49dcf658 increase the default DebugWristTrackerGizmoLength value in the plugin's settings 2023-04-28 01:21:20 +02:00
Mamadou Babaei 2d2cef372d increase the default DebugWristTrackerGizmoLength value on the wrist tracker 2023-04-28 01:21:20 +02:00
Mamadou Babaei 56afd24b4b document unreleased changes 2023-04-28 01:21:19 +02:00
Mamadou Babaei a2465e017b fix the wrong hand offset calculations 2023-04-28 01:21:19 +02:00
Mamadou Babaei cfef8fa303 fix the wrong tracker origin calculations 2023-04-28 01:21:19 +02:00
Mamadou Babaei e788117eaf fix the platform support matrix for unreal versions >= 5.0 2023-04-20 15:55:58 +02:00
Mamadou Babaei c020ee8e30 minor code improvements and clean up 2023-04-20 15:55:57 +02:00
Mamadou Babaei b5ecede76f fix the directory structure 2023-04-11 21:06:00 +02:00
Mamadou Babaei cca67f9967 remove the development virtual hand mesh from master and all the release branches 2023-04-11 20:58:58 +02:00
Mamadou Babaei 18ce1d32ac bump the plugin version to v1.2.1 2023-03-30 06:43:21 +02:00
Mamadou Babaei 8d868c4b4c add the engine settings module into the private include paths for the senseglove settings module in order to solve run uat build issues 2023-03-30 06:22:48 +02:00
Mamadou Babaei 6102133433 remove the engine settings module from the senseglove module's private dependencies list 2023-03-30 06:15:57 +02:00
Mamadou Babaei 70a674b51c remove the launch and settings from the android module's private includes 2023-03-30 06:07:49 +02:00
Mamadou Babaei b33a0c3a04 bump the plugin version to v1.2.0 2023-03-28 21:39:34 +02:00
Mamadou Babaei 16abee7e30 add the new dev/test hand model (this hand mesh is not meant to be published) 2023-03-28 18:29:06 +02:00
Mamadou Babaei e978383a7c alternative approach to constructor helpers in order to set the default hand mesh as it won't causes annoying ue pop-up cdo messages 2023-03-28 18:29:06 +02:00
Mamadou Babaei ace4d935bc remove the old virtual hand model mesh 2023-03-28 18:29:06 +02:00
Mamadou Babaei d8ce1e41cf fix the hand animation implementation and angle conversions to work with the standard ue5.1+ hand from epic 2023-03-28 18:29:05 +02:00
Mamadou Babaei 139d2ede99 add missing paths headers that causes uat build issues 2023-03-28 11:48:35 +02:00
Mamadou Babaei 1d74105bd3 add missing vershon headers and clean up unused headers 2023-03-28 11:48:34 +02:00
Mamadou Babaei badd49612e fix uat errors C4458 when building the virtual hand component 2023-03-28 11:23:10 +02:00
Mamadou Babaei ed91c07786 remove SGContentBrowserExtension_SKeleton and clean up the editor module 2023-03-28 10:37:57 +02:00
Mamadou Babaei 45dcf00bfa remove SGAssetTypeActions_Skeleton, SGSkeletonEditor, and SGSkeletonEditorCommands classes 2023-03-28 10:37:57 +02:00
Mamadou Babaei bbc737100d add a content browser extension as an alternative to modify the ref pose 2023-03-28 10:37:57 +02:00
Mamadou Babaei 8bcdbabc8b add log template specialization for ftransform 2023-03-28 10:37:57 +02:00
Mamadou Babaei ade21e02e5 add new experiments with the SGAssetTypeActions_Skeleton 2023-03-28 10:37:57 +02:00
Mamadou Babaei 6405fb2345 add custom asset type actions for skeletons 2023-03-28 10:37:57 +02:00
Mamadou Babaei 3605b5e029 add a message dialog and instruct the user to use the context menu in order to save the skeleton asset 2023-03-28 10:37:57 +02:00
Mamadou Babaei 8aeda537ab fix a deprecation warning on ue5 2023-03-28 10:37:57 +02:00
Mamadou Babaei e977af1fd5 minor changelog fix 2023-03-28 10:37:56 +02:00
Mamadou Babaei 5823c41576 document the android calibration in the changelog 2023-03-28 10:37:56 +02:00
Mamadou Babaei da09d43307 add virtual destructors 2023-03-28 10:37:56 +02:00
Mamadou Babaei 456a270bed fix the skeleton editor crash with a working button from senseglove on the toolbar 2023-03-28 10:37:56 +02:00
Mamadou Babaei 9c27b51df4 first attemp at extending the skeleton editor that also crashes the editor once opened 2023-03-28 10:37:56 +02:00
Mamadou Babaei 330a158f64 add missing header that causes build issues on ue 4.27 2023-03-28 10:37:56 +02:00
Mamadou Babaei 29fdcc51c7 update the changelog 2023-03-28 10:37:56 +02:00
Mamadou Babaei fe58b440a9 clean up editor code from the virtual hand actor in order to fix wrist tracking issues 2023-03-28 10:37:56 +02:00
Mamadou Babaei d962804a49 force the wrist tracker to track the right hand on init/begin/construct 2023-03-28 10:37:56 +02:00
Mamadou Babaei 1340bc875c add event handler lambdas for wrist tracker component of the virtual ahnd actor 2023-03-28 10:37:56 +02:00
Mamadou Babaei ef8d77043f functional wrist tracker component 2023-03-28 10:37:56 +02:00
Mamadou Babaei 9ea59a4197 add an almost complete wrist tracker component implementation 2023-03-28 10:37:56 +02:00
Mamadou Babaei 75185406da fix multiple issues with the virtual hand component and the plugin settings 2023-03-28 10:37:56 +02:00
Mamadou Babaei e85488c217 explicitly assign motion controllers to the proper hands 2023-03-28 10:37:56 +02:00
Mamadou Babaei a5c441230a bump senseglove libraries windows/msvc to v2.5.0-8069342 2023-03-28 10:37:56 +02:00
Mamadou Babaei c0dc9e4183 bump senseglove libraries and headers for linux and android to v2.5.0-8069342 2023-03-28 10:37:54 +02:00
Mamadou Babaei 56f26a3532 add new settings accessors for c++ and blueprints 2023-03-28 10:37:54 +02:00
Mamadou Babaei 2882b577e2 add wrist tracking debug settings 2023-03-28 10:37:54 +02:00
Mamadou Babaei bcb84edf59 allow setting custom hardware offset through the plugin settings 2023-03-28 10:37:53 +02:00
Mamadou Babaei 672c63b51f add missing engine module that causes build issues on android 2023-03-28 10:37:53 +02:00
Mamadou Babaei 02f27b7ac0 move the pimpl initialization to the constructor 2023-03-28 10:37:53 +02:00
Mamadou Babaei 6c2ff82176 move the defaults to the constructor 2023-03-28 10:37:53 +02:00
Mamadou Babaei 7634328e44 make the senseglove settings a singleton with engine subsystem lifetime and fix the blueprint accessors 2023-03-28 10:37:53 +02:00
Mamadou Babaei 12daff0a1b add the senseglove settings kismet module 2023-03-28 10:37:53 +02:00
Mamadou Babaei 18159ec740 some improvements for the settings module 2023-03-28 10:37:53 +02:00
Mamadou Babaei ba459504e0 minor fixes in the settings module 2023-03-28 10:37:53 +02:00
Mamadou Babaei 15b1389fad add a senseglove settings manager module 2023-03-28 10:37:53 +02:00
Mamadou Babaei bb41b195e2 fix the changelog typos and errors 2023-03-28 10:37:53 +02:00
Mamadou Babaei 528b97390b whitespace fix 2023-03-28 10:37:53 +02:00
Mamadou Babaei db38deff27 add special android directory methods and initialization args 2023-03-28 10:37:52 +02:00
Mamadou Babaei c665b65512 initial attempt at implementing android calibration 2023-03-28 10:37:52 +02:00
Mamadou Babaei 1f957a056b bump senseglove libraries and headers for linux and android to v2.4.3-2eceacb 2023-03-28 10:37:52 +02:00
Mamadou Babaei 3c34c5c493 virtual hand fixes especially for android 2023-03-28 10:37:51 +02:00
Mamadou Babaei 1266ca5feb fix virtual hand crashes and editor visibility issues 2023-03-28 10:37:51 +02:00
Mamadou Babaei 244d2d91fe fix comments 2023-03-28 10:37:51 +02:00
Mamadou Babaei f000901b35 fix android architecture detection issues on ue 5.2 2023-03-28 10:37:51 +02:00
Mamadou Babaei ad4b527847 add a temporary workaround for the android crashes and the hidden if glove not found functionality 2023-03-28 10:37:51 +02:00
Mamadou Babaei ebb0b02805 fix native-toolchain v19 build issues 2023-03-28 10:37:51 +02:00
Mamadou Babaei 8912292f59 integrate the virtual hand into the sgpawn 2023-03-28 10:37:51 +02:00
Mamadou Babaei 72f9b35a71 clarify android on 5.2 is not supported, yet 2023-03-28 10:37:51 +02:00
Mamadou Babaei 9ea132a98a minor fixes 2023-03-28 10:37:51 +02:00
Mamadou Babaei 611ea0438a update the changelog in order to reflect the latest status of unreleased changes 2023-03-28 10:37:51 +02:00
Mamadou Babaei 5f95972a05 dump some animation errors to the logs inside the editor instead of crashing 2023-03-28 10:37:51 +02:00
Mamadou Babaei 685a200577 working in-editor hand animation 2023-03-28 10:37:51 +02:00
Mamadou Babaei e0dd8d2ff0 distinguish between virtual hand actor and component and animate the component 2023-03-28 10:37:50 +02:00
Mamadou Babaei 8ad01e0be9 add a new component-based class for the virtual hand 2023-03-28 10:37:50 +02:00
Mamadou Babaei bed2280b1d add an empty sgpawn kismet library class 2023-03-28 10:37:50 +02:00
Mamadou Babaei ac5da45507 document the new senseglove core types module 2023-03-28 10:37:50 +02:00
Mamadou Babaei 769e59cd05 add the virtual hand kismet library 2023-03-28 10:37:50 +02:00
Mamadou Babaei 88211f903d minor commit fix 2023-03-28 10:37:50 +02:00
Mamadou Babaei c11f654996 drop the redundant sgconnecttypes 2023-03-28 10:37:50 +02:00
Mamadou Babaei dd4e1d8a00 move all sg array types into their corresponding *core modules 2023-03-28 10:37:50 +02:00
Mamadou Babaei 73aee75b9b minor api validation fixes 2023-03-28 10:37:50 +02:00
Mamadou Babaei 8659e75e1e minor fix 2023-03-28 10:37:50 +02:00
Mamadou Babaei ba8e67865e bump senseglove libraries windows to v2.4.2-ba98cec 2023-03-28 10:37:50 +02:00
Mamadou Babaei d1b777336c bump senseglove libraries and headers for linux and android to v2.4.2-ba98cec 2023-03-28 10:37:49 +02:00
Mamadou Babaei 3edc108c89 remove the redundant sgplatform from the sgconnectimpl module 2023-03-28 10:37:48 +02:00
Mamadou Babaei cad7acb96c purge the core impl module's dead code for the dropped engine versions: 4.22 to 4.26 and define SG_NOEXCEPT 2023-03-28 10:37:48 +02:00
Mamadou Babaei 67b7f689df document 4.22 to 4.26 purge in the changelog 2023-03-28 10:37:48 +02:00
Mamadou Babaei 95e25aca4a initial attempt to cleanup dead code from the dropped engine versions: 4.22 to 4.26 2023-03-28 10:37:48 +02:00
Mamadou Babaei 0cecc3b1cb update the remarks section in readme file to reflect the latest platform support state 2023-03-28 10:37:48 +02:00
Mamadou Babaei 1b171ae653 update the changelog for unreleased changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei ed0949224c update the platform support matrix 2023-03-28 10:37:48 +02:00
Mamadou Babaei 602f81f418 whitespace fix 2023-03-28 10:37:48 +02:00
Mamadou Babaei 3d3f6a6211 update the changelog for unreleased changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei aaad9d1da2 update unreal api to take care of radians/degrees conversions where possible 2023-03-28 10:37:48 +02:00
Mamadou Babaei e87f343e32 add more utility functions and templates for angles, specifically for handling floats 2023-03-28 10:37:48 +02:00
Mamadou Babaei ca0956d81b almost working hand mondel animation adjusted to the api changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei 9e36e66c9b rename sguitls/sgcoordinates utility class to sgangles and convert angles from radians to degrees and vice-versa between unreal and senseglove 2023-03-28 10:37:48 +02:00
Mamadou Babaei 368f12482a minor initialization fixes 2023-03-28 10:37:47 +02:00
Mamadou Babaei 7ceb338990 minor fix: move temp a variable 2023-03-28 10:37:47 +02:00
Mamadou Babaei c47b2a9d32 mark a method as const 2023-03-28 10:37:47 +02:00
Mamadou Babaei 1039990fb1 clean up redundant hand animation code 2023-03-28 10:37:47 +02:00
Mamadou Babaei 5d45dbe9d9 remove redundant reset to ref pose call 2023-03-28 10:37:47 +02:00
Mamadou Babaei e2d154a01c use rotators instead of quats 2023-03-28 10:37:47 +02:00
Mamadou Babaei 5b0581277d improve the virtual hand model animation 2023-03-28 10:37:47 +02:00
Mamadou Babaei 656ef3c719 rely on the reference pose instead of caching poses 2023-03-28 10:37:47 +02:00
Mamadou Babaei 00d09c1fd1 improved virtual hand model animation 2023-03-28 10:37:47 +02:00
Mamadou Babaei fecf0606a4 bump senseglove libraries for windows/msvc to v2.4.1-d551398 2023-03-28 10:37:46 +02:00
Mamadou Babaei 209c7cce41 mention functional linux development support in the changelog 2023-03-28 10:37:46 +02:00
Mamadou Babaei 4c7afbc72c bump senseglove libraries and headers for linux and android to v2.4.1-d551398 2023-03-28 10:37:45 +02:00
Mamadou Babaei 09d8ea15f8 bump senseglove libraries for windows/msvc to v2.4.0-dc6c34b 2023-03-28 10:37:44 +02:00
Mamadou Babaei f7b6d4142a bump senseglove libraries and headers for linux and android to v2.4.0-dc6c34b 2023-03-28 10:37:43 +02:00
Mamadou Babaei 108cdf44f0 bump senseglove libraries for windows/msvc to v2.3.0-a9726bf 2023-03-28 10:37:43 +02:00
Mamadou Babaei 193d75f010 bump senseglove libraries for linux and android to the first fully linux-aware version: v2.3.0-a9726bf 2023-03-28 10:37:41 +02:00
Mamadou Babaei 186fd4238f apply the transform to the output pose 2023-03-28 10:37:41 +02:00
Mamadou Babaei d9df793987 try a component transform 2023-03-28 10:37:41 +02:00
Mamadou Babaei 3d6238cf94 add quat template specialization to the sglog module 2023-03-28 10:37:41 +02:00
Mamadou Babaei 685f2c4fea fix the EvaluateSkeletalControl_AnyThread crash 2023-03-28 10:37:41 +02:00
Mamadou Babaei 5357ae21cf revert back the last commit and ignore the last joint 2023-03-28 10:37:41 +02:00
Mamadou Babaei 1c9bf84d33 try an alternate implementation for copying animation data in order to remedy the virtual hand crash 2023-03-28 10:37:41 +02:00
Mamadou Babaei 5d585c27ec bump senseglove thrid-party libraries for windows to v2.2.4-1eda0d8 2023-03-28 10:37:41 +02:00
Mamadou Babaei 2d1cb0bb8f bump senseglove libraries for linux and android to v2.2.4-1eda0d8 2023-03-28 10:37:39 +02:00
Mamadou Babaei 3b8be231aa bump senseglove headers and libraries for linux and android to v2.2.3-39b3c2b 2023-03-28 10:37:39 +02:00
Mamadou Babaei f84a744110 bump senseglove thrid-party libraries for windows to v2.2.3-39b3c2b 2023-03-28 10:37:38 +02:00
Mamadou Babaei 06cb6a1f8f bump senseglove headers and libraries for linux and android to v2.2.2-1725b91 2023-03-28 10:37:38 +02:00
Mamadou Babaei 9f3054ddc0 bump senseglove thrid-party libraries for windows to v2.2.2-1725b91 2023-03-28 10:37:37 +02:00
Mamadou Babaei f75863fedc add the msvc141 third-party directory to the directory tree 2023-03-28 10:37:36 +02:00
Mamadou Babaei f72c595371 add the android module to the directory tree 2023-03-28 10:37:36 +02:00
Mamadou Babaei 9ebc24ebdd document the directory structure changes 2023-03-28 10:37:36 +02:00
Mamadou Babaei f7701cfd92 bump windows/msvc binaries to v2.2.1-ca2f23d 2023-03-28 10:37:36 +02:00
Mamadou Babaei c26f200aa5 update senseglove libraries to v2.2.1-ca2f23d with per engine segregated android ndk support 2023-03-28 10:37:35 +02:00
Mamadou Babaei 25b658657c updated documentation for the directory structure 2023-03-28 10:37:35 +02:00
Mamadou Babaei 578bbb29a5 remove redundant Source/ThirdParty/lib/oculus directories 2023-03-28 10:37:35 +02:00
Mamadou Babaei 5e7b127324 updated documentation for the directory structure 2023-03-28 10:37:35 +02:00
Mamadou Babaei f31cfc6a34 update the platform support matrix 2023-03-28 10:37:34 +02:00
Mamadou Babaei caf92df577 bump senseglove headers and libraries for windows/msvc to v2.2.0-eed9611 2023-03-28 10:37:34 +02:00
Mamadou Babaei cc6679a38c log the unreleased changes 2023-03-28 10:37:34 +02:00
Mamadou Babaei 3a8edb6190 bump senseglove headers and libraries for linux and android to v2.2.0-eed9611 2023-03-28 10:37:33 +02:00
Mamadou Babaei a5fcd2e567 remove archaic pre-public-release dead code 2023-03-28 10:37:33 +02:00
Mamadou Babaei 2f2aafea65 virtual hand implementation with a crash from calling EvaluateSkeletalControl_AnyThread 2023-03-28 10:37:33 +02:00
Mamadou Babaei e951d0c426 fix impl owners 2023-03-28 10:37:33 +02:00
Mamadou Babaei d4e0b22839 add partion implementation of the virtual hand 2023-03-28 10:37:33 +02:00
Mamadou Babaei e54287ed7e fix vr hand asset issues 2023-03-28 10:37:33 +02:00
