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398 Commits
Author SHA1 Message Date
Mamadou Babaei d5ddfe04a1 bump the plugin version to v1.6.1 2023-08-14 21:23:22 +02:00
Mamadou Babaei 090a52b42f fix the platform support matrix 2023-08-14 21:23:21 +02:00
Mamadou Babaei e86cf45a27 add a missing header that causes build issues on ue 5.0 2023-08-14 21:23:21 +02:00
Mamadou Babaei 5d749000e2 bump the plugin version to v1.6.0 2023-08-14 17:27:39 +02:00
Mamadou Babaei 1cb3425e3e update the changelog 2023-08-14 17:27:38 +02:00
Mamadou Babaei 8377d52806 update the changelog 2023-08-14 17:27:38 +02:00
Mamadou Babaei 081eccfdf5 do not cache grabbed actors as overlapped actors 2023-08-14 17:27:37 +02:00
Mamadou Babaei 7c2449125b inline some pimpl methods in order to improve function call performance for regularly called methods 2023-08-14 17:27:37 +02:00
Mamadou Babaei 7a316b0dbf cache all overlapped actors with the real/virtual hands 2023-08-14 17:27:36 +02:00
Mamadou Babaei 2ea076799b initial working implementation of the separated virtual/real hand rendering 2023-08-14 17:27:36 +02:00
Mamadou Babaei 5a194314ae fix the wrong default gizmo colors when initialized using the default constructor. 2023-08-14 17:27:35 +02:00
Mamadou Babaei 0f38361a24 fix ue 5.3 build issues 2023-08-14 17:27:35 +02:00
Mamadou Babaei 365224af7d add support for the upcoming unreal engine 5.3 and native toolchain v22 libs to the build system 2023-08-14 17:27:34 +02:00
Mamadou Babaei 56a3cada8f bump senseglove libraries for windows to v2.11.0-b775a05 2023-08-14 17:27:34 +02:00
Mamadou Babaei 38a3acedb3 update the changelog 2023-08-14 17:27:33 +02:00
Mamadou Babaei b21ac092e4 remove any mention of msvc 2017 and ue 4.27 third-party libs from the readme file 2023-08-14 17:27:32 +02:00
Mamadou Babaei 9e11349640 bump senseglove headers and libraries for linux and android to v2.11.0-b775a05 2023-08-14 17:27:31 +02:00
Mamadou Babaei 1c82941063 initial attempt at separating the hand rendering from the real hand 2023-08-14 17:27:30 +02:00
Mamadou Babaei b4d2444aca alternative velocity calculation for released actors based on the hand's cached position history 2023-08-14 17:27:29 +02:00
Mamadou Babaei 37b2751760 alternative velocity calculation for released actors based on a cached position history 2023-08-14 17:27:29 +02:00
Mamadou Babaei a8dcc6c295 apply the hand's velocity to the grabbed actor after release 2023-08-14 17:27:28 +02:00
Mamadou Babaei b00ecda42e bump the plugin version to v1.5.3 2023-07-19 18:23:54 +02:00
Mamadou Babaei 4e8139248b bump senseglove libraries for windows to v2.10.1-3b0e7c9 2023-07-19 18:23:53 +02:00
Mamadou Babaei 713ac6fbf3 a minor changelog fix 2023-07-19 18:23:53 +02:00
Mamadou Babaei 07ad7f0ce2 bump senseglove libraries for linux and android to v2.10.1-3b0e7c9 2023-07-19 18:23:52 +02:00
Mamadou Babaei a751d4abe6 bump the plugin version to v1.5.2 2023-07-19 01:20:39 +02:00
Mamadou Babaei f68a2f6185 fix a build issue with android shipping builds 2023-07-19 01:14:40 +02:00
Mamadou Babaei 1bfab51b69 whitespace fix 2023-07-19 01:14:40 +02:00
Mamadou Babaei aa0c9aae53 remove redundant whitespaces 2023-07-19 01:14:39 +02:00
Mamadou Babaei bf464408e9 fix a grammatical error in the changelog 2023-07-19 01:14:39 +02:00
Mamadou Babaei e66eae92ec bump the plugin version to v1.5.1 2023-07-13 19:50:45 +02:00
Mamadou Babaei 1b96c4bd25 fix grab/release bug for the right hand 2023-07-13 19:50:45 +02:00
Mamadou Babaei 4f9b0c1987 fix a wrist tracker bug where hands are getting tracked in reverse 2023-07-13 19:50:44 +02:00
Mamadou Babaei b74a85149a do checks against the right hand which is cleaner to read 2023-07-13 19:50:44 +02:00
Mamadou Babaei ca28012e63 bump the plugin version to v1.5.0 2023-06-16 02:12:01 +02:00
Mamadou Babaei e9d163d7b2 update the changelog 2023-06-16 02:12:01 +02:00
Mamadou Babaei 42039d23f4 fix the motion source options crashes 2023-06-16 02:12:01 +02:00