Mamadou Babaei 46ea6266a5 add senseglove module base classes 2023-03-28 10:37:33 +02:00
Mamadou Babaei 68f853abad add the virtual hand assets 2023-03-28 10:37:33 +02:00
Mamadou Babaei 3d3fcd2881 punctuation fix 2023-03-28 10:37:33 +02:00
Mamadou Babaei 2319052306 bump the plugin version to v1.1.1 2023-02-07 12:11:35 +01:00
Mamadou Babaei b8aeea558c move launch and settings module to PrivateIncludePathModuleNames from PrivateDependencyModuleNames in order to pass runuat tests 2023-02-07 11:39:01 +01:00
Mamadou Babaei 4680aedd24 Bump SenseGlove libraries for Windows/MSVC to v2.1.2-95ec6e7 2023-02-07 10:58:09 +01:00
Mamadou Babaei fbe7236b75 fix formatting 2023-02-07 10:58:09 +01:00
Mamadou Babaei 61ce2cfc7c add support for android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a 2023-02-07 10:58:09 +01:00
Mamadou Babaei ca3594026b bump senseglove libraries for linux to v2.1.2-95ec6e7 2023-02-07 10:58:08 +01:00
Mamadou Babaei d39320e00c update the changelog with initiali support for ue5.2 2023-02-07 10:58:08 +01:00
Mamadou Babaei d792a57291 add initial ue5.2 support to the build system along with linux third-party libraries 2023-02-07 10:58:08 +01:00
Mamadou Babaei 9ed5cbbbd8 fix gitignore rules for the Source/ThirdParty directory 2023-02-07 10:58:08 +01:00
Mamadou Babaei 1545878a9d bump senseglove libraries for windows/msvc to v2.1.1-0569c74 2023-02-07 10:58:07 +01:00
Mamadou Babaei 8dbfc7ce47 bump the plugin version to v1.1.0 2023-02-03 13:44:57 +01:00
Mamadou Babaei e50f85a919 switch to sgconnect for android v1.1.0 extracted from the .arr file shipped with our unity plugin 2023-02-03 13:44:57 +01:00
Mamadou Babaei 58504effbc bump senseglove libraries to v2.1.1-0569c74 2023-02-03 13:44:57 +01:00
Mamadou Babaei cebba656fe use the correct writehaptics signature extracted from the .jar file 2023-02-03 13:44:57 +01:00
Mamadou Babaei 897fa5c5d3 mention sgconnect for android as an added dependency in the changelog 2023-02-03 13:44:56 +01:00
Mamadou Babaei 47c7e9d417 update the platform support matrix and the directory structure 2023-02-03 13:44:56 +01:00
Mamadou Babaei f52770cd9c log the unreleased changes 2023-02-03 13:44:56 +01:00
Mamadou Babaei 66a3381579 bump sgconnect and sgcore to v2.1.0-9080621 and add an almost functional android implementation 2023-02-03 13:44:56 +01:00
Mamadou Babaei 8d12529554 try to offload android to sgcore/sgconnect third-party libraries and drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:56 +01:00
Mamadou Babaei 63967b5eb7 minor documentation fixes 2023-02-03 13:44:55 +01:00
Mamadou Babaei 317092792d drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:55 +01:00
Mamadou Babaei b2b0392f9c fix a bug in the jni call write haptics 2023-02-03 13:44:55 +01:00
Mamadou Babaei fcdedeb81f replace more method calls on android with the equivalents from sgconnect for android 2023-02-03 13:44:55 +01:00
Mamadou Babaei 4be10c3e57 bump copyright years 2023-02-03 13:44:55 +01:00
Mamadou Babaei ca7f51dcfd add an android module with working jni calls to Init(), Dispose(), and GetLibraryVersion() 2023-02-03 13:44:55 +01:00
Mamadou Babaei 46ac6fd9d0 log the unreleased changes 2023-02-03 13:44:55 +01:00
Mamadou Babaei ac861b0a13 remove the enum utils class due to ANY_PACKAGE deprecation warnings in unreal engine 5.1 2023-02-03 13:44:55 +01:00
Mamadou Babaei a993d877d1 conform to the class naming standards 2023-02-03 13:44:55 +01:00
Mamadou Babaei dd7bf2686b apply const correctness 2023-02-03 13:44:55 +01:00
Mamadou Babaei 2aee68dc52 whitelist android as a target platform 2023-02-03 13:44:55 +01:00
Mamadou Babaei 533638b1ea fix android build issues caused by the log module 2023-02-03 13:44:55 +01:00
Mamadou Babaei a924c02cdb bump the plugin version to v1.0.4 2022-12-02 12:39:00 +01:00
Mamadou Babaei b1da967d41 simplify the move constructors / move assignment operators' noexcept ifdefs 2022-12-02 12:39:00 +01:00
Mamadou Babaei d11ef47931 fix ue 4.22 - 4.27 build issues on msvc 2017 2022-12-02 12:39:00 +01:00
Mamadou Babaei ab035cae2e move sgplatform headers to the public folder 2022-12-02 12:39:00 +01:00
Mamadou Babaei c07dc2561c update the platform support matrix 2022-12-02 12:39:00 +01:00
Mamadou Babaei 4af827a46a fix ue >= 5.0 ubt errors 2022-12-02 12:39:00 +01:00
Mamadou Babaei 8e9f3869b3 upgrade senseglove third-party libraries for linux and android to to v2.0.4 2022-12-02 12:38:59 +01:00
Mamadou Babaei 7a9e54de64 add macros for C++17 detection 2022-12-02 12:38:58 +01:00
Mamadou Babaei 5f0a238d7a apply const correctness to method parameters 2022-12-02 12:38:58 +01:00
Mamadou Babaei b0a328289a upgrade sglibraries binaries for windows/msvc to to v2.0.4 and add msvc 2017 binaries 2022-12-02 12:38:57 +01:00
Mamadou Babaei 74499d33e7 upgrade sglibraries third-party headers to v2.0.4 2022-12-02 12:38:57 +01:00
Mamadou Babaei 9e22912a6f add support for msvc 2017 to the build.cs files 2022-12-02 12:38:56 +01:00
Mamadou Babaei 14df135d1c bump the plugin version to v1.0.3 2022-11-30 14:33:12 +01:00
Mamadou Babaei 3247adc68c adjust Config/FilterPlugin.ini in order to conform to Epic's market place guidelines 2022-11-30 14:28:25 +01:00
Mamadou Babaei 733eab9481 bump the plugin version to v1.0.2 2022-11-27 14:44:14 +01:00
Mamadou Babaei 64f5d3306b fix the third-party license mark down file formatting 2022-11-27 14:44:14 +01:00
Mamadou Babaei 07c4fb7334 add the SenseGlove SDK license 2022-11-27 14:44:14 +01:00
Mamadou Babaei ac8f901c04 fix readme typos and errors 2022-11-27 14:14:18 +01:00
Mamadou Babaei e3ce3e6060 add missing the copyright notice and include directive 2022-11-27 14:14:18 +01:00
Mamadou Babaei 0edd0d257a list the dot files inside the FilterPlugin.ini file 2022-11-27 13:55:56 +01:00
Mamadou Babaei 9b42ffe45f add the marketplace url to the .uplugin file 2022-11-27 13:55:56 +01:00
Mamadou Babaei 55bd48ed97 bump the plugin version to v1.0.1 2022-11-25 15:21:47 +01:00
Mamadou Babaei 329aae9638 * Expose SenseGloveTypes as a public dependency in SenseGloveConnect and
SenseGloveCore modules, so that the C++ users of the API don't need to
 explicitly add it as a dependency
* Clean up the redundant headers/modules dependency from SGCore headers
* Fix RunUAT build issues for Epic Store submission
2022-11-25 15:07:50 +01:00
Mamadou Babaei ec315d6fb3 update documentation, add changelog, and prepare for v1.0.0 release 2022-11-24 17:09:08 +01:00
Mamadou Babaei 2d3f9b73d6 huge patch fixing 4.22 through 4.24 build issues on msvc and llvm/clang 2022-11-24 01:17:49 +01:00
Mamadou Babaei 82f2873cf2 fix a mangled method name in layer 4 2022-11-23 21:20:03 +01:00
Mamadou Babaei 71cdaffd51 replace IMPLEMENT_GAME_MODULE with IMPLEMENT_MODULE 2022-11-19 13:07:28 +01:00
Mamadou Babaei 3716d75eb2 fix module types and loading order 2022-11-19 06:22:16 +01:00
Mamadou Babaei 176ed9504b add the docs url 2022-11-18 15:07:47 +01:00
Mamadou Babaei 028ef2b4d5 import sg libraries v2.0.3 binaries for msvc/windows 2022-11-18 15:02:56 +01:00
Mamadou Babaei 0e386789e0 import sg libraries headers v2.0.3 and linux binaries and adjust to the latest changes 2022-11-18 15:02:55 +01:00
Mamadou Babaei b7e9126c14 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 4714b478c5 add missing sense glove wrappers in layer 1/2/3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei c02203d3e3 add missing nova glove info rotator conversions to layer 3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei f8969d79b7 add missing nova glove hand profile wrappers in layer 3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 3ba496aa49 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 3ea3162b01 add missing sg device wrappers in layer 4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei a51e8578f5 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 7c1218adf3 document some parts of the layer 3 and 4 api 2022-11-18 15:02:55 +01:00
Mamadou Babaei d62d7119ed translate senseglove/unreal angles/directions 2022-11-18 15:02:55 +01:00
Mamadou Babaei fc2c607cac implement proper mm/cm conversions 2022-11-17 02:30:06 +01:00
Mamadou Babaei a10ad6b620 introduce more utility templates for metric unit conversions 2022-11-17 02:30:06 +01:00
Mamadou Babaei a83e4e89de remove unit conversions from the internal vect3d wrappers 2022-11-17 02:30:06 +01:00
Mamadou Babaei bfc0e0dd56 bump sg libraries to v2.0.2 and adjust to the latest changes 2022-11-17 02:30:05 +01:00
Mamadou Babaei eda3087b51 consider millimeters/centimeters conversion, introduce units, and minor array utils refactoring 2022-11-17 02:30:05 +01:00
Mamadou Babaei 5495444667 fix wrong readme header 2022-11-14 17:19:54 +01:00
Mamadou Babaei e4e5f4875f shorten mangled blueprint nodes in order to avoid doc generation issues 2022-11-14 17:16:04 +01:00
Mamadou Babaei 819637efa6 separate the unreal c++/bp implementation of SGConnect wrappers 2022-11-12 00:35:20 +01:00
Mamadou Babaei 280df24671 add FRotator overloads for every method that accepts or returns FQuat and some other bug fixes 2022-11-11 11:42:10 +01:00
Mamadou Babaei 9211a2465b bump engine version to 4.27 2022-11-11 11:42:09 +01:00
Mamadou Babaei 66de2950b4 fix unreal/senseglove coordinates translation calculations 2022-11-11 11:42:09 +01:00
947 changed files with 14336 additions and 7219 deletions
+1 -1
View File
@@ -124,4 +124,4 @@ DerivedDataCache/*
.ignore
# Do not ignore anything inside the ThirdParty directory at all
!ThirdParty/**/*
!Source/ThirdParty/**/*
+168 -2
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@@ -5,6 +5,172 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [1.4.3] - 2023-06-01
This is a hotfix release addressing a critical Android crash.
### Fixed
- Fix a critical Android crash that happens where the default development hand meshes are not found, which means almost always since we don't ship any default virtual hand mesh at the moment.
- Minor changelog release formatting fix in order to stay consistent.
## [1.4.2] - 2023-06-01
This is a hotfix release addressing a few critical issues.
### Fixed
- Fix build issues with certain compilers when the Unreal Engine version is older than 5.2.
- Reintroduced the Virtual Hand and the Wrist Tracker debug gizmos which have temporarily been disabled due to a bug in the settings system.
- Some minor changelog fixes.
## [1.4.1] - 2023-05-29
This is a bugfix release with a focus on Android build issues.
### Fixed
- Fix an Android Gradle build issue that happens when the game's package name won't start with com.senseglove.*.
- Suppress a grade warning for non-arm64 architectures when the build target is Android.
### Removed
- Remove dead Gradle code from the Android module.
## [1.4.0] - 2023-05-19
This release breaks ABI/API compatibility with the previous versions.
### Added
- Added support for the stable release of Unreal Engine 5.2 (the preview release has been supported since v1.2.0).
- Added Linux AArch64 platform support.
- Added a new Grab component that can turn any actor into a grabbable object.
- Added a new Touch component that enables haptic feedback such as Buzz and Force-Feedback commands.
- Added an optional feature in order to automatically stop all haptics on the EndPlay event, wherever the virtual hand component is used. By default, it's enabled.
### Fixed
- Fix Blueprint signatures for USGVirtualHandComponentKismetLibrary and make all the Blueprint exposed functions static.
### Changed
- SenseGlove libraries have been updated to v2.7.1-965f90c with support for Linux AArch64.
- The Virtual Hand and the Wrist Tracker debug gizmos (the intended use is only for SenseGlove developers for really low-level stuff; thus won't affect the users of the plugin at all) have been disabled and will be ignored due to an esoteric bug in the settings systems which has been scheduled to be fixed in the future releases.
### Removed
- Removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine.
### Deprecated
- This is the last release to support Unreal Engine 4.27 and please keep in mind that the current release is not obtainable through the Unreal Engine Marketplace. The latest published version on the Marketplace for 4.27 is v1.3.1. Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last 3 stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
## [1.3.1] - 2023-04-28
### Fixed
- Fix RunUAT build issues caused by missing headers.
- Minor documentation fixes.
## [1.3.0] - 2023-04-28
This release breaks ABI/API compatibility with the previous versions in addition to breaking coordinates systems conversions between Unreal Engine and the SenseGlove libraries.
### Added
- A new generic SenseGlove Debug module.
- A debug virtual hand.
### Fixed
- Fix the wrist tracker miscalculations for the Quest 2 controllers (other headsets might need fixing as well, in that case, future releases will address that).
- Minor code improvement and fixes.
- Minor documentation fixes.
### Changed
- Breaking API/ABI changes in the Settings and the main SenseGlove module due to some settings refactoring.
- Breaking changes in the SenseGlove/Unreal coordinates systems conversions due to underlying changes in the SenseGlove Core Libraries.
- SenseGlove libraries have been updated to v2.6.0-aac3d56.
## [1.2.1] - 2023-03-30
### Fixed
- Fix RunUAT build issues with Android.
## [1.2.0] - 2023-03-28
This release breaks ABI/API compatibility with the previous versions.
### Added
- Android / Oculus on-device glove calibration.
- Introduced the animated Virtual Hand Model (as a set of virtual hand and wrist tracker components and an actor) with in-editor animation availability.
- Introduced SGPawn, SGPlayerController, SGGameModeBase, etc classes.
- Added an internal SenseGloveCoreTypes module in order to share common SenseGloveCore types between various modules.
- Segregated Android binaries for NDK r21e (UE 4.27 and 5.0) and r25b (UE 5.1, 5.2).
- Fully functional and stable Linux development support.
- Fully functional and stable Unreal Engine 5.2 preview support has been added.
- Added a Plugin's settings manager and two new modules SenseGloveSettings and SenseGloveSettingsKismet.
### Changed
- SenseGlove libraries have been updated to the Linux-aware version: v2.5.0-8069342.
- API has changed to use degrees instead of radians.
- SGCoordinates utility class name has been changed to SGAngles and now the plugin API uses degrees in contrast of SenseGlove libraries by default.
- Migrate common nested array types into the SenseGloveTypes module from the SenseGloveCore module.
### Removed
- Removed a few thousand lines of archaic pre-public-release dead code.
- Dropped Android NDK r21b binaries used by the older engine versions.
- Purged the dead code for dropped engine versions by v1.1.1 (4.22, 4.23, 4.24, 4.25, and 4.26) that carried over to the current version.
- Removed redundant SGConnectImpl/SGPlatform.
- Removed redundant SGTypes/SGConnectTypes.
### Known Issues
- Wrist Tracker's offsets are a bit off (e.g. on Quest 2), scheduled to be fixed in the next patch release.
## [1.1.1] - 2023-02-07
### Added
- Initial support for the upcoming Unreal Engine 5.2.
- Add support for Android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a.
### Fixed
- Fix various Android build issues.
- Some minor fixes and improvements.
### Changed
- Bump SenseGlove libraries to v2.1.2-95ec6e7.
## [1.1.0] - 2023-02-03
### Added
- Whitelist Android as a target platform.
- Introduce Android support.
- Add third-party library SGConnect for Android v1.1.0.
### Fixed
- Fix Android build issues caused by the log module.
### Changed
- SGConnect and SGCore libraries have been updated to v2.1.1-0569c74.
### Removed
- Removed the enum utils class due to ANY_PACKAGE deprecation warnings in Unreal Engine 5.1.
- Support for older versions of the Engine (namely, 4.22, 4.23, 4.24, 4.25, and 4.26) has been dropped.
## [1.0.4] - 2022-12-02
This is a minor release focusing mostly on adherence to the Unreal Engine Marketplace Guidelines based on the feedback from Epic Games.
@@ -32,7 +198,7 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added
- Added the newly acquired Unreal Engine Market Place Offer ID to the .uplugin file.
- List the dot files inside FilterPlugin.ini file as well.
- List the dotfiles inside the FilterPlugin.ini file as well.
- Add the copyright notice to the source files missing it.
- Add the SenseGlove SDK license to the third-party license file.
@@ -56,4 +222,4 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
+1 -1
View File
@@ -5,7 +5,7 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the MIT
```
MIT License
Copyright (c) 2020 - 2022 SenseGlove
Copyright (c) 2020 - 2023 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
+126 -52
View File
@@ -6,26 +6,30 @@ This repository relies on Git LFS for storing binary blobs (e.g. third-party lib
## Platform Support Matrix
| | **Windows<br>(MSVC 2017)** | **Windows<br>(MSVC 2019)** | **Windows<br>(MSVC 2022)** | **Linux<br>(Native Toolchain)** | **macOS** | **Oculus Mobile<br>(Android NDK r21b)** |
|----------|:--------------------------:|:--------------------------:|:--------------------------:|:-------------------------------:|:---------:|:---------------------------------------:|
| **4.22** | | | | | ❌ | ❌ |
| **4.23** | | | | | ❌ | ❌ |
| **4.24** | | | | | ❌ | ❌ |
| **4.25** | | | | | ❌ | |
| **4.26** | | | | | ❌ | |
| **4.27** | | | ✅ | ✅ | | |
| **5.0** | | | | | | |
| **5.1** | | | | | | |
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Android (NDK)** | **UE Marketplace Version** | **Azure DevOps Version** |
|----------|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:-----------------:|:--------------------------:|:------------------------:|
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ || ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ || ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ || ⚠️ v1.0.4 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ | | ⚠️ v1.0.4 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ | | ⚠️ v1.0.4 |
| **4.27** | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r21e) | ⚠️ v1.3.1 | ✅ v1.4.3 |
| **5.0** | | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r21e) | ✅ v1.4.3 | ✅ v1.4.3 |
| **5.1** | | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r25b) | ✅ v1.4.3 | ✅ v1.4.3 |
| **5.2** | ❌ | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r25b) | ✅ v1.4.3 | ✅ v1.4.3 |
* <code>✅</code> Supported
* <code></code> Not Supported
* <code></code> Unknown or Untested
* <code>⚠️</code> Not supported by the latest release and might be lacking features
* <code></code> Not supported at all
* <code>❓</code> Unknown or untested
Remarks:
* Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last 3 stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
* Microsoft Visual Studio 2022 is not supported by Unreal Engine 4.22 through 4.26.
* All third-party libraries on Windows built against Windows SDK 10.0.
* Oculus support is only provided through the recommended Android NDK r21b by Epic Games.
* Supporting Unreal Engine 4.22 through 4.24 for Oculus development is a huge challenge due to limited Android NDK support (r14b to r18b); firstly, because of uncomplete C++11 standard library support, and second, as a result of a known bug in Unreal Engine, which falsely detects NDK r18b as unsupported r18c. Thus, only Unreal Engine 4.25+ support is provided for Android/Oculus development. Third, [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level 28+ in order to be built successfully, thus some older NDKs such as r14b, which is the recommended NDK by Epic Games for 4.22 to 4.24 cannot build the serial library.
* Oculus support is only provided through the recommended Android NDK versions by Epic Games.
* The Unreal Engine 4.27+ support is provided for Android/Oculus development.
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level 28+ in order to be built successfully, thus some older NDKs such as r14b.
* All third-party libraries target Android NDK API Level 29, thus any project relying on the plug-in should be build with the same NDK API Level.
## Changelog
@@ -51,7 +55,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Directory Structure
```
Source
/
├── Config
@@ -61,6 +65,8 @@ Source
├── SenseGlove (the UE-specific high-level API)
├── SenseGloveAndroid (the Android-specific module)
├── SenseGloveBuildHacks (uses Exceptions and RTTI, internally used for compiler-specific build hacks)
├── SenseGloveConnect (exposes part of the SGConnect low-level API to C++)
@@ -75,19 +81,27 @@ Source
├── SenseGloveCoreKismet (SGCoreCpp functionality exposed to Blueprints)
├── SenseGloveDebug (a utility debug module)
├── SenseGloveEditor (the Editor module)
├── SenseGloveInterop (internally used for interoperability between RTTI disabled/enabled modules)
├── SenseGloveKismet(exposes Blueprints-specific functionality from the SenseGlove module)
├── SenseGloveKismet (exposes Blueprints-specific functionality from the SenseGlove module)
├── SenseGloveLog (the internal log module)
├── SenseGloveTypes (exposes various enums from the backend libraries)
├── SenseGloveSettings (the plugin's settings manager)
├── SenseGloveSettingsKismet (exposes Blueprints-specific functionality from the SenseGloveSettings module)
├── SenseGloveTypes (exposes various enums from the backend libraries and also types from the SenseGlove module)
├── SenseGloveUtils (the internal utility module)
└── ThirdParty (3rd-party dependencies)
├── android (.jar file Java libraries for Android)
├── include (header files)
│ │
@@ -102,52 +116,112 @@ Source
│ └── serial
└── lib (platform-specific pre-built binary dependencies)
├── android
│ │
│ ├── r21e (Android NDK r21e dependencies for UE 4.27 and 5.0)
│ │ │
│ │ ├── arm64 (64-bit ARM variant of Android)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── armv7 (32-bit ARM variant of Android)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── x64 (64-bit x86-64 variant of Android)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86 (32-bit x86 variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── r25b (Android NDK r21b dependencies for UE 5.1)
│ │
│ ├── arm64 (64-bit ARM variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── armv7 (32-bit ARM variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── x64 (64-bit x86-64 variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── x86 (32-bit x86 variant of Android)
│ │
│ ├── debug
│ │
│ └── release
├── linux
│ │
│ ├── v13 (UE 4.22 Linux dependencies)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── v15 (UE 4.23 and 4.24 Linux dependencies)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── v16 (UE 4.25 Linux dependencies)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── v17 (UE 4.26 Linux dependencies)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── v19 (UE 4.27 Linux dependencies)
│ │ │
│ │ ├── debug
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── release
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
── v20 (UE 5.0 and 5.1 Linux dependencies)
── v20 (UE 5.0 and 5.1 Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── v21 (UE 5.2 Linux dependencies)
│ │
│ ├── debug
│ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── release
├── oculus
│ │
├── debug
│ │
│ └── release
│ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ ├── debug
└── release
└── win64
├── msvc141 (Microsoft Visual Studio 2017 dependencies)
│ │
│ ├── debug
│ │
│ └── release
├── msvc142 (Microsoft Visual Studio 2019 dependencies)
│ │
+74 -2
View File
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0.4",
"VersionName": "1.4.3",
"FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality",
@@ -10,12 +10,13 @@
"DocsURL": "https://senseglove.gitlab.io/unreal-blueprint-docs/",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e",
"SupportURL": "https://www.senseglove.com/support/",
"EngineVersion": "4.24.0",
"EngineVersion": "4.27.0",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"SupportedTargetPlatforms": [
"Android",
"Linux",
"Win64"
],
@@ -25,7 +26,20 @@
"Type": "Runtime",
"LoadingPhase": "Default",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
{
"Name": "SenseGloveAndroid",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -34,7 +48,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -43,7 +59,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -52,7 +70,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -61,7 +81,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -70,7 +92,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -79,7 +103,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -88,7 +114,20 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
{
"Name": "SenseGloveDebug",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -98,6 +137,7 @@
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -106,7 +146,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -115,7 +157,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -124,7 +168,31 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
{
"Name": "SenseGloveSettings",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
{
"Name": "SenseGloveSettingsKismet",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -133,7 +201,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
},
@@ -142,7 +212,9 @@
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
}
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -33,10 +33,14 @@
*/
#pragma once
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
#if ( ( defined( _MSVC_LANG ) && _MSVC_LANG >= 201703L ) || __cplusplus >= 201703L )
#define SG_CPP17 1
#else /* ( ( defined( _MSVC_LANG ) && _MSVC_LANG >= 201703L ) || __cplusplus >= 201703L ) */
#define SG_CPP17 0
#endif /* ( ( defined( _MSVC_LANG ) && _MSVC_LANG >= 201703L ) || __cplusplus >= 201703L ) */
USGVirtualHandAnimInstance::USGVirtualHandAnimInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FSGVirtualHandAnimInstanceProxy* USGVirtualHandAnimInstance::CreateAnimInstanceProxy()
{
return new FSGVirtualHandAnimInstanceProxy();
}
@@ -0,0 +1,158 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.h"
#include "BoneContainer.h"
#include "BoneControllers/AnimNode_ModifyBone.h"
#include "BonePose.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "Engine/SkeletalMesh.h"
#include "Math/Rotator.h"
#include "Runtime/Launch/Resources/Version.h"
#include "SGLog/SGLog.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy()
: FAnimInstanceProxy()
{
}
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance)
: FAnimInstanceProxy(Instance)
{
}
void FSGVirtualHandAnimInstanceProxy::PreEvaluateAnimation(UAnimInstance* InAnimInstance)
{
FAnimInstanceProxy::PreEvaluateAnimation(InAnimInstance);
if (!IsValid(InAnimInstance))
{
return;
}
USGVirtualHandComponent* VirtualHand{Cast<USGVirtualHandComponent>(GetSkelMeshComponent())};
if (!IsValid(VirtualHand))
{
return;
}
BonesRotations.Empty();
if (!VirtualHand->IsGloveConnected())
{
return;
}
BonesRotations = VirtualHand->GetFingersBonesRotations();
}
bool FSGVirtualHandAnimInstanceProxy::Evaluate(FPoseContext& Output)
{
USGVirtualHandComponent* VirtualHand{Cast<USGVirtualHandComponent>(GetSkelMeshComponent())};
if (!IsValid(VirtualHand) && !VirtualHand->IsGloveConnected())
{
return FAnimInstanceProxy::Evaluate(Output);
}
const USkeletalMesh* HandMesh{VirtualHand->
#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 */
};
if (!IsValid(HandMesh))
{
return FAnimInstanceProxy::Evaluate(Output);
}
const USkeleton* HandSkeleton{HandMesh->GetSkeleton()};
if (!IsValid(HandSkeleton))
{
return FAnimInstanceProxy::Evaluate(Output);
}
FComponentSpacePoseContext PoseContext{Output.AnimInstanceProxy};
PoseContext.Pose.InitPose(Output.Pose);
for (const TTuple<FName, FRotator>& Bone: BonesRotations)
{
FName BoneName{Bone.Key};
FRotator BoneRotation{Bone.Value};
const int32 BoneIndex = GetRequiredBones().GetPoseBoneIndexForBoneName(BoneName);
if (BoneIndex == INDEX_NONE)
{
SGLOG_WARNING(FString::Printf(TEXT("Could not find a bone index for '%s' finger bone!"),
*BoneName.ToString()));
continue;
}
FBoneReference BoneReference;
BoneReference.BoneName = MoveTemp(BoneName);
BoneReference.BoneIndex = BoneIndex;
BoneReference.bUseSkeletonIndex = true;
FAnimNode_ModifyBone BoneController;
BoneController.BoneToModify = MoveTemp(BoneReference);
BoneController.Rotation = MoveTemp(BoneRotation);
BoneController.RotationMode = EBoneModificationMode::BMM_Replace;
BoneController.RotationSpace = EBoneControlSpace::BCS_ParentBoneSpace;
BoneController.ScaleMode = EBoneModificationMode::BMM_Ignore;
BoneController.TranslationMode = EBoneModificationMode::BMM_Ignore;
if (BoneController.IsValidToEvaluate(HandSkeleton, Output.Pose.GetBoneContainer()))
{
TArray<FBoneTransform> BoneTransforms;
BoneController.EvaluateSkeletalControl_AnyThread(PoseContext, BoneTransforms);
const TArray<FBoneTransform>::SizeType BoneTransformsNum = BoneTransforms.Num();
if (BoneTransformsNum > 0)
{
PoseContext.Pose.LocalBlendCSBoneTransforms(BoneTransforms, 1.0f);
PoseContext.Pose.ConvertComponentPosesToLocalPoses(PoseContext.Pose, Output.Pose);
VirtualHand->MarkRenderStateDirty();
}
}
}
return true;
}
@@ -0,0 +1,127 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/Components/SGGrabComponent.h"
struct USGGrabComponent::FImpl
{
/************************
* Static methods
************************/
/************************
* Owner object
************************/
USGGrabComponent* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGGrabComponent* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
};
USGGrabComponent* USGGrabComponent::GetGrabComponent(const AActor* Actor)
{
if (!ensureAlwaysMsgf(IsValid(Actor), TEXT("%s"), TEXT("ERROR: invalid actor!")))
{
return nullptr;
}
USGGrabComponent* GrabComponent = Cast<USGGrabComponent>(
Actor->GetComponentByClass(USGGrabComponent::StaticClass()));
return GrabComponent;
}
bool USGGrabComponent::IsGrabbable(const AActor* Actor)
{
if (!ensureAlwaysMsgf(IsValid(Actor), TEXT("%s"), TEXT("ERROR: invalid actor!")))
{
return false;
}
const USGGrabComponent* GrabComponent = Cast<USGGrabComponent>(
Actor->GetComponentByClass(USGGrabComponent::StaticClass()));
if (!IsValid(GrabComponent))
{
return false;
}
return true;
}
USGGrabComponent::USGGrabComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
AttachmentLocationRule = EAttachmentRule::SnapToTarget;
AttachmentRotationRule = EAttachmentRule::KeepRelative;
AttachmentScaleRule = EAttachmentRule::KeepWorld;
bAttachmentWeldSimulatedBodies = true;
AttachmentSocketName = NAME_None;
DetachmentLocationRule = EDetachmentRule::KeepWorld;
DetachmentRotationRule = EDetachmentRule::KeepWorld;
DetachmentScaleRule = EDetachmentRule::KeepWorld;
bDetachmentCallModify = false;
bAffectPhysicsState = true;
}
USGGrabComponent::FImpl::FImpl(USGGrabComponent* InOwner)
: Owner(InOwner)
{
}
USGGrabComponent::FImpl::~FImpl() = default;
void USGGrabComponent::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -0,0 +1,118 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/Components/SGTouchComponent.h"
struct USGTouchComponent::FImpl
{
/************************
* Static methods
************************/
/************************
* Owner object
************************/
USGTouchComponent* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGTouchComponent* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
};
USGTouchComponent* USGTouchComponent::GetTouchComponent(const AActor* Actor)
{
if (!ensureAlwaysMsgf(IsValid(Actor), TEXT("%s"), TEXT("ERROR: invalid actor!")))
{
return nullptr;
}
USGTouchComponent* TouchComponent = Cast<USGTouchComponent>(
Actor->GetComponentByClass(USGTouchComponent::StaticClass()));
return TouchComponent;
}
bool USGTouchComponent::IsTouchable(const AActor* Actor)
{
if (!ensureAlwaysMsgf(IsValid(Actor), TEXT("%s"), TEXT("ERROR: invalid actor!")))