Mamadou Babaei ee228f7713 refactor the newly added motion source settings and off-load them from the wrist tracker to the settings system, though this causes crashes still 2023-06-16 02:12:01 +02:00
Mamadou Babaei 8242cefde8 bump senseglove libraries for windows to v.2.10.0-12133ac 2023-06-16 02:12:01 +02:00
Mamadou Babaei 46107eb3e1 bump senseglove libraries for linux and android to v.2.10.0-12133ac 2023-06-16 02:12:00 +02:00
Mamadou Babaei 89bbdaeb8d update the changelog with the latest changes 2023-06-16 02:12:00 +02:00
Mamadou Babaei f434a0fd77 remove not yet implemented from ViveTracker and ViveFocus3WristTracker enums' names 2023-06-16 02:12:00 +02:00
Mamadou Babaei 0f8197efeb fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked. 2023-06-16 02:12:00 +02:00
Mamadou Babaei 76076d1339 bump senseglove libraries and headers for linux and android to v2.9.0-21c54c5 2023-06-16 02:11:59 +02:00
Mamadou Babaei 7d0e13f7df update the changelog to reflect the latest changes 2023-06-16 02:11:59 +02:00
Mamadou Babaei 3edc56f77e bump senseglove libraries for windows to v2.9.0-21c54c5 2023-06-16 02:11:59 +02:00
Mamadou Babaei 3095f18791 add (not implemented yet) to the blueprint display name for positional tracking hardware that is not implemented yet 2023-06-16 02:11:58 +02:00
Mamadou Babaei c61ee7b098 add support for vive focus 3 positional tracking hardwares 2023-06-16 02:11:58 +02:00
Mamadou Babaei 211ce20add add support for oculus quest pro positional tracking hardwares 2023-06-16 02:11:58 +02:00
Mamadou Babaei 63b84bdf01 remove support for oculus touch, pico neo 2, and pico neo 3 positional tracking hardwares 2023-06-16 02:11:58 +02:00
Mamadou Babaei 5ca857d5be fix ESGPositionalTrackingHardware enum display names and comments 2023-06-16 02:11:58 +02:00
Mamadou Babaei 9510cdf1f4 update the changelog 2023-06-16 02:11:58 +02:00
Mamadou Babaei a529f3a8f6 fully refactor the top-level configurations in the settings system into ustructs 2023-06-16 02:11:58 +02:00
Mamadou Babaei 17032aff6b update the platform support matrix to reflect the latest support status 2023-06-16 02:11:58 +02:00
Mamadou Babaei 022ce8b3a4 bump senseglove libraries for windows v2.8.0-ff14904 2023-06-16 02:11:58 +02:00
Mamadou Babaei cc5eb7d320 bump senseglove libraries for linux and android to v2.8.0-ff14904 2023-06-16 02:11:54 +02:00
Mamadou Babaei 20a66828f5 drop support for native toolchain v19, msvc v141 (2017), and thus ue 4.27 in the build system 2023-06-16 02:11:53 +02:00
Mamadou Babaei e2cd0e5b73 bump the plugin version to v1.4.3 2023-06-01 23:31:15 +02:00
Mamadou Babaei 70d80ff453 update the changelog 2023-06-01 23:31:14 +02:00
Mamadou Babaei 59ecca015e fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:31:14 +02:00
Mamadou Babaei e144de6af6 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:31:13 +02:00
Mamadou Babaei 0783489ca0 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:31:13 +02:00
Mamadou Babaei 8e26be219b bump the plugin version to v1.4.2 2023-06-01 21:46:26 +02:00
Mamadou Babaei 843c1c3fcb update the changelog 2023-06-01 21:46:25 +02:00
Mamadou Babaei 5928e99450 fix the changelog typos and errors 2023-06-01 21:46:25 +02:00
Mamadou Babaei 5980511183 minor grammatical fix 2023-06-01 21:46:24 +02:00
Mamadou Babaei 520ccae430 update the changelog with unreleased changes 2023-06-01 21:46:24 +02:00
Mamadou Babaei 6df4792978 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 21:46:24 +02:00
Mamadou Babaei 21dfe0eb89 fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:46:23 +02:00
Mamadou Babaei c3d6f25676 fix typos in the changelog 2023-06-01 21:46:23 +02:00
Mamadou Babaei 65ba3cbc51 fix a typo in the changelog 2023-06-01 21:46:22 +02:00
Mamadou Babaei 51edea5612 fix the changelog 2023-06-01 21:46:22 +02:00
Mamadou Babaei 435a652273 fix a typo in the changelog 2023-06-01 21:46:21 +02:00
Mamadou Babaei 21d793c739 minor fix in the changelog 2023-06-01 21:46:21 +02:00
Mamadou Babaei 8fa1a6ab55 bump the plugin version v1.4.1 2023-05-29 02:09:58 +02:00