{
return false;
}
const USGTouchComponent* TouchComponent = Cast<USGTouchComponent>(
Actor->GetComponentByClass(USGTouchComponent::StaticClass()));
if (!IsValid(TouchComponent))
{
return false;
}
return true;
}
USGTouchComponent::USGTouchComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
BuzzLevel = 0;
BuzzDuration = 0.25f;
ForceFeedbackLevel = 100;
}
USGTouchComponent::FImpl::FImpl(USGTouchComponent* InOwner)
: Owner(InOwner)
{
}
USGTouchComponent::FImpl::~FImpl() = default;
void USGTouchComponent::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -0,0 +1,794 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "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 "UObject/ConstructorHelpers.h"
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHandPose.h"
#include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGDebug/SGDebugVirtualHand.h"
#include "SGLog/SGLog.h"
struct USGVirtualHandComponent::FImpl
{
/************************
* Static methods
************************/
FORCEINLINE static const FString& GetDefaultLeftHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultLeftHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_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'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right")};
return Path;
}
/************************
* Owner object
************************/
USGVirtualHandComponent* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGVirtualHandComponent* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
bool IsEditor() const;
FString GetDefaultMeshPath() const;
bool IsUsingDefaultMesh() const;
bool IsUsingUserMesh() const;
USkeletalMesh* LoadDefaultMesh() const;
void SetDefaultMesh() const;
USkeletalMesh* GetMesh() const;
USkeleton* GetSkeleton() const;
const FReferenceSkeleton& GetRefSkeleton() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const;
void SetVisibility(bool bInVisible) const;
void DrawDebugVirtualHand() const;
};
const TArray<TArray<FName>>& USGVirtualHandComponent::GetLeftHandFingerBoneNames()
{
static const TArray<TArray<FName>> BoneNames{
{FName(TEXT("thumb_01_l")), FName(TEXT("thumb_02_l")), FName(TEXT("thumb_03_l"))},
{FName(TEXT("index_01_l")), FName(TEXT("index_02_l")), FName(TEXT("index_03_l"))},
{FName(TEXT("middle_01_l")), FName(TEXT("middle_02_l")), FName(TEXT("middle_03_l"))},
{FName(TEXT("ring_01_l")), FName(TEXT("ring_02_l")), FName(TEXT("ring_03_l"))},
{FName(TEXT("pinky_01_l")), FName(TEXT("pinky_02_l")), FName(TEXT("pinky_03_l"))},
};
return BoneNames;
}
const TArray<TArray<FName>>& USGVirtualHandComponent::GetRightHandFingerBoneNames()
{
static const TArray<TArray<FName>> BoneNames{
{FName(TEXT("thumb_01_r")), FName(TEXT("thumb_02_r")), FName(TEXT("thumb_03_r"))},
{FName(TEXT("index_01_r")), FName(TEXT("index_02_r")), FName(TEXT("index_03_r"))},
{FName(TEXT("middle_01_r")), FName(TEXT("middle_02_r")), FName(TEXT("middle_03_r"))},
{FName(TEXT("ring_01_r")), FName(TEXT("ring_02_r")), FName(TEXT("ring_03_r"))},
{FName(TEXT("pinky_01_r")), FName(TEXT("pinky_02_r")), FName(TEXT("pinky_03_r"))},
};
return BoneNames;
}
const FName& USGVirtualHandComponent::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
{
const TArray<TArray<FName>>& BoneNames{GetLeftHandFingerBoneNames()};
ensureAlwaysMsgf(Finger < BoneNames.Num(), TEXT("Finger index is out of bound!"));
ensureAlwaysMsgf(Joint < BoneNames[Finger].Num(), TEXT("Joint index is out of bound!"));
const FName& BoneName{BoneNames[Finger][Joint]};
return BoneName;
}
const FName& USGVirtualHandComponent::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
{
const TArray<TArray<FName>>& BoneNames{GetRightHandFingerBoneNames()};
ensureAlwaysMsgf(Finger < BoneNames.Num(), TEXT("Finger index is out of bound!"));
ensureAlwaysMsgf(Joint < BoneNames[Finger].Num(), TEXT("Joint index is out of bound!"));
const FName& BoneName{BoneNames[Finger][Joint]};
return BoneName;
}
USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
PrimaryComponentTick.bTickEvenWhenPaused = false;
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
bTickInEditor = true;
bNeverNeedsRenderUpdate = false;
bAllowConcurrentTick = true;
SetUpdateAnimationInEditor(true);
SetCastShadow(true);
SetCastHiddenShadow(false);
bCastDynamicShadow = true;
SetOnlyOwnerSee(false);
SetReceivesDecals(true);
SetCanEverAffectNavigation(false);
Super::SetCollisionObjectType(ECC_WorldDynamic);
Super::SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
Super::SetCollisionResponseToAllChannels(ECR_Overlap);
Super::SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
Super::SetAnimClass(USGVirtualHandAnimInstance::StaticClass());
bRight = true;
bAutoStopAllHapticsOnEndPlay = true;
GrabSocketName = FName{TEXT("GrabPoint")};
DefaultFingertipsGrabColliderSize = FVector{0.08f, 0.08f, 0.08f};
ThumbFingertipGrabSocketName = FName{TEXT("GrabThumbFingertip")};
IndexFingertipGrabSocketName = FName{TEXT("GrabIndexFingertip")};
MiddleFingertipGrabSocketName = FName{TEXT("GrabMiddleFingertip")};
DefaultFingertipsTouchColliderSize = FVector{0.08f, 0.08f, 0.08f};
ThumbFingertipTouchSocketName = FName{TEXT("TouchThumbFingertip")};
IndexFingertipTouchSocketName = FName{TEXT("TouchIndexFingertip")};
MiddleFingertipTouchSocketName = FName{TEXT("TouchMiddleFingertip")};
RingFingertipTouchSocketName = FName{TEXT("TouchRingFingertip")};
PinkyFingertipTouchSocketName = FName{TEXT("TouchPinkyFingertip")};
bHiddenInGameIfNoGloveDetected = false;
DebugVirtualHandSettings = FSGDebugVirtualHandSettings{
ESGDebugVirtualHandDrawingMode::None,
FVector(0.5f, 0.5f, 0.5f),
FColor(255, 0, 0, 255),
0.1f, 1.0f, 1.0f,
FColor(255, 0, 0, 255),
FColor(0, 255, 0, 255),
FColor(0, 0, 255, 255),
false, 1.1f, 0
};
Super::SetSkeletalMesh(nullptr, true);
bBackendInitialized = false;
Glove = nullptr;
WristTracker = nullptr;
}
void USGVirtualHandComponent::SetRight(const bool bInRight)
{
bRight = bInRight;
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
}
void USGVirtualHandComponent::SetAnimClass(UClass* NewClass)
{
ensureAlwaysMsgf(Cast<USGVirtualHandAnimInstance>(NewClass),
TEXT("The AnimInstance class must be a subclass of USGVirtualHandAnimInstance!"));
Super::SetAnimClass(NewClass);
}
void USGVirtualHandComponent::PostInitProperties()
{
Super::PostInitProperties();
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
}
#if WITH_EDITOR
void USGVirtualHandComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropertyName{
PropertyChangedEvent.Property
? PropertyChangedEvent.Property->GetFName()
: NAME_None
};
if (PropertyName == GET_MEMBER_NAME_CHECKED(USGVirtualHandComponent, bRight))
{
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
}
}
#endif /* WITH_EDITOR */
void USGVirtualHandComponent::InitializeComponent()
{
Super::InitializeComponent();
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGVirtualHandComponent::UninitializeComponent()
{
Super::UninitializeComponent();
(void) Pimpl->UninitializeBackend();
}
void USGVirtualHandComponent::BeginPlay()
{
Super::BeginPlay();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (IsValid(Glove) && AutoStopsAllHapticsOnEndPlay())
{
Glove->StopHaptics();
}
(void) Pimpl->UninitializeBackend();
}
void USGVirtualHandComponent::TickComponent(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
#if WITH_EDITOR
if (Pimpl->IsEditor())
{
EditorTick(DeltaTime, TickType, ThisTickFunction);
return;
}
#endif /* WITH_EDITOR */
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
(void) Pimpl->CheckGlove();
if (IsValid(Glove) && DebugVirtualHandSettings.DrawingMode != ESGDebugVirtualHandDrawingMode::None)
{
Pimpl->DrawDebugVirtualHand();
}
}
void USGVirtualHandComponent::SetSkeletalMesh(USkeletalMesh* NewMesh, const bool bReinitPose)
{
if (IsValid(NewMesh))
{
Super::SetSkeletalMesh(NewMesh, bReinitPose);
}
else
{
Super::SetSkeletalMesh(Pimpl->LoadDefaultMesh(), bReinitPose);
}
}
void USGVirtualHandComponent::EditorTick(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
(void) Pimpl->CheckGlove();
if (IsValid(Glove) && DebugVirtualHandSettings.DrawingMode != ESGDebugVirtualHandDrawingMode::None)
{
Pimpl->DrawDebugVirtualHand();
}
}
bool USGVirtualHandComponent::IsGloveConnected() const
{
return Pimpl->CheckGlove();
}
USGHandPose* USGVirtualHandComponent::GetHandPose()
{
USGHandPose* HandPose{nullptr};
if (IsValid(Glove))
{
#if ! PLATFORM_ANDROID
Glove->GetHandPose(this, HandPose);
#else /* ! PLATFORM_ANDROID */
const UWorld* World{GetWorld()};
const float DeltaTime = UGameplayStatics::GetWorldDeltaSeconds(World);
Glove->GetHandPose(this, DeltaTime, HandPose);
#endif /* ! PLATFORM_ANDROID */
}
return HandPose;
}
const FName& USGVirtualHandComponent::GetFingerBoneName(const int32 Finger, const int32 Joint) const
{
const FName& Name{
IsRight()
? GetRightHandFingerBoneName(Finger, Joint)
: GetLeftHandFingerBoneName(Finger, Joint)
};
return Name;
}
const FTransform& USGVirtualHandComponent::GetFingerBoneRefTransform(const int32 Finger, const int32 Joint) const
{
const FName& BoneName{GetFingerBoneName(Finger, Joint)};
const FReferenceSkeleton& ReferenceSkeleton{Pimpl->GetRefSkeleton()};
const int32 BoneIndex = ReferenceSkeleton.FindBoneIndex(BoneName);
if (BoneIndex == INDEX_NONE)
{
SGLOG_WARNING(FString::Printf(TEXT("Could not find a bone index for '%s' finger bone!"),
*BoneName.ToString()));
return FTransform::Identity;
}
const FTransform& BoneTransform{ReferenceSkeleton.GetRefBonePose()[BoneIndex]};
return BoneTransform;
}
FRotator USGVirtualHandComponent::GetFingerBoneRefRotation(const int32 Finger, const int32 Joint) const
{
const FTransform BoneTransform{GetFingerBoneRefTransform(Finger, Joint)};
FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
return MoveTemp(BoneRotation);
}
TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
{
TMap<FName, FRotator> Rotations;
if (!IsGloveConnected())
{
return MoveTemp(Rotations);
}
const USGHandPose* HandPose = GetHandPose();
if (!IsValid(HandPose))
{
return MoveTemp(Rotations);
}
const TArray<TArray<FVector>> HandAngles{HandPose->GetHandAngles()};
for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
{
const TArray<FVector>& FingerJointAngles{HandAngles[FingerIndex]};
for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
{
const FVector& JointAngle{FingerJointAngles[JointIndex]};
const FQuat JointRotation{FQuat::MakeFromEuler(JointAngle)};
const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};
FQuat NewBoneRotation{BoneRefTransform.GetRotation() * JointRotation};
FName BoneName{GetFingerBoneName(FingerIndex, JointIndex)};
Rotations.Emplace(MoveTemp(BoneName), MoveTemp(NewBoneRotation));
}
}
return MoveTemp(Rotations);
}
USGVirtualHandComponent::FImpl::FImpl(USGVirtualHandComponent* InOwner)
: Owner(InOwner)
{
}
USGVirtualHandComponent::FImpl::~FImpl() = default;
bool USGVirtualHandComponent::FImpl::IsEditor() const
{
const UWorld* World{Owner->GetWorld()};
if (World && (World->WorldType == EWorldType::Editor || World->WorldType == EWorldType::EditorPreview))
{
return true;
}
return false;
}
FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
{
FString SkeletalMeshPath;
if (Owner->IsRight())
{
SkeletalMeshPath = GetDefaultRightHandMeshPath();
}
else
{
SkeletalMeshPath = GetDefaultLeftHandMeshPath();
}
return MoveTemp(SkeletalMeshPath);
}
bool USGVirtualHandComponent::FImpl::IsUsingDefaultMesh() const
{
const USkeletalMesh* CurrentMesh{GetMesh()};
if (!IsValid(CurrentMesh))
{
return false;
}
const FString CurrentMeshPath(CurrentMesh->GetPathName());
const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath());
const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly());
const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath());
const FString RightHandDefaultMeshPathOnly(GetDefaultRightHandMeshPathOnly());
if (CurrentMeshPath == LeftHandDefaultMeshPath
|| CurrentMeshPath == LeftHandDefaultMeshPathOnly
|| CurrentMeshPath == RightHandDefaultMeshPath
|| CurrentMeshPath == RightHandDefaultMeshPathOnly)
{
return true;
}
return false;
}
bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
{
const USkeletalMesh* CurrentMesh{GetMesh()};
if (!IsValid(CurrentMesh))
{
return false;
}
const FString CurrentMeshPath(CurrentMesh->GetPathName());
const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath());
const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly());
const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath());
const FString RightHandDefaultMeshPathOnly(GetDefaultRightHandMeshPathOnly());
if (CurrentMeshPath == LeftHandDefaultMeshPath
|| CurrentMeshPath == LeftHandDefaultMeshPathOnly
|| CurrentMeshPath == RightHandDefaultMeshPath
|| CurrentMeshPath == RightHandDefaultMeshPathOnly)
{
return false;
}
return true;
}
USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
{
const FString DefaultMeshPath{GetDefaultMeshPath()};
USkeletalMesh* DefaultMesh{
Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *DefaultMeshPath))
};
if (!IsValid(DefaultMesh))
{
SGLOG_WARNING(FString::Printf(TEXT("Failed to load the default skeletal mesh: '%s'"), *DefaultMeshPath));
}
return DefaultMesh;
}
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);
}
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 */
;
}
USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
{
USkeletalMesh* Mesh{GetMesh()};
ensureAlwaysMsgf(IsValid(Mesh), TEXT("Invalid SkeletalMesh object!"));
return Mesh->GetSkeleton();
}
const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
{
const USkeletalMesh* Mesh{GetMesh()};
ensureAlwaysMsgf(IsValid(Mesh), TEXT("Invalid SkeletalMesh object!"));
return Mesh->GetRefSkeleton();
}
bool USGVirtualHandComponent::FImpl::InitializeBackend() const
{
if (!Owner->bBackendInitialized)
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
// Do not pollute the logs!
//SGLOG_ERROR("Device Scanning is already running within this program.");
// We must return here in case there are two virtual hand components are present in the scene.
return true;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
Owner->bBackendInitialized = true;
return true;
}
return false;
}
bool USGVirtualHandComponent::FImpl::UninitializeBackend() const
{
// NOTE
// In Editor builds we should be avoiding dispose, since stopping the game in PIE mode, causes the virtual-hand
// to disappear in the editor as the plugin won't be able to retrieve the glove status anymore.
#if ! WITH_EDITOR
if (Owner->bBackendInitialized)
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
Owner->bBackendInitialized = false;
return true;
}
#endif /* ! WITH_EDITOR */
return false;
}
bool USGVirtualHandComponent::FImpl::CheckGlove() const
{
if (!Owner->bBackendInitialized)
{
const bool bSucceeded = InitializeBackend();
if (!bSucceeded)
{
return false;
}
}
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
{
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
}
const bool bIsEditor = IsEditor();
if (!bIsEditor)
{
const bool bIsVisible = Owner->IsVisible();
if (Owner->bHiddenInGameIfNoGloveDetected)
{
if (bFoundGlove)
{
if (!bIsVisible)
{
SetVisibility(true);
}
}
else
{
if (bIsVisible)
{
SetVisibility(false);
}
}
}
else
{
if (!bIsVisible)
{
SetVisibility(true);
}
}
}
return bFoundGlove;
}
void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) const
{
Owner->SetVisibility(bInVisible, true);
}
void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const
{
const UWorld* World{Owner->GetWorld()};
if (!IsValid(Owner->WristTracker))
{
return;
}
const FVector& WristLocation{Owner->WristTracker->GetWristLocation()};
const FRotator& WristRotation{Owner->WristTracker->GetWristRotation()};
const USGHandPose* HandPose{Owner->GetHandPose()};
if (!IsValid(HandPose))
{
return;
}
const TArray<TArray<FVector>>& JointPositions{HandPose->GetJointPositions()};
const TArray<TArray<FRotator>>& JointRotations{HandPose->GetJointRotations()};
FSGDebugVirtualHand::Draw(World, WristLocation, WristRotation, JointPositions, JointRotations,
Owner->DebugVirtualHandSettings);
}
void USGVirtualHandComponent::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -0,0 +1,548 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/Components/SGWristTrackerComponent.h"
#include "Animation/Skeleton.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "UObject/ConstructorHelpers.h"
#include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGDebug/SGDebugGizmo.h"
#include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h"
struct USGWristTrackerComponent::FImpl
{
/************************
* Static methods
************************/
/************************
* Owner object
************************/
USGWristTrackerComponent* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGWristTrackerComponent* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
bool IsEditor() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const;
void UpdateWristTrackingData() const;
void DrawDebugGizmo();
};
USGWristTrackerComponent::USGWristTrackerComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
PrimaryComponentTick.bTickEvenWhenPaused = false;
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
bTickInEditor = true;
bNeverNeedsRenderUpdate = true;
bAllowConcurrentTick = true;
SetCastShadow(false);
SetCastHiddenShadow(false);
bCastDynamicShadow = false;
SetOnlyOwnerSee(false);
SetReceivesDecals(false);
SetCanEverAffectNavigation(false);
SetRight(true);
bOverridePluginWristTrackingSettings = false;
bDrawWristTrackerDebugGizmo = false;
TrackingHardware = ESGPositionalTrackingHardware::None;
TrackingHardwareLocationOffset = FVector::ZeroVector;
TrackingHardwareLocationOffset = FVector::ZeroVector;
bOverridePluginWristTrackingDebugSettings = false;
bDrawWristTrackerDebugGizmo = false;
WristTrackerDebugGizmoSettings = FSGDebugGizmoSettings(
4.0f, 1.0f,
FColor(255, 0, 0, 255),
FColor(0, 255, 0, 255),
FColor(0, 0, 255, 255),
false, 1.1f, 0
);
bDrawWristTrackerDebugGizmo = false;
bBackendInitialized = false;
Glove = nullptr;
WristLocation = FVector::ZeroVector;
WristRotation = FRotator::ZeroRotator;
}
void USGWristTrackerComponent::SetRight(const bool bRight)
{
SetTrackingSource(bRight ? EControllerHand::Right : EControllerHand::Left);
}
ESGPositionalTrackingHardware USGWristTrackerComponent::GetTrackingHardware() const
{
if (OverridesPluginWristTrackingSettings())
{
return TrackingHardware;
}
return USGSettings::GetInstance()->GetTrackingHardware();
}
void USGWristTrackerComponent::SetTrackingHardware(const ESGPositionalTrackingHardware InTrackingHardware)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT( "Setting TrackingHardware is only permitted when bOverridePluginWristTrackingSettings is enabled!"));
TrackingHardware = InTrackingHardware;
}
const FVector& USGWristTrackerComponent::GetTrackingHardwareLocationOffset() const
{
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Getting TrackingHardwareLocationOffset is only permitted when TrackingHardware is set to Custom!"));
if (OverridesPluginWristTrackingSettings())
{
return TrackingHardwareLocationOffset;
}
return IsRight()
? USGSettings::GetInstance()->GetTrackingHardwareLocationOffsetRightHand()
: USGSettings::GetInstance()->GetTrackingHardwareLocationOffsetLeftHand();
}
void USGWristTrackerComponent::SetTrackingHardwareLocationOffset(const FVector& InTrackingHardwareLocationOffset)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT(
"Setting TrackingHardwareLocationOffset is only permitted when bOverridePluginWristTrackingSettings is enabled!"
));
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Setting TrackingHardwareLocationOffset is only permitted when TrackingHardware is set to Custom!"));
TrackingHardwareLocationOffset = InTrackingHardwareLocationOffset;
}
const FRotator& USGWristTrackerComponent::GetTrackingHardwareRotationOffset() const
{
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Getting TrackingHardwareRotationOffset is only permitted when TrackingHardware is set to Custom!"));
if (OverridesPluginWristTrackingSettings())
{
return TrackingHardwareRotationOffset;
}
return IsRight()
? USGSettings::GetInstance()->GetTrackingHardwareRotationOffsetRightHand()
: USGSettings::GetInstance()->GetTrackingHardwareRotationOffsetLeftHand();
}
void USGWristTrackerComponent::SetTrackingHardwareRotationOffset(const FRotator& InTrackingHardwareRotationOffset)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT(
"Setting TrackingHardwareRotationOffset is only permitted when bOverridePluginWristTrackingSettings is enabled!"
));
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT("Setting TrackingHardwareRotationOffsetRightHand is only permitted when TrackingHardware is set to Custom!"
));
TrackingHardwareRotationOffset = InTrackingHardwareRotationOffset;
}
bool USGWristTrackerComponent::GetDrawWristTrackerDebugGizmo() const
{
if (OverridesPluginWristTrackingDebugSettings())
{
return !!bDrawWristTrackerDebugGizmo;
}
return USGSettings::GetInstance()->GetDrawWristTrackerDebugGizmo();
}
void USGWristTrackerComponent::SetDrawWristTrackerDebugGizmo(const bool bInDrawWristTrackerDebugGizmo)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT( "Setting bDrawWristTrackerDebugGizmo is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!"));
bDrawWristTrackerDebugGizmo = bInDrawWristTrackerDebugGizmo;
}
const FSGDebugGizmoSettings& USGWristTrackerComponent::GetWristTrackerDebugGizmoSettings() const
{
ensureAlwaysMsgf(
GetDrawWristTrackerDebugGizmo(),
TEXT("Getting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return WristTrackerDebugGizmoSettings;
}
return USGSettings::GetInstance()->GetWristTrackerDebugGizmoSettings();
}
void USGWristTrackerComponent::SetWristTrackerDebugGizmoSettings(
const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!"));
ensureAlwaysMsgf(
GetDrawWristTrackerDebugGizmo(),
TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
WristTrackerDebugGizmoSettings = InWristTrackerDebugGizmoSettings;
}
#if WITH_EDITOR
void USGWristTrackerComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropertyName{
PropertyChangedEvent.Property
? PropertyChangedEvent.Property->GetFName()
: NAME_None
};
(void) PropertyName;
}
#endif /* WITH_EDITOR */
void USGWristTrackerComponent::InitializeComponent()
{
Super::InitializeComponent();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGWristTrackerComponent::UninitializeComponent()
{
Super::UninitializeComponent();
(void) Pimpl->UninitializeBackend();
}
void USGWristTrackerComponent::BeginPlay()
{
Super::BeginPlay();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGWristTrackerComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
(void) Pimpl->UninitializeBackend();
}
void USGWristTrackerComponent::TickComponent(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
#if WITH_EDITOR
if (Pimpl->IsEditor())
{
EditorTick(DeltaTime, TickType, ThisTickFunction);
return;
}
#endif /* WITH_EDITOR */
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (GetDrawWristTrackerDebugGizmo())
{
Pimpl->DrawDebugGizmo();
}
(void) Pimpl->CheckGlove();
}
void USGWristTrackerComponent::EditorTick(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
(void) Pimpl->CheckGlove();
}
USGWristTrackerComponent::FImpl::FImpl(USGWristTrackerComponent* InOwner)
: Owner(InOwner)
{
}
USGWristTrackerComponent::FImpl::~FImpl() = default;
bool USGWristTrackerComponent::FImpl::IsEditor() const
{
const UWorld* World{Owner->GetWorld()};
if (World && (World->WorldType == EWorldType::Editor || World->WorldType == EWorldType::EditorPreview))
{
return true;
}
return false;
}
bool USGWristTrackerComponent::FImpl::InitializeBackend() const
{
if (!Owner->bBackendInitialized)
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
// Do not pollute the logs!
//SGLOG_ERROR("Device Scanning is already running within this program.");
// We must return here in case two virtual hand components are present in the scene.
return true;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
Owner->bBackendInitialized = true;
return true;
}
return false;
}
bool USGWristTrackerComponent::FImpl::UninitializeBackend() const
{
// NOTE
// In Editor builds we should be avoiding dispose, since stopping the game in PIE mode, causes the virtual-hand
// to disappear in the editor as the plugin won't be able to retrieve the glove status anymore.
#if ! WITH_EDITOR
if (Owner->bBackendInitialized)
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
Owner->bBackendInitialized = false;
return true;
}
#endif /* ! WITH_EDITOR */
return false;
}
bool USGWristTrackerComponent::FImpl::CheckGlove() const
{
if (!Owner->bBackendInitialized)
{
const bool bSucceeded = InitializeBackend();
if (!bSucceeded)
{
return false;
}
}
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
{
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
}
if (bFoundGlove)
{
UpdateWristTrackingData();
}
return bFoundGlove;
}
void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
{
ensureAlwaysMsgf(Owner->Glove, TEXT("Invalid Glove!"));
FVector TrackerLocation{Owner->GetComponentLocation()};
FRotator TrackerRotation{Owner->GetComponentRotation()};
ESGPositionalTrackingHardware TrackerHardware = Owner->GetTrackingHardware();
if (TrackerHardware == ESGPositionalTrackingHardware::None)
{
TrackerHardware = ESGPositionalTrackingHardware::Custom;
}
else if (TrackerHardware == ESGPositionalTrackingHardware::Custom)
{
TrackerLocation += Owner->GetTrackingHardwareLocationOffset();
TrackerRotation += Owner->GetTrackingHardwareRotationOffset();
}
FVector NewWristLocation;
FRotator NewWristRotation;
Owner->Glove->GetWristLocation(TrackerLocation, TrackerRotation, TrackerHardware,
NewWristLocation, NewWristRotation);
const bool bLocationUpdated = !Owner->WristLocation.Equals(NewWristLocation, SMALL_NUMBER);
const bool bRotationUpdated = !Owner->WristRotation.Equals(NewWristRotation, SMALL_NUMBER);
if (bLocationUpdated)
{
Owner->WristLocation = MoveTemp(NewWristLocation);
}
if (bRotationUpdated)
{
Owner->WristRotation = MoveTemp(NewWristRotation);
}
if (bLocationUpdated && Owner->WristLocationChangedEvent.IsBound())
{
Owner->WristLocationChangedEvent.Broadcast(Owner->WristLocation);
}
if (bRotationUpdated && Owner->WristRotationChangedEvent.IsBound())
{
Owner->WristRotationChangedEvent.Broadcast(Owner->WristRotation);
}
if ((bLocationUpdated && bRotationUpdated) && Owner->WristLocationAndRotationChangedEvent.IsBound())
{
Owner->WristLocationAndRotationChangedEvent.Broadcast(Owner->WristLocation, Owner->WristRotation);
}
}
void USGWristTrackerComponent::FImpl::DrawDebugGizmo()
{
const UWorld* World{Owner->GetWorld()};
const FVector& Location{Owner->GetComponentLocation()};
const FRotator& Rotation{Owner->GetComponentRotation()};
const FSGDebugGizmoSettings& DebugGizmoSettings{Owner->GetWristTrackerDebugGizmoSettings()};
FSGDebugGizmo::Draw(World, Location, Rotation, DebugGizmoSettings);
}
void USGWristTrackerComponent::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -0,0 +1,46 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/GameFramework//SGGameModeBase.h"
#include "SenseGlove/GameFramework/SGPawn.h"
#include "SenseGlove/GameFramework/SGPlayerController.h"
ASGGameModeBase::ASGGameModeBase(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
DefaultPawnClass = ASGPawn::StaticClass();
PlayerControllerClass = ASGPlayerController::StaticClass();
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,372 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/GameFramework/SGPlayerController.h"
#if ENGINE_MAJOR_VERSION > 5 || ( ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 2 )
#include "Engine/TimerHandle.h"
#else /* ENGINE_MAJOR_VERSION > 5 || ( ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 2 ) */
#include "Engine/EngineTypes.h"
#endif /* ENGINE_MAJOR_VERSION > 5 || ( ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 2 ) */
#include "TimerManager.h"
#include "SenseGlove/Components/SGGrabComponent.h"
#include "SenseGlove/Components/SGTouchComponent.h"
#include "SenseGlove/GameFramework/SGPawn.h"
#include "SenseGlove/Haptics/SGGrabState.h"
#include "SenseGlove/Haptics/SGTouchState.h"
#include "SGCore/SGBuzzCommand.h"
#include "SGCore/SGForceFeedbackCommand.h"
#include "SGCore/SGHapticGlove.h"
struct ASGPlayerController::FImpl
{
/************************
* Static methods
************************/
static int32 GetBuzzLevel(const AActor* Actor);
static float GetBuzzDuration(const AActor* ActorThumbTouching, const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching, const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching);
static int32 GetForceFeedbackLevel(const AActor* Actor);
/************************
* Member variables
************************/
FTimerHandle TouchBuzzStopTimer;
/************************
* Owner object
************************/
ASGPlayerController* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(ASGPlayerController* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
USGBuzzCommand* GetBuzzCommand(
const AActor* ActorThumbTouching, const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching, const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching) const;
USGForceFeedbackCommand* GetForceFeedbackCommand(
const AActor* ActorThumbTouching, const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching, const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching) const;
void UpdateHapticsFeedback(const FSGTouchState& TouchState);
};
int32 ASGPlayerController::FImpl::GetBuzzLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (TouchComponent)
{
return TouchComponent->GetBuzzLevel();
}
}
return 0;
}
float ASGPlayerController::FImpl::GetBuzzDuration(const AActor* ActorThumbTouching, const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching, const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching)
{
if (IsValid(ActorThumbTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorThumbTouching);
if (TouchComponent)
{
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorIndexTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorIndexTouching);
if (TouchComponent)
{
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorMiddleTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorMiddleTouching);
if (TouchComponent)
{
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorRingTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorRingTouching);
if (TouchComponent)
{
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorPinkyTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorPinkyTouching);
if (TouchComponent)
{
return TouchComponent->GetBuzzDuration();
}
}
return 0.0f;
}
int32 ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (TouchComponent)
{
return TouchComponent->GetForceFeedbackLevel();
}
}
return 0;
}
ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
void ASGPlayerController::BeginPlay()
{
Super::BeginPlay();
ASGPawn* SGPawn = Cast<ASGPawn>(GetPawn());
if (!ensureAlwaysMsgf(IsValid(SGPawn), TEXT("%s"), TEXT("ERROR: invalid SenseGlove pawn!")))
{
return;
}
SGPawn->OnGrabStateUpdated().AddWeakLambda(
this, [=](const FSGGrabState& GrabState) -> void
{
if (!IsValid(SGPawn))
{
return;
}
if (!IsValid(GrabState.Hand))
{
return;
}
if (SGPawn->IsGrabbing(GrabState.Hand))
{
if (!IsValid(GrabState.ActorThumbCanGrab) ||
(GrabState.ActorIndexCanGrab != GrabState.ActorThumbCanGrab
&& GrabState.ActorMiddleCanGrab != GrabState.ActorThumbCanGrab))
{
SGPawn->Release(GrabState.Hand);
}
}
else
{
if (SGPawn->CanGrab(GrabState.Hand, GrabState.ActorThumbCanGrab))
{
SGPawn->Grab(GrabState.Hand, GrabState.ActorThumbCanGrab);
}
}
});
SGPawn->OnTouchStateUpdated().AddWeakLambda(
this, [=](const FSGTouchState& TouchState) -> void
{
Pimpl->UpdateHapticsFeedback(TouchState);
});
}
ASGPlayerController::FImpl::FImpl(ASGPlayerController* InOwner)
: Owner(InOwner)
{
}
ASGPlayerController::FImpl::~FImpl() = default;
USGBuzzCommand* ASGPlayerController::FImpl::GetBuzzCommand(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching) const
{
const int32 ThumbBuzzLevel = GetBuzzLevel(ActorThumbTouching);
const int32 IndexBuzzLevel = GetBuzzLevel(ActorIndexTouching);
const int32 MiddleBuzzLevel = GetBuzzLevel(ActorMiddleTouching);
const int32 RingBuzzLevel = GetBuzzLevel(ActorRingTouching);
const int32 PinkyBuzzLevel = GetBuzzLevel(ActorThumbTouching);
if (ThumbBuzzLevel <= 0 && IndexBuzzLevel <= 0 && MiddleBuzzLevel <= 0 && RingBuzzLevel <= 0 && PinkyBuzzLevel <= 0)
{
return nullptr;
}
USGBuzzCommand* BuzzCommand = USGBuzzCommand::NewBuzzCommand(
Owner,
GetBuzzLevel(ActorThumbTouching),
GetBuzzLevel(ActorIndexTouching),
GetBuzzLevel(ActorMiddleTouching),
GetBuzzLevel(ActorRingTouching),
GetBuzzLevel(ActorPinkyTouching)
);
return BuzzCommand;
}
USGForceFeedbackCommand* ASGPlayerController::FImpl::GetForceFeedbackCommand(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching) const
{
const int32 ThumbForceFeedbackLevel = GetForceFeedbackLevel(ActorThumbTouching);
const int32 IndexForceFeedbackLevel = GetForceFeedbackLevel(ActorIndexTouching);
const int32 MiddleForceFeedbackLevel = GetForceFeedbackLevel(ActorMiddleTouching);
const int32 RingForceFeedbackLevel = GetForceFeedbackLevel(ActorRingTouching);
const int32 PinkyForceFeedbackLevel = GetForceFeedbackLevel(ActorThumbTouching);
if (ThumbForceFeedbackLevel <= 0 && IndexForceFeedbackLevel <= 0 && MiddleForceFeedbackLevel <= 0
&& RingForceFeedbackLevel <= 0 && PinkyForceFeedbackLevel <= 0)
{
return nullptr;
}
USGForceFeedbackCommand* ForceFeedbackCommand = USGForceFeedbackCommand::NewForceFeedbackCommand(
Owner,
GetForceFeedbackLevel(ActorThumbTouching),
GetForceFeedbackLevel(ActorIndexTouching),
GetForceFeedbackLevel(ActorMiddleTouching),
GetForceFeedbackLevel(ActorRingTouching),
GetForceFeedbackLevel(ActorPinkyTouching)
);
return ForceFeedbackCommand;
}
void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& TouchState)
{
if (!IsValid(TouchState.Hand))
{
return;
}
USGHapticGlove* Glove = TouchState.Hand->GetConnectedGlove();
if (!IsValid(Glove))
{
return;
}
const USGBuzzCommand* BuzzCommand{
GetBuzzCommand(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState.ActorRingTouching,TouchState.ActorPinkyTouching)
};
if (IsValid(BuzzCommand))
{
Glove->SendHaptics(BuzzCommand);
const float Duration = FImpl::GetBuzzDuration(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState. ActorRingTouching, TouchState.ActorPinkyTouching);
Owner->GetWorldTimerManager().ClearTimer(TouchBuzzStopTimer);
FTimerDelegate TouchBuzzStopHandler;
TouchBuzzStopHandler.BindLambda([=]()-> void
{
Glove->SendHaptics(USGBuzzCommand::Off(Owner));
});
Owner->GetWorldTimerManager().SetTimer(
TouchBuzzStopTimer, TouchBuzzStopHandler, Duration, false, -1.0f);
}
else
{
Glove->SendHaptics(USGBuzzCommand::Off(Owner));
}
const USGForceFeedbackCommand* ForceFeedbackCommand{
GetForceFeedbackCommand(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState. ActorRingTouching, TouchState.ActorPinkyTouching)
};
if (IsValid(ForceFeedbackCommand))
{
Glove->SendHaptics(ForceFeedbackCommand);
}
else
{
Glove->SendHaptics(USGForceFeedbackCommand::Off(Owner));
}
}
void ASGPlayerController::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -0,0 +1,703 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/GameFramework/SGVirtualHandActor.h"
#include "Components/SphereComponent.h"
#include "SenseGlove/Components/SGGrabComponent.h"
#include "SenseGlove/Components/SGTouchComponent.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h"
struct ASGVirtualHandActor::FImpl
{
/************************
* Owner object
************************/
ASGVirtualHandActor* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(ASGVirtualHandActor* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
void BindFingerGrabOverlapEvents();
void UnbindFingerGrabOverlapEvents();
void BindFingerTouchOverlapEvents();
void UnbindFingerTouchOverlapEvents();
bool IsFingerGrabbing(AActor* Actor) const;
bool IsFingerTouching(AActor* Actor) const;
};
ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
PrimaryActorTick.bCanEverTick = true;
SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SceneRoot"));
SetRootComponent(SceneRoot);
VirtualHand = CreateDefaultSubobject<USGVirtualHandComponent>(TEXT("VirtualHand"));
VirtualHand->SetupAttachment(RootComponent);
VirtualHand->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
ThumbFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("ThumbFingertipGrabCollider"));
ThumbFingertipGrabCollider->SetupAttachment(VirtualHand, VirtualHand->GetThumbFingertipGrabSocketName());
ThumbFingertipGrabCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsGrabColliderSize());
ThumbFingertipGrabCollider->SetCastShadow(false);
ThumbFingertipGrabCollider->bCastDynamicShadow = false;
ThumbFingertipGrabCollider->SetReceivesDecals(true);
ThumbFingertipGrabCollider->SetCanEverAffectNavigation(false);
ThumbFingertipGrabCollider->SetCollisionObjectType(ECC_WorldDynamic);
ThumbFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
ThumbFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
IndexFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("IndexFingertipGrabCollider"));
IndexFingertipGrabCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsGrabColliderSize());
IndexFingertipGrabCollider->SetupAttachment(VirtualHand, VirtualHand->GetIndexFingertipGrabSocketName());
IndexFingertipGrabCollider->SetCastShadow(false);
IndexFingertipGrabCollider->bCastDynamicShadow = false;
IndexFingertipGrabCollider->SetReceivesDecals(true);
IndexFingertipGrabCollider->SetCanEverAffectNavigation(false);
IndexFingertipGrabCollider->SetCollisionObjectType(ECC_WorldDynamic);
IndexFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
IndexFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
MiddleFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("MiddleFingertipGrabCollider"));
MiddleFingertipGrabCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsGrabColliderSize());
MiddleFingertipGrabCollider->SetupAttachment(VirtualHand, VirtualHand->GetMiddleFingertipGrabSocketName());
MiddleFingertipGrabCollider->SetCastShadow(false);
MiddleFingertipGrabCollider->bCastDynamicShadow = false;
MiddleFingertipGrabCollider->SetReceivesDecals(true);
MiddleFingertipGrabCollider->SetCanEverAffectNavigation(false);
MiddleFingertipGrabCollider->SetCollisionObjectType(ECC_WorldDynamic);
MiddleFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
MiddleFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
ThumbFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("ThumbFingertipTouchCollider"));
ThumbFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetThumbFingertipTouchSocketName());
ThumbFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
ThumbFingertipTouchCollider->SetCastShadow(false);
ThumbFingertipTouchCollider->bCastDynamicShadow = false;
ThumbFingertipTouchCollider->SetReceivesDecals(true);
ThumbFingertipTouchCollider->SetCanEverAffectNavigation(false);
ThumbFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
ThumbFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
ThumbFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
IndexFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("IndexFingertipTouchCollider"));
IndexFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
IndexFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetIndexFingertipTouchSocketName());
IndexFingertipTouchCollider->SetCastShadow(false);
IndexFingertipTouchCollider->bCastDynamicShadow = false;
IndexFingertipTouchCollider->SetReceivesDecals(true);
IndexFingertipTouchCollider->SetCanEverAffectNavigation(false);
IndexFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
IndexFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
IndexFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
MiddleFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("MiddleFingertipTouchCollider"));
MiddleFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
MiddleFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetMiddleFingertipTouchSocketName());
MiddleFingertipTouchCollider->SetCastShadow(false);
MiddleFingertipTouchCollider->bCastDynamicShadow = false;
MiddleFingertipTouchCollider->SetReceivesDecals(true);
MiddleFingertipTouchCollider->SetCanEverAffectNavigation(false);
MiddleFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
MiddleFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
MiddleFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
RingFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RingFingertipTouchCollider"));
RingFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
RingFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetRingFingertipTouchSocketName());
RingFingertipTouchCollider->SetCastShadow(false);
RingFingertipTouchCollider->bCastDynamicShadow = false;
RingFingertipTouchCollider->SetReceivesDecals(true);
RingFingertipTouchCollider->SetCanEverAffectNavigation(false);
RingFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
RingFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
RingFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
PinkyFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("PinkyFingertipTouchCollider"));
PinkyFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
PinkyFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetPinkyFingertipTouchSocketName());
PinkyFingertipTouchCollider->SetCastShadow(false);
PinkyFingertipTouchCollider->bCastDynamicShadow = false;
PinkyFingertipTouchCollider->SetReceivesDecals(true);
PinkyFingertipTouchCollider->SetCanEverAffectNavigation(false);
PinkyFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
PinkyFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
PinkyFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
WristTracker = CreateDefaultSubobject<USGWristTrackerComponent>(TEXT("WristTracker"));
WristTracker->SetupAttachment(RootComponent);
WristTracker->SetRight(VirtualHand->IsRight());
GrabState = FSGGrabState(VirtualHand, nullptr, nullptr, nullptr, nullptr);
TouchState = FSGTouchState(VirtualHand, nullptr, nullptr, nullptr, nullptr, nullptr);
}
void ASGVirtualHandActor::BeginPlay()
{
Super::BeginPlay();
ensureAlwaysMsgf(
(WristTracker->IsLeft() && VirtualHand->IsLeft())
|| (WristTracker->IsRight() && VirtualHand->IsRight()),
TEXT("The virtual hand component and the wrist tracker component do not track the same hand!"));
WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{
VirtualHand->SetWorldLocation(Location);
});
WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{
VirtualHand->SetWorldRotation(Rotation);
});
Pimpl->BindFingerGrabOverlapEvents();
Pimpl->BindFingerTouchOverlapEvents();
}
void ASGVirtualHandActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
Pimpl->UnbindFingerGrabOverlapEvents();
Pimpl->UnbindFingerTouchOverlapEvents();
}
void ASGVirtualHandActor::PreInitializeComponents()
{
Super::PreInitializeComponents();
WristTracker->SetRight(VirtualHand->IsRight());
}
void ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
GrabState.ActorThumbCanGrab = OtherActor;
GrabStateUpdatedEvent.Broadcast(GrabState);
}
}
void ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherBodyIndex;
if (GrabState.ActorThumbCanGrab == OtherActor)
{
GrabState.ActorThumbCanGrab = nullptr;
GrabStateUpdatedEvent.Broadcast(GrabState);
}
}
void ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
GrabState.ActorIndexCanGrab = OtherActor;
GrabStateUpdatedEvent.Broadcast(GrabState);
}
}
void ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherBodyIndex;
if (GrabState.ActorIndexCanGrab == OtherActor)
{
GrabState.ActorIndexCanGrab = nullptr;
GrabStateUpdatedEvent.Broadcast(GrabState);
}
}
void ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGGrabComponent::IsGrabbable(OtherActor))
{
GrabState.ActorMiddleCanGrab = OtherActor;
GrabStateUpdatedEvent.Broadcast(GrabState);
}
}
void ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherBodyIndex;
if (GrabState.ActorMiddleCanGrab == OtherActor)
{
GrabState.ActorMiddleCanGrab = nullptr;
GrabStateUpdatedEvent.Broadcast(GrabState);
}
}
void ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
TouchState.ActorThumbTouching = OtherActor;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (TouchState.ActorThumbTouching == OtherActor)
{
TouchState.ActorThumbTouching = nullptr;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
TouchState.ActorIndexTouching = OtherActor;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (TouchState.ActorIndexTouching == OtherActor)
{
TouchState.ActorIndexTouching = nullptr;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
(void) bFromSweep;
(void) SweepResult;
if (USGTouchComponent::IsTouchable(OtherActor))
{
TouchState.ActorMiddleTouching = OtherActor;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (TouchState.ActorMiddleTouching == OtherActor)
{
TouchState.ActorMiddleTouching = nullptr;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
if (USGTouchComponent::IsTouchable(OtherActor))
{
TouchState.ActorRingTouching = OtherActor;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (TouchState.ActorRingTouching == OtherActor)
{
TouchState.ActorRingTouching = nullptr;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex,
const bool bFromSweep,
const FHitResult& SweepResult)
{
if (USGTouchComponent::IsTouchable(OtherActor))
{
TouchState.ActorPinkyTouching = OtherActor;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
void ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
const int32 OtherBodyIndex)
{
(void) OverlappedComponent;
(void) OtherComp;
(void) OtherBodyIndex;
if (TouchState.ActorPinkyTouching == OtherActor)
{
TouchState.ActorPinkyTouching = nullptr;
TouchStateUpdatedEvent.Broadcast(TouchState);
}
}
bool ASGVirtualHandActor::IsLeft() const
{
return WristTracker->IsLeft() && VirtualHand->IsLeft();
}
bool ASGVirtualHandActor::IsRight() const
{
return WristTracker->IsRight() && VirtualHand->IsRight();
}
void ASGVirtualHandActor::SetRight(const bool bRight)
{
WristTracker->SetRight(bRight);
VirtualHand->SetRight(bRight);
}
bool ASGVirtualHandActor::IsGloveConnected() const
{
return VirtualHand->IsGloveConnected();
}
ASGVirtualHandActor::FImpl::FImpl(ASGVirtualHandActor* InOwner)
: Owner(InOwner)
{
}
void ASGVirtualHandActor::FImpl::BindFingerGrabOverlapEvents()
{
Owner->ThumbFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapBegins);
Owner->ThumbFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapEnds);
Owner->IndexFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapBegins);
Owner->IndexFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapEnds);
Owner->MiddleFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapBegins);
Owner->MiddleFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapEnds);
}
void ASGVirtualHandActor::FImpl::UnbindFingerGrabOverlapEvents()
{
Owner->ThumbFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapBegins);
Owner->ThumbFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapEnds);
Owner->IndexFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapBegins);
Owner->IndexFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapEnds);
Owner->MiddleFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapBegins);
Owner->MiddleFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapEnds);
}
void ASGVirtualHandActor::FImpl::BindFingerTouchOverlapEvents()
{
Owner->ThumbFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapBegins);
Owner->ThumbFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapEnds);
Owner->IndexFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapBegins);
Owner->IndexFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapEnds);
Owner->MiddleFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapBegins);
Owner->MiddleFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapEnds);
Owner->RingFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapBegins);
Owner->RingFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapEnds);
Owner->PinkyFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapBegins);
Owner->PinkyFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapEnds);
}
void ASGVirtualHandActor::FImpl::UnbindFingerTouchOverlapEvents()
{
Owner->ThumbFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapBegins);
Owner->ThumbFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapEnds);
Owner->IndexFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapBegins);
Owner->IndexFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapEnds);
Owner->MiddleFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapBegins);
Owner->MiddleFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapEnds);
Owner->RingFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapBegins);
Owner->RingFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapEnds);
Owner->PinkyFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapBegins);
Owner->PinkyFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapEnds);
}
ASGVirtualHandActor::FImpl::~FImpl() = default;
void ASGVirtualHandActor::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -0,0 +1,62 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/Haptics/SGGrabState.h"
#include "GameFramework/Actor.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGGrabState::FSGGrabState()
: Hand(nullptr),
ActorThumbCanGrab(nullptr),
ActorIndexCanGrab(nullptr),
ActorMiddleCanGrab(nullptr),
GrabbedActor(nullptr)
{
}
FSGGrabState::FSGGrabState(USGVirtualHandComponent* InHand,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor)
: Hand(InHand),
ActorThumbCanGrab(InActorThumbCanGrab),
ActorIndexCanGrab(InActorIndexCanGrab),
ActorMiddleCanGrab(InActorMiddleCanGrab),
GrabbedActor(InGrabbedActor)
{
}
@@ -0,0 +1,65 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGlove/Haptics/SGTouchState.h"
#include "GameFramework/Actor.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGTouchState::FSGTouchState()
: Hand(nullptr),
ActorThumbTouching(nullptr),
ActorIndexTouching(nullptr),
ActorMiddleTouching(nullptr),
ActorRingTouching(nullptr),
ActorPinkyTouching(nullptr)
{
}
FSGTouchState::FSGTouchState(USGVirtualHandComponent* InHand,
AActor* InActorThumbTouching,
AActor* InActorIndexTouching,
AActor* InActorMiddleTouching,
AActor* InActorRingTouching,
AActor* InActorPinkyTouching)
: Hand(InHand),
ActorThumbTouching(InActorThumbTouching),
ActorIndexTouching(InActorIndexTouching),
ActorMiddleTouching(InActorMiddleTouching),
ActorRingTouching(InActorRingTouching),
ActorPinkyTouching(InActorPinkyTouching)
{
}
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -0,0 +1,51 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "Animation/AnimInstance.h"
#include "SenseGlove/Animation/SGVirtualHandAnimInstanceProxy.h"
#include "SGVirtualHandAnimInstance.generated.h"
UCLASS(Transient, Blueprintable, BlueprintType, meta=(BlueprintThreadSafe), Within=SkeletalMeshComponent)
class SENSEGLOVE_API USGVirtualHandAnimInstance : public UAnimInstance
{
GENERATED_UCLASS_BODY()
protected:
virtual FSGVirtualHandAnimInstanceProxy* CreateAnimInstanceProxy() override;
};
@@ -0,0 +1,60 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "Animation/AnimInstanceProxy.h"
#include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h"
#include "SGVirtualHandAnimInstanceProxy.generated.h"
USTRUCT()
struct SENSEGLOVE_API FSGVirtualHandAnimInstanceProxy : public FAnimInstanceProxy
{
GENERATED_USTRUCT_BODY()
public:
TMap<FName, FRotator> BonesRotations;
public:
FSGVirtualHandAnimInstanceProxy();
FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance);
protected:
virtual void PreEvaluateAnimation(UAnimInstance* InAnimInstance) override;
virtual bool Evaluate(FPoseContext& Output) override;
};
@@ -0,0 +1,199 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "Components/SceneComponent.h"
#include "Engine/EngineTypes.h"
#include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h"
#include "SGGrabComponent.generated.h"
class AActor;
UCLASS(Blueprintable, BlueprintType, meta=(BlueprintSpawnableComponent))
class SENSEGLOVE_API USGGrabComponent : public USceneComponent
{
GENERATED_UCLASS_BODY()
public:
static USGGrabComponent* GetGrabComponent(const AActor* Actor);
static bool IsGrabbable(const AActor* Actor);
private:
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
EAttachmentRule AttachmentLocationRule;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
EAttachmentRule AttachmentRotationRule;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
EAttachmentRule AttachmentScaleRule;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bAttachmentWeldSimulatedBodies : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
FName AttachmentSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
EDetachmentRule DetachmentLocationRule;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
EDetachmentRule DetachmentRotationRule;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
EDetachmentRule DetachmentScaleRule;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bDetachmentCallModify : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bAffectPhysicsState : 1;
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
public:
FORCEINLINE EAttachmentRule GetAttachmentLocationRule() const
{
return AttachmentLocationRule;
}
FORCEINLINE void SetAttachmentLocationRule(const EAttachmentRule InAttachmentLocationRule)
{
AttachmentLocationRule = InAttachmentLocationRule;
}
FORCEINLINE EAttachmentRule GetAttachmentRotationRule() const
{
return AttachmentRotationRule;
}
FORCEINLINE void SetAttachmentRotationRule(const EAttachmentRule InAttachmentRotationRule)
{
AttachmentRotationRule = InAttachmentRotationRule;
}
FORCEINLINE EAttachmentRule GetAttachmentScaleRule() const
{
return AttachmentScaleRule;
}
FORCEINLINE void SetAttachmentScaleRule(const EAttachmentRule InAttachmentScaleRule)
{
AttachmentScaleRule = InAttachmentScaleRule;
}
FORCEINLINE bool GetAttachmentWeldSimulatedBodies() const
{
return !!bAttachmentWeldSimulatedBodies;
}
FORCEINLINE void SetAttachmentWeldSimulatedBodies(const bool bInAttachmentWeldSimulatedBodies)
{
bAttachmentWeldSimulatedBodies = bInAttachmentWeldSimulatedBodies;
}
FORCEINLINE const FName& GetAttachmentSocketName() const
{
return AttachmentSocketName;
}
FORCEINLINE void SetAttachmentSocketName(const FName& InAttachmentSocketName)
{
AttachmentSocketName = InAttachmentSocketName;
}
FORCEINLINE EDetachmentRule GetDetachmentLocationRule() const
{
return DetachmentLocationRule;
}
FORCEINLINE void SetDetachmentLocationRule(const EDetachmentRule InDetachmentLocationRule)
{
DetachmentLocationRule = InDetachmentLocationRule;
}
FORCEINLINE EDetachmentRule GetDetachmentRotationRule() const
{
return DetachmentRotationRule;
}
FORCEINLINE void SetDetachmentRotationRule(const EDetachmentRule InDetachmentRotationRule)
{
DetachmentRotationRule = InDetachmentRotationRule;
}
FORCEINLINE EDetachmentRule GetDetachmentScaleRule() const
{
return DetachmentScaleRule;
}
FORCEINLINE void SetDetachmentScaleRule(const EDetachmentRule InDetachmentScaleRule)
{
DetachmentScaleRule = InDetachmentScaleRule;
}
FORCEINLINE bool GetDetachmentInCallModify() const
{
return !!bDetachmentCallModify;
}
FORCEINLINE void SetDetachmentInCallModify(const bool bInDetachmentCallModify)
{
bDetachmentCallModify = bInDetachmentCallModify;
}
FORCEINLINE bool GetAffectPhysicsState() const
{
return !!bAffectPhysicsState;
}
FORCEINLINE void SetAffectPhysicsState(const bool bInAffectPhysicsState)
{
bAffectPhysicsState = bInAffectPhysicsState;
}
};
@@ -0,0 +1,109 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "Components/SceneComponent.h"
#include "Templates/UniquePtr.h"
#include "SGTouchComponent.generated.h"
class AActor;
UCLASS(Blueprintable, BlueprintType, meta=(BlueprintSpawnableComponent))
class SENSEGLOVE_API USGTouchComponent : public USceneComponent
{
GENERATED_UCLASS_BODY()
public:
static USGTouchComponent* GetTouchComponent(const AActor* Actor);
static bool IsTouchable(const AActor* Actor);
private:
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
int32 BuzzLevel;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
float BuzzDuration;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
int32 ForceFeedbackLevel;