Mamadou Babaei c9a2c73c63 log unreleased changes 2023-05-29 02:09:58 +02:00
Mamadou Babaei 2d3a8eb18c remove dead gradle code from the android module 2023-05-29 02:09:57 +02:00
Mamadou Babaei a8057bd66a supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:09:57 +02:00
Mamadou Babaei 437033fd4e bump the plugin version to v1.4.0 2023-05-19 19:02:25 +02:00
Mamadou Babaei 1dc15e8c5f fix linux aarch64 build issues on ue 5.0 2023-05-19 18:36:29 +02:00
Mamadou Babaei f38ef95a0d remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:36:28 +02:00
Mamadou Babaei 2712398e29 implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:14:06 +02:00
Mamadou Babaei e39b5e5158 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 18:14:06 +02:00
Mamadou Babaei ad30dbfd5e remove commented code 2023-05-19 18:14:05 +02:00
Mamadou Babaei 354be18ff7 increase the default finger tips collider sizes 2023-05-19 18:14:05 +02:00
Mamadou Babaei cd4f34fc51 get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:14:04 +02:00
Mamadou Babaei 2d57b006eb fix a potential crash 2023-05-19 18:14:04 +02:00
Mamadou Babaei 1df7f11226 stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:14:04 +02:00
Mamadou Babaei dbe83d6e62 set the default attachment rotation rule to keep relative 2023-05-19 18:14:03 +02:00
Mamadou Babaei dd193a27e3 set the default attachment scale rule to snap to target 2023-05-19 18:14:03 +02:00
Mamadou Babaei e932c4559f do not affect collision when grab/release 2023-05-19 18:14:02 +02:00
Mamadou Babaei a1c79a057b refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:14:02 +02:00
Mamadou Babaei 5445137073 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 18:14:01 +02:00
Mamadou Babaei 63fe65b071 try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:14:01 +02:00
Mamadou Babaei a29cba310e add grab sucess/fail checks with error messages 2023-05-19 18:14:00 +02:00
Mamadou Babaei f5f35e48b6 add ensure checks on the grab socket name 2023-05-19 18:14:00 +02:00
Mamadou Babaei 51d4d72998 move socket name to a temp var for easier debugging 2023-05-19 18:14:00 +02:00
Mamadou Babaei 2917c555ce move attachment rules to a temp var for easier debugging 2023-05-19 18:13:59 +02:00
Mamadou Babaei 3c91ce6c79 fix a release-detection logic error 2023-05-19 18:13:59 +02:00
Mamadou Babaei c466451b9a clean up and simplify the touch callback lambda 2023-05-19 18:13:58 +02:00
Mamadou Babaei e98abc7873 update the changelog 2023-05-19 18:13:58 +02:00
Mamadou Babaei 520e4f23dd force off haptic commands when collision ends 2023-05-19 18:13:57 +02:00
Mamadou Babaei 797eafab9c only send force-feedback and buzz commands when they are not zero 2023-05-19 18:13:57 +02:00
Mamadou Babaei 2fe4911f60 update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:13:57 +02:00
Mamadou Babaei 331c18e548 add a note about abi/api breaking changes 2023-05-19 18:13:56 +02:00
Mamadou Babaei d299012d6d bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:13:55 +02:00
Mamadou Babaei f818eff580 removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:13:55 +02:00
Mamadou Babaei 7a355c47b1 try to fix various build issues with the senseglove core types module 2023-05-19 18:13:54 +02:00
Mamadou Babaei a793128736 fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:13:54 +02:00
Mamadou Babaei 142cb08e0f whitelist all modules for linuxarm64 target platform 2023-05-19 18:13:53 +02:00
Mamadou Babaei 5cd4014031 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:13:53 +02:00
Mamadou Babaei 5bf9b7e08f fix a build error where engine versions are < 5.2 2023-05-19 18:13:52 +02:00
Mamadou Babaei f72cf3e7c2 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:13:51 +02:00
Mamadou Babaei bb35da6434 fix a circular dependency build issue 2023-05-19 18:13:50 +02:00
Mamadou Babaei 304b4c72cb add a missing dependency that causes packaging issues 2023-05-19 18:13:49 +02:00
Mamadou Babaei d7f3d13d74 capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:13:49 +02:00
Mamadou Babaei d62f5589b7 fix a crash due to uninitialized pimpl object 2023-05-19 18:13:48 +02:00