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
public:
FORCEINLINE int32 GetBuzzLevel() const
{
return BuzzLevel;
}
FORCEINLINE void SetBuzzLevel(const int32 Level)
{
BuzzLevel = Level;
}
FORCEINLINE float GetBuzzDuration() const
{
return BuzzDuration;
}
FORCEINLINE void SetBuzzDuration(const float Duration)
{
BuzzDuration = Duration;
}
FORCEINLINE int32 GetForceFeedbackLevel() const
{
return ForceFeedbackLevel;
}
FORCEINLINE void SetForceFeedbackLevel(const int32 Level)
{
ForceFeedbackLevel = Level;
}
};
@@ -0,0 +1,317 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "Containers/Array.h"
#include "Components/SkeletalMeshComponent.h"
#include "Containers/Map.h"
#include "GameFramework/Actor.h"
#include "Math/Rotator.h"
#include "Math/Transform.h"
#include "ReferenceSkeleton.h"
#include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h"
#include "SGSettings/SGDebugVirtualHandSettings.h"
#include "SGVirtualHandComponent.generated.h"
class USphereComponent;
class USkeletalMesh;
class USGHandPose;
class USGHapticGlove;
class USGWristTrackerComponent;
UCLASS(Config=Engine, Blueprintable, ClassGroup=(Rendering, Common), hidecategories=(Object, "Mesh|SkeletalAsset"),
editinlinenew, meta=(BlueprintSpawnableComponent))
class SENSEGLOVE_API USGVirtualHandComponent : public USkeletalMeshComponent
{
GENERATED_UCLASS_BODY()
public:
static const TArray<TArray<FName>>& GetLeftHandFingerBoneNames();
static const TArray<TArray<FName>>& GetRightHandFingerBoneNames();
static const FName& GetLeftHandFingerBoneName(int32 Finger, int32 Joint);
static const FName& GetRightHandFingerBoneName(int32 Finger, int32 Joint);
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
private:
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bRight : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove | Haptics", meta=(AllowPrivateAccess="false"))
uint8 bAutoStopAllHapticsOnEndPlay : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName GrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FVector DefaultFingertipsGrabColliderSize;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName ThumbFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName IndexFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName MiddleFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FVector DefaultFingertipsTouchColliderSize;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName ThumbFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName IndexFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName MiddleFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName RingFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName PinkyFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bHiddenInGameIfNoGloveDetected : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", EditCondition="bDrawDebugVirtualHand", EditConditionHides))
FSGDebugVirtualHandSettings DebugVirtualHandSettings;
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient)
USGHapticGlove* Glove;
UPROPERTY(Transient)
USGWristTrackerComponent* WristTracker;
public:
FORCEINLINE bool IsLeft() const
{
return !IsRight();
}
FORCEINLINE bool IsRight() const
{
return !!bRight;
}
void SetRight(const bool bInRight);
FORCEINLINE bool AutoStopsAllHapticsOnEndPlay() const
{
return !!bAutoStopAllHapticsOnEndPlay;
}
FORCEINLINE void SetAutoStopAllHapticsOnEndPlay(const bool bInAutoStopAllHapticsOnEndPlay)
{
bAutoStopAllHapticsOnEndPlay = bInAutoStopAllHapticsOnEndPlay;
}
FORCEINLINE const FName& GetGrabSocketName() const
{
return GrabSocketName;
}
FORCEINLINE const FVector& GetDefaultFingertipsGrabColliderSize() const
{
return DefaultFingertipsGrabColliderSize;
}
FORCEINLINE const FName& GetThumbFingertipGrabSocketName() const
{
return ThumbFingertipGrabSocketName;
}
FORCEINLINE void SetThumbFingertipGrabSocketName(const FName& SocketName)
{
ThumbFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FName& GetIndexFingertipGrabSocketName() const
{
return IndexFingertipGrabSocketName;
}
FORCEINLINE void SetIndexFingertipGrabSocketName(const FName& SocketName)
{
IndexFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FName& GetMiddleFingertipGrabSocketName() const
{
return MiddleFingertipGrabSocketName;
}
FORCEINLINE void SetMiddleFingertipGrabSocketName(const FName& SocketName)
{
MiddleFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FVector& GetDefaultFingertipsTouchColliderSize() const
{
return DefaultFingertipsTouchColliderSize;
}
FORCEINLINE const FName& GetThumbFingertipTouchSocketName() const
{
return ThumbFingertipTouchSocketName;
}
FORCEINLINE void SetThumbFingertipTouchSocketName(const FName& SocketName)
{
ThumbFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetIndexFingertipTouchSocketName() const
{
return IndexFingertipTouchSocketName;
}
FORCEINLINE void SetIndexFingertipTouchSocketName(const FName& SocketName)
{
IndexFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetMiddleFingertipTouchSocketName() const
{
return MiddleFingertipTouchSocketName;
}
FORCEINLINE void SetMiddleFingertipTouchSocketName(const FName& SocketName)
{
MiddleFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetRingFingertipTouchSocketName() const
{
return RingFingertipTouchSocketName;
}
FORCEINLINE void SetRingFingertipTouchSocketName(const FName& SocketName)
{
RingFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetPinkyFingertipTouchSocketName() const
{
return PinkyFingertipTouchSocketName;
}
FORCEINLINE void SetPinkyFingertipTouchSocketName(const FName& SocketName)
{
PinkyFingertipTouchSocketName = SocketName;
}
FORCEINLINE bool IsHiddenInGameIfNoGloveDetected() const
{
return !!bHiddenInGameIfNoGloveDetected;
}
FORCEINLINE void SetHiddenIfNoGloveDetected(const bool bInHiddenIfNoGloveDetected)
{
bHiddenInGameIfNoGloveDetected = bInHiddenIfNoGloveDetected;
}
FORCEINLINE void SetWristTracker(USGWristTrackerComponent* InWristTracker)
{
WristTracker = InWristTracker;
}
public:
virtual void SetAnimClass(class UClass* NewClass) override;
virtual void PostInitProperties() override;
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif /* WITH_EDITOR */
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
virtual void SetSkeletalMesh(USkeletalMesh* NewMesh, bool bReinitPose = true) override;
protected:
virtual void EditorTick(float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction);
public:
bool IsGloveConnected() const;
FORCEINLINE USGHapticGlove* GetConnectedGlove() const
{
return Glove;
}
USGHandPose* GetHandPose();
public:
const FName& GetFingerBoneName(int32 Finger, int32 Joint) const;
const FTransform& GetFingerBoneRefTransform(int32 Finger, int32 Joint) const;
FRotator GetFingerBoneRefRotation(int32 Finger, int32 Joint) const;
TMap<FName, FRotator> GetFingersBonesRotations();
};
@@ -0,0 +1,235 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "GameFramework/Actor.h"
#include "Math/Rotator.h"
#include "Math/Vector.h"
#include "MotionControllerComponent.h"
#include "Templates/UniquePtr.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGWristTrackerComponent.generated.h"
class USGHandPose;
class USGHapticGlove;
UCLASS(Blueprintable, ClassGroup = MotionController, meta = (BlueprintSpawnableComponent))
class SENSEGLOVE_API USGWristTrackerComponent : public UMotionControllerComponent
{
GENERATED_UCLASS_BODY()
public:
DECLARE_EVENT_OneParam(USGWristTrackerComponent, FWristLocationChangedEvent, const FVector&)
FWristLocationChangedEvent& OnWristLocationChanged()
{
return WristLocationChangedEvent;
};
DECLARE_EVENT_OneParam(USGWristTrackerComponent, FWristRotationChangedEvent, const FRotator&)
FWristRotationChangedEvent& OnWristRotationChanged()
{
return WristRotationChangedEvent;
};
DECLARE_EVENT_TwoParams(USGWristTrackerComponent, FWristLocationAndRotationChangedEvent,
const FVector&, const FRotator&)
FWristLocationAndRotationChangedEvent& OnWristLocationAndRotationChanged()
{
return WristLocationAndRotationChangedEvent;
};
private:
FWristLocationChangedEvent WristLocationChangedEvent;
FWristRotationChangedEvent WristRotationChangedEvent;
FWristLocationAndRotationChangedEvent WristLocationAndRotationChangedEvent;
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
private:
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings")
uint8 bOverridePluginWristTrackingSettings : 1;
/**
* If set to Custom, any desired location and rotation can be specified.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingSettings", EditConditionHides))
ESGPositionalTrackingHardware TrackingHardware;
/**
* Valid only if TrackingHardware is set to Custom.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition=
"bOverridePluginWristTrackingSettings && TrackingHardware == ESGPositionalTrackingHardware::Custom",
EditConditionHides))
FVector TrackingHardwareLocationOffset;
/**
* Valid only if TrackingHardware is set to Custom.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition=
"bOverridePluginWristTrackingSettings && TrackingHardware == ESGPositionalTrackingHardware::Custom",
EditConditionHides))
FRotator TrackingHardwareRotationOffset;
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings")
uint8 bOverridePluginWristTrackingDebugSettings : 1;
/**
* If enabled, draws debug Wrist trackers where possible.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings", EditConditionHides))
uint8 bDrawWristTrackerDebugGizmo : 1;
/**
* Valid only if bDrawWristTrackerDebugGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawWristTrackerDebugGizmo",
EditConditionHides))
FSGDebugGizmoSettings WristTrackerDebugGizmoSettings;
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient)
USGHapticGlove* Glove;
UPROPERTY(Transient)
FVector WristLocation;
UPROPERTY(Transient)
FRotator WristRotation;
public:
FORCEINLINE bool OverridesPluginWristTrackingSettings() const
{
return !!bOverridePluginWristTrackingSettings;
}
FORCEINLINE void OverridePluginWristTrackingSettings(const bool bInOverridePluginWristTrackingSettings)
{
bOverridePluginWristTrackingSettings = bInOverridePluginWristTrackingSettings;
}
ESGPositionalTrackingHardware GetTrackingHardware() const;
void SetTrackingHardware(ESGPositionalTrackingHardware InTrackingHardware);
const FVector& GetTrackingHardwareLocationOffset() const;
void SetTrackingHardwareLocationOffset(const FVector& InTrackingHardwareLocationOffset);
const FRotator& GetTrackingHardwareRotationOffset() const;
void SetTrackingHardwareRotationOffset(const FRotator& InTrackingHardwareRotationOffset);
FORCEINLINE bool OverridesPluginWristTrackingDebugSettings() const
{
return !!bOverridePluginWristTrackingDebugSettings;
}
FORCEINLINE void OverridePluginWristTrackingDebugSettings(const bool bInOverridePluginWristTrackingDebugSettings)
{
bOverridePluginWristTrackingDebugSettings = bInOverridePluginWristTrackingDebugSettings;
}
bool GetDrawWristTrackerDebugGizmo() const;
void SetDrawWristTrackerDebugGizmo(bool bInDrawWristTrackerDebugGizmo);
const FSGDebugGizmoSettings& GetWristTrackerDebugGizmoSettings() const;
void SetWristTrackerDebugGizmoSettings(const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings);
FORCEINLINE bool IsLeft() const
{
return GetTrackingSource() == EControllerHand::Left;
}
FORCEINLINE bool IsRight() const
{
return GetTrackingSource() == EControllerHand::Right;
}
void SetRight(const bool bRight);
FORCEINLINE const FVector& GetWristLocation() const
{
return WristLocation;
}
FORCEINLINE const FRotator& GetWristRotation() const
{
return WristRotation;
}
public:
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
#endif /* WITH_EDITOR */
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
protected:
virtual void EditorTick(float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction);
};
@@ -0,0 +1,46 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "GameFramework/GameModeBase.h"
#include "SGGameModeBase.generated.h"
UCLASS(Config=Game, NotPlaceable, BlueprintType, Blueprintable, Transient)
class SENSEGLOVE_API ASGGameModeBase : public AGameModeBase
{
GENERATED_UCLASS_BODY()
};
@@ -0,0 +1,612 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "GameFramework/Pawn.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Templates/UniquePtr.h"
#include "SenseGlove/Haptics/SGGrabState.h"
#include "SenseGlove/Haptics/SGTouchState.h"
#include "SGPawn.generated.h"
class UCameraComponent;
class UPrimitiveComponent;
class USphereComponent;
class USGVirtualHandComponent;
class USGWristTrackerComponent;
UCLASS(Config=Game, BlueprintType, Blueprintable)
class SENSEGLOVE_API ASGPawn : public APawn
{
GENERATED_UCLASS_BODY()
public:
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
FGrabStateUpdatedEvent& OnGrabStateUpdated()
{
return GrabStateUpdatedEvent;
};
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FTouchStateUpdatedEvent, const FSGTouchState& TouchState)
FTouchStateUpdatedEvent& OnTouchStateUpdated()
{
return TouchStateUpdatedEvent;
};
private:
FGrabStateUpdatedEvent GrabStateUpdatedEvent;
FTouchStateUpdatedEvent TouchStateUpdatedEvent;
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
private:
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USceneComponent* SceneRoot;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
UCameraComponent* Camera;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandLeft;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftPinkyFingertipTouchCollider;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandRight;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightPinkyFingertipTouchCollider;
private:
UPROPERTY(Transient)
FSGGrabState LeftHandGrabState;
UPROPERTY(Transient)
FSGTouchState LeftHandTouchState;
UPROPERTY(Transient)
FSGGrabState RightHandGrabState;
UPROPERTY(Transient)
FSGTouchState RightHandTouchState;
public:
FORCEINLINE UCameraComponent* GetCamera() const
{
return Camera;
}
FORCEINLINE USGWristTrackerComponent* GetWristTrackerLeft() const
{
return WristTrackerLeft;
}
FORCEINLINE USGVirtualHandComponent* GetHandLeft() const
{
return HandLeft;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipGrabCollider() const
{
return LeftThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipGrabCollider() const
{
return LeftIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipGrabCollider() const
{
return LeftMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipTouchCollider() const
{
return LeftThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipTouchCollider() const
{
return LeftIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipTouchCollider() const
{
return LeftMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftRingFingertipTouchCollider() const
{
return LeftRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftPinkyFingertipTouchCollider() const
{
return LeftPinkyFingertipTouchCollider;
}
FORCEINLINE USGWristTrackerComponent* GetWristTrackerRight() const
{
return WristTrackerRight;
}
FORCEINLINE USGVirtualHandComponent* GetHandRight() const
{
return HandRight;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipGrabCollider() const
{
return RightThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipGrabCollider() const
{
return RightIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipGrabCollider() const
{
return RightMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipTouchCollider() const
{
return RightThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipTouchCollider() const
{
return RightIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipTouchCollider() const
{
return RightMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightRingFingertipTouchCollider() const
{
return RightRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightPinkyFingertipTouchCollider() const
{
return RightPinkyFingertipTouchCollider;
}
public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void PreInitializeComponents() override;
protected:
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
public:
FORCEINLINE bool CanLeftHandGrab(const AActor* Actor) const
{
return !IsLeftHandGrabbing() && ((IsValid(Actor) && Actor == LeftHandGrabState.ActorThumbCanGrab)
&& (Actor == LeftHandGrabState.ActorIndexCanGrab || Actor == LeftHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsLeftHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && LeftHandGrabState.GrabbedActor == Actor;
}
bool IsLeftHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool IsLeftHandGrabbing() const
{
return IsValid(LeftHandGrabState.GrabbedActor);
}
FORCEINLINE bool CanRightHandGrab(const AActor* Actor) const
{
return !IsRightHandGrabbing() && ((IsValid(Actor) && Actor == RightHandGrabState.ActorThumbCanGrab)
&& (Actor == RightHandGrabState.ActorIndexCanGrab || Actor == RightHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsRightHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && RightHandGrabState.GrabbedActor == Actor;
}
FORCEINLINE bool IsRightHandGrabbing() const
{
return IsValid(RightHandGrabState.GrabbedActor);
}
bool IsRightHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool CanGrab(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandLeft ? CanLeftHandGrab(Actor) : CanRightHandGrab(Actor);
}
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandLeft ? IsLeftHandGrabbing(Actor) : IsRightHandGrabbing(Actor);
}
bool IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const;
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand) const
{
return Hand == HandLeft ? IsLeftHandGrabbing() : IsRightHandGrabbing();
}
public:
FORCEINLINE void GrabLeft(AActor* Actor)
{
Grab(HandLeft, Actor);
}
FORCEINLINE void GrabRight(AActor* Actor)
{
Grab(HandRight, Actor);
}
void Grab(USGVirtualHandComponent* Hand, AActor* Actor);
void ReleaseLeft();
void ReleaseRight();
FORCEINLINE void Release(const USGVirtualHandComponent* Hand)
{
return Hand == HandLeft ? ReleaseLeft() : ReleaseRight();
}
};
@@ -0,0 +1,61 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "GameFramework/PlayerController.h"
#include "Templates/UniquePtr.h"
#include "SGPlayerController.generated.h"
UCLASS(Config=Game, BlueprintType, Blueprintable)
class SENSEGLOVE_API ASGPlayerController : public APlayerController
{
GENERATED_UCLASS_BODY()
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
protected:
virtual void BeginPlay() override;
};
@@ -0,0 +1,337 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "Containers/Array.h"
#include "Containers/Map.h"
#include "GameFramework/Actor.h"
#include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h"
#include "SenseGlove/Haptics/SGGrabState.h"
#include "SenseGlove/Haptics/SGTouchState.h"
#include "SGVirtualHandActor.generated.h"
class USceneComponent;
class USkeletalMesh;
class USkeleton;
class USphereComponent;
class USGHandPose;
class USGVirtualHandComponent;
class USGWristTrackerComponent;
UCLASS(Config=Game, BlueprintType)
class SENSEGLOVE_API ASGVirtualHandActor : public AActor
{
GENERATED_UCLASS_BODY()
public:
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
FGrabStateUpdatedEvent& OnGrabStateUpdated()
{
return GrabStateUpdatedEvent;
};
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FTouchStateUpdatedEvent, const FSGTouchState& TouchState)
FTouchStateUpdatedEvent& OnTouchStateUpdated()
{
return TouchStateUpdatedEvent;
};
private:
FGrabStateUpdatedEvent GrabStateUpdatedEvent;
FTouchStateUpdatedEvent TouchStateUpdatedEvent;
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
private:
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USceneComponent* SceneRoot;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTracker;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* VirtualHand;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* ThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* IndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* MiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* ThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* IndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* MiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* PinkyFingertipTouchCollider;
private:
UPROPERTY(Transient)
FSGGrabState GrabState;
UPROPERTY(Transient)
FSGTouchState TouchState;
public:
FORCEINLINE USGWristTrackerComponent* GetWristTracker() const
{
return WristTracker;
}
FORCEINLINE USGVirtualHandComponent* GetVirtualHand() const
{
return VirtualHand;
}
FORCEINLINE USphereComponent* GetThumbFingertipGrabCollider() const
{
return ThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetIndexFingertipGrabCollider() const
{
return IndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetMiddleFingertipGrabCollider() const
{
return MiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetThumbFingertipTouchCollider() const
{
return ThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetIndexFingertipTouchCollider() const
{
return IndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetMiddleFingertipTouchCollider() const
{
return MiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRingFingertipTouchCollider() const
{
return RingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetPinkyFingertipTouchCollider() const
{
return PinkyFingertipTouchCollider;
}
protected:
FORCEINLINE void SetMesh(USGVirtualHandComponent* InVirtualHand)
{
VirtualHand = InVirtualHand;
}
public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void PreInitializeComponents() override;
protected:
UFUNCTION()
virtual void OnThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
public:
bool IsLeft() const;
bool IsRight() const;
void SetRight(bool bRight);
bool IsGloveConnected() const;
FORCEINLINE bool CanGrab(const AActor* Actor) const
{
return ((IsValid(Actor) && Actor == GrabState.ActorThumbCanGrab)
&& (Actor == GrabState.ActorIndexCanGrab || Actor == GrabState.ActorMiddleCanGrab));
}
};
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -35,34 +35,42 @@
#pragma once
#include "Containers/UnrealString.h"
#include "Misc/AssertionMacros.h"
#include "Templates/UnrealTemplate.h"
#include "UObject/Class.h"
#include "UObject/Object.h"
#include "UObject/Package.h"
#include "UObject/ObjectMacros.h"
class SENSEGLOVEUTILS_API SGEnumUtils
{
public:
template<typename E>
static FORCEINLINE FString ValueToName(const FString& Enum, const E Value)
{
const UEnum* EnumPtr = FindObject<UEnum>(ANY_PACKAGE, *Enum, true);
if (!ensureAlwaysMsgf(EnumPtr, TEXT("No such enum exists!"))) {
return FString("None");
}
return EnumPtr->GetNameByValue(StaticCast<int64>(Value)).ToString();
}
#include "SGGrabState.generated.h"
template <typename E>
static FORCEINLINE E NameToValue(const FString& Enum, const FString& Name)
{
UEnum* EnumPtr = FindObject<UEnum>(ANY_PACKAGE, *Enum, true);
if (!ensureAlwaysMsgf(EnumPtr, TEXT("No such enum exists!"))) {
return StaticCast<E>(0);
}
return StaticCast<E>(EnumPtr->GetValueByName(FName(*Name)));
}
class AActor;
class UPrimitiveComponent;
class USGVirtualHandComponent;
USTRUCT(BlueprintType)
struct SENSEGLOVE_API FSGGrabState
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
USGVirtualHandComponent* Hand;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorThumbCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorIndexCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorMiddleCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* GrabbedActor;
public:
FSGGrabState();
explicit FSGGrabState(USGVirtualHandComponent* InHand,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor);
};
@@ -0,0 +1,79 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "UObject/ObjectMacros.h"
#include "SGTouchState.generated.h"
class AActor;
class USGVirtualHandComponent;
USTRUCT(BlueprintType)
struct SENSEGLOVE_API FSGTouchState
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
USGVirtualHandComponent* Hand;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorThumbTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorIndexTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorMiddleTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorRingTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorPinkyTouching;
public:
FSGTouchState();
explicit FSGTouchState(USGVirtualHandComponent* InHand,
AActor* InActorThumbTouching,
AActor* InActorIndexTouching,
AActor* InActorMiddleTouching,
AActor* InActorRingTouching,
AActor* InActorPinkyTouching);
};
+5 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -52,11 +52,15 @@ public class SenseGlove : ModuleRules
PrivateDependencyModuleNames.AddRange(
new string[]
{
"AnimGraphRuntime",
"CoreUObject",
"Engine",
"HeadMountedDisplay",
"SenseGloveConnect",
"SenseGloveCore",
"SenseGloveDebug",
"SenseGloveLog",
"SenseGloveSettings",
"SenseGloveTypes",
}
);
@@ -0,0 +1,126 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SGAndroid/SGConnectJNI.h"
#if PLATFORM_ANDROID
#include "Android/AndroidApplication.h"
#include "Android/AndroidJava.h"
#endif /* PLATFORM_ANDROID */
#include "Misc/Paths.h"
#if PLATFORM_ANDROID
#include "SGConnectImpl/SGExportedFunctions.h"
#include "SGInterop/SGIC_FString.h"
#include "SGInterop/SGIC_jclass.h"
#include "SGInterop/SGIC_jmethodID.h"
#include "SGInterop/SGIC_JNIEnv_Ptr.h"
#endif /* PLATFORM_ANDROID */
int32 FSGConnectJNI::Initialize()
{
int32 Result = -999999;
#if PLATFORM_ANDROID
static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect";
SGLOG("FSGCoreJNI: attempting to get the Android JNI environment...");
JNIEnv* Env = FAndroidApplication::GetJavaEnv();
FAndroidApplication::CheckJavaException();
if (!Env)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!");
return -1999999;
}
FSGIC_JNIEnv_Ptr InEnvContainer{Env};
SGLOG("FSGCoreJNI: attempting to find the Android Java class...");
jclass Class = FAndroidApplication::FindJavaClass(SGCONNECT_JAVA_CLASS_NAME);
FAndroidApplication::CheckJavaException();
if (Env->IsSameObject(Class, nullptr))
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!");
return -2999999;
}
Class = (jclass)Env->NewGlobalRef(Class);
FSGIC_jclass InClassContainer{Class};
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'Init'...");
jmethodID InitMethodID = Env->GetStaticMethodID(Class, "Init", "()I");
FAndroidApplication::CheckJavaException();
if (!InitMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Init'!");
return -3999999;
}
FSGIC_jmethodID InInitMethodIDContainer{InitMethodID};
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'Dispose'...");
jmethodID DisposeMethodID = Env->GetStaticMethodID(Class, "Dispose", "()I");
FAndroidApplication::CheckJavaException();
if (!DisposeMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'Dispose'!");
return -4999999;
}
FSGIC_jmethodID InDisposeMethodIDContainer{DisposeMethodID};
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'GetLibraryVersion'...");
jmethodID GetLibraryVersionMethodID = Env->GetStaticMethodID(Class, "GetLibraryVersion", "()Ljava/lang/String;");
FAndroidApplication::CheckJavaException();
if (!GetLibraryVersionMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetLibraryVersion'!");
return -5999999;
}
FSGIC_jmethodID InGetLibraryVersionMethodIDContainer{GetLibraryVersionMethodID};
FSGIC_FString ProjectSavedDirContainer{FPaths::ProjectSavedDir()};
Result = SGConnectImpl_Android_Initialize(&InEnvContainer, &InClassContainer,
&InInitMethodIDContainer,
&InDisposeMethodIDContainer,
&InGetLibraryVersionMethodIDContainer,
&ProjectSavedDirContainer);
#endif /* PLATFORM_ANDROID */
return Result;
}
@@ -0,0 +1,140 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SGAndroid/SGCoreJNI.h"
#if PLATFORM_ANDROID
#include "Android/AndroidApplication.h"
#include "Android/AndroidJava.h"
#endif /* PLATFORM_ANDROID */
#include "Misc/Paths.h"
#if PLATFORM_ANDROID
#include "SGCoreImpl/SGExportedFunctions.h"
#include "SGInterop/SGIC_FString.h"
#include "SGInterop/SGIC_jclass.h"
#include "SGInterop/SGIC_jmethodID.h"
#include "SGInterop/SGIC_JNIEnv_Ptr.h"
#endif /* PLATFORM_ANDROID */
#include "SGLog/SGLog.h"
int32 FSGCoreJNI::Initialize()
{
int32 Result = -999999;
#if PLATFORM_ANDROID
static constexpr char SGCONNECT_JAVA_CLASS_NAME[] = "com.senseglove.sgconnect.SGConnect";
SGLOG("FSGCoreJNI: attempting to get the Android JNI environment...");
JNIEnv* Env = FAndroidApplication::GetJavaEnv();
FAndroidApplication::CheckJavaException();
if (!Env)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI environmnet!");
return -1999999;
}
FSGIC_JNIEnv_Ptr InEnvContainer{Env};
SGLOG("FSGCoreJNI: attempting to find the Android Java class...");
jclass Class = FAndroidApplication::FindJavaClass(SGCONNECT_JAVA_CLASS_NAME);
FAndroidApplication::CheckJavaException();
if (Env->IsSameObject(Class, nullptr))
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android Java class!");
return -2999999;
}
Class = (jclass)Env->NewGlobalRef(Class);
FSGIC_jclass InClassContainer{Class};
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'ActiveDevices'...");
jmethodID ActiveDevicesMethodID = Env->GetStaticMethodID(Class, "ActiveDevices", "()I");
FAndroidApplication::CheckJavaException();
if (!ActiveDevicesMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'ActiveDevices'!");
return -3999999;
}
FSGIC_jmethodID InActiveDevicesMethodIDContainer{ActiveDevicesMethodID};
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'GetDeviceString'...");
jmethodID GetDeviceStringMethodID = Env->GetStaticMethodID(Class, "GetDeviceString", "(I)Ljava/lang/String;");
FAndroidApplication::CheckJavaException();
if (!GetDeviceStringMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetDeviceString'!");
return -4999999;
}
FSGIC_jmethodID InGetDeviceStringMethodIDContainer{GetDeviceStringMethodID};
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'GetSensorString'...");
jmethodID GetSensorStringMethodID = Env->GetStaticMethodID(Class, "GetSensorString", "(I)Ljava/lang/String;");
FAndroidApplication::CheckJavaException();
if (!GetSensorStringMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'GetSensorString'!");
return -5999999;
}
FSGIC_jmethodID InGetSensorStringMethodIDContainer{GetSensorStringMethodID};
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'WriteHaptics'...");
jmethodID WriteHapticsMethodID = Env->GetStaticMethodID(Class, "WriteHaptics", "(ILjava/lang/String;)I");
FAndroidApplication::CheckJavaException();
if (!WriteHapticsMethodID)
{
SGLOG_ERROR("FSGCoreJNI: failed to get the Android JNI method 'WriteHaptics'!");
return -6999999;
}
FSGIC_jmethodID InWriteHapticsMethodIDContainer{WriteHapticsMethodID};
FSGIC_FString ProjectSavedDirContainer{FPaths::ProjectSavedDir()};
Result = SGCoreImpl_Android_Initialize(&InEnvContainer, &InClassContainer,
&InActiveDevicesMethodIDContainer,
&InGetDeviceStringMethodIDContainer,
&InGetSensorStringMethodIDContainer,
&InWriteHapticsMethodIDContainer,
&ProjectSavedDirContainer);
#endif /* PLATFORM_ANDROID */
return Result;
}
@@ -0,0 +1,41 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGloveAndroid.h"
#include "Modules/ModuleManager.h"
#include "SenseGloveAndroidModule.h"
IMPLEMENT_MODULE(FSenseGloveAndroidModule, SenseGloveAndroid)
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -33,4 +33,6 @@
*/
#include "SGTypes/SGConnectTypes.h"
#pragma once
#include "CoreMinimal.h"
@@ -0,0 +1,75 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SenseGloveAndroidModule.h"
#include "SGAndroid/SGConnectJNI.h"
#include "SGAndroid/SGCoreJNI.h"
#include "SGLog/SGLog.h"
#define LOCTEXT_NAMESPACE "FSenseGloveAndroidModule"
void FSenseGloveAndroidModule::StartupModule()
{
SGLOG("Starting up SenseGloveAndroid module...");
#if PLATFORM_ANDROID
const int32 R1 = FSGConnectJNI::Initialize();
const int32 R2 = FSGCoreJNI::Initialize();
ensureAlwaysMsgf(R1 == 0,
TEXT("Failed to initialize the SGConnect JNI bridge to SGConnect for Android! Status Code: %d"), R1);
ensureAlwaysMsgf(R2 == 0,
TEXT("Failed to initialize the SGCore JNI bridge to SGConnect for Android! Status Code: %d"), R2);
#endif /* PLATFORM_ANDROID */
}
void FSenseGloveAndroidModule::PreUnloadCallback()
{
SGLOG("Unloading SenseGloveAndroid module...");
}
void FSenseGloveAndroidModule::PostLoadCallback()
{
SGLOG("Loading SenseGloveAndroid module has succeeded!");
}
void FSenseGloveAndroidModule::ShutdownModule()
{
SGLOG("Shutting down SenseGloveAndroid module...");
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,51 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "Modules/ModuleInterface.h"
#define LOCTEXT_NAMESPACE "SenseGloveAndroid"
class FSenseGloveAndroidModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void PreUnloadCallback() override;
virtual void PostLoadCallback() override;
virtual void ShutdownModule() override;
};
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,49 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "UObject/ObjectMacros.h"
#include "SGConnectJNI.generated.h"
USTRUCT()
struct SENSEGLOVEANDROID_API FSGConnectJNI
{
GENERATED_BODY()
public:
static int32 Initialize();
};
@@ -0,0 +1,49 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "UObject/ObjectMacros.h"
#include "SGCoreJNI.generated.h"
USTRUCT()
struct SENSEGLOVEANDROID_API FSGCoreJNI
{
GENERATED_BODY()
public:
static int32 Initialize();
};
@@ -0,0 +1,71 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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
*
*
*/
using System;
using System.IO;
using UnrealBuildTool;
public class SenseGloveAndroid : ModuleRules
{
public SenseGloveAndroid(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"SenseGloveConnectImpl",
"SenseGloveCoreImpl",
"SenseGloveInterop",
"SenseGloveLog",
}
);
if (Target.Platform == UnrealTargetPlatform.Android)
{
AdditionalPropertiesForReceipt.Add("AndroidPlugin",
Path.Combine(ModuleDirectory, "SenseGloveAndroid_UPL.xml"));
}
}
}
@@ -0,0 +1,141 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
@author Mamadou Babaei <mamadou@senseglove.com>
@section LICENSE
(The MIT License)
Copyright (c) 2020 - 2023 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.
-->
<!-- https://docs.unrealengine.com/en-US/SharingAndReleasing/Mobile/UnrealPluginLanguage/index.html -->
<root xmlns:android="http://schemas.android.com/apk/res/android">
<init>
<log text="SenseGloveAndroid [INIT]: adding properties to the manifest and Gradle"/>
<trace enable="true"/>
<setBool result="bSupportedArch" value="false"/>
<isArch arch="armeabi-v7a">
<setBool result="bSupportedArch" value="true"/>
</isArch>
<isArch arch="arm64-v8a">
<setBool result="bSupportedArch" value="true"/>
</isArch>
<isArch arch="x86">
<setBool result="bSupportedArch" value="true"/>
</isArch>
<isArch arch="x86_64">
<setBool result="bSupportedArch" value="true"/>
</isArch>
<if condition="bSupportedArch">
<false>
<log text="SenseGloveAndroid [WARN]: this architecture is not supported!"/>
</false>
</if>
</init>
<resourceCopies>
<copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/app/libs/sgconnect.jar" />
</resourceCopies>
<gradleProperties>
<insert>
kapt.incremental.apt=true
</insert>
</gradleProperties>
<proguardAdditions>
<insert>
<!-- Disable obfuscation for SenseGlove classes -->
-dontwarn com.senseglove.**
-keep class com.senseglove.** { *; }
-keep interface com.senseglove.** { *; }
-keep public class com.senseglove.sgconnect.** { public protected *; }
</insert>
</proguardAdditions>
<androidManifestUpdates>
<!-- For target SDK 31 update the SplashActivity activity -->
<loopElements tag="activity">
<setStringFromAttribute result="activityName" tag="$" name="android:name"/>
<setBoolIsEqual result="bSplashActivity" arg1="$S(activityName)" arg2="com.epicgames.ue4.SplashActivity"/>
<if condition="bSplashActivity">
<true>
<addAttribute tag="$" name="android:exported" value="true"/>
</true>
</if>
</loopElements>
<addPermission android:name="android.permission.BLUETOOTH"/>
<addPermission android:name="android.permission.BLUETOOTH_ADMIN"/>
<addPermission android:name="android.permission.ACCESS_BACKGROUND_LOCATION"/>
<addPermission android:name="android.permission.ACCESS_FINE_LOCATION"/>
</androidManifestUpdates>
<buildGradleAdditions>
<insert>
ext {
android {
buildTypes {
release {
minifyEnabled false
}
}
}
}
repositories {
mavenCentral()
jcenter()
}
dependencies {
implementation files('libs/sgconnect.jar')
}
</insert>
</buildGradleAdditions>
<baseBuildGradleAdditions>
<insert>
allprojects {
def mappings = [
]
beforeEvaluate {
}
}
</insert>
</baseBuildGradleAdditions>
</root>
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SGBuildHacks/SGInclude_Connect_Android.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SGBuildHacks/SGInclude_Core_Android.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 SenseGlove
* Copyright (c) 2020 - 2023 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

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