Mamadou Babaei 0b1f64883d fix lambda crashes and ensure logic bugs 2023-05-19 18:13:48 +02:00
Mamadou Babaei cfb37ed673 complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:13:48 +02:00
Mamadou Babaei e4361cffc3 add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:13:47 +02:00
Mamadou Babaei 88033a2df1 expose the connected glove in the virtual hand's api 2023-05-19 18:13:47 +02:00
Mamadou Babaei e1261b4fd5 add static get component methods for quickly accessing grab/touch components 2023-05-19 18:13:46 +02:00
Mamadou Babaei b6707dd758 remove the variable names from the grab/touch signatures 2023-05-19 18:13:46 +02:00
Mamadou Babaei 5aec9088e7 add the grab/touch state update events 2023-05-19 18:13:45 +02:00
Mamadou Babaei 37a15b93cd update the changelog 2023-05-19 18:13:45 +02:00
Mamadou Babaei 3159179fcc fix a crash by removing wrong delegate binds 2023-05-19 18:13:45 +02:00
Mamadou Babaei a12771f15f add a buzz timeout uproperty 2023-05-19 18:13:44 +02:00
Mamadou Babaei 4abbbb3b51 merge all properties inside the grab component into one group 2023-05-19 18:13:44 +02:00
Mamadou Babaei 410acf2611 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:13:43 +02:00
Mamadou Babaei 49f7873574 Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:13:43 +02:00
Mamadou Babaei 8a7db34d4f move force-feedback properties from the touch component to the grab component 2023-05-19 18:13:42 +02:00
Mamadou Babaei 7b0b36fc7d cache which finger can grab or touch objects 2023-05-19 18:13:42 +02:00
Mamadou Babaei 1509d3fcfa set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:13:42 +02:00
Mamadou Babaei 669a8b50bb add the api for getting/setting touch properties 2023-05-19 18:13:41 +02:00
Mamadou Babaei e12943f187 add the api for getting/setting grab properties 2023-05-19 18:13:41 +02:00
Mamadou Babaei 7d999975bd add a grab socket uproperty, getters, and setters 2023-05-19 18:13:40 +02:00
Mamadou Babaei 2d82d5b41c whitespace fix 2023-05-19 18:13:40 +02:00
Mamadou Babaei 92d1e78b0e differentiate the default grab/touch socket names 2023-05-19 18:13:39 +02:00
Mamadou Babaei b17375a8e4 integrate the touch component and colliders and rename the grab ones 2023-05-19 18:13:39 +02:00
Mamadou Babaei ee7002413a add a touch component intended to be used for force-feedback 2023-05-19 18:13:39 +02:00
Mamadou Babaei 16b9b16e14 add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 18:13:38 +02:00
Mamadou Babaei f35f256f68 document the unreleased changes 2023-05-19 18:13:38 +02:00
Mamadou Babaei ef4cee5472 fix blueprint signatures and make all bp exposed functions static 2023-05-19 18:13:37 +02:00
Mamadou Babaei 98c99adaa2 formatting fix 2023-05-19 18:13:37 +02:00
Mamadou Babaei 789b4cf66b document a missing changelog item 2023-05-19 18:13:36 +02:00
Mamadou Babaei b0dfd14694 Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 18:13:36 +02:00
Mamadou Babaei 27d50be8ec bump the plugin version to v1.3.1 2023-04-28 02:13:06 +02:00
Mamadou Babaei c67b425719 temporarily revert changes that are not part of the v1.3.1 release 2023-04-28 02:13:06 +02:00
Mamadou Babaei ac71b08887 fix runuat rocket build issues by adding the missing headers 2023-04-28 02:13:05 +02:00
Mamadou Babaei 2826edb8ca document the senseglove debug module 2023-04-28 02:13:05 +02:00
Mamadou Babaei cec7e7934f document unreleased changes 2023-04-28 02:13:04 +02:00
Mamadou Babaei c4a9c5dc43 Revert "temporarily revert changes that are not part of the v1.3.0 release"
This reverts commit 6a0f2a00a1.
2023-04-28 02:13:04 +02:00
Mamadou Babaei 3b979dad3a bump the plugin version to v1.3.0 2023-04-28 01:21:14 +02:00
Mamadou Babaei d7804c7691 temporarily revert changes that are not part of the v1.3.0 release 2023-04-28 01:21:14 +02:00
Mamadou Babaei 4a2c16ad82 bump senseglove libraries for linux and android to v2.6.0-aac3d56 2023-04-28 01:21:13 +02:00
Mamadou Babaei ab2ffe5c28 bump the senseglove libraries for windows/msvc to v2.6.0-aac3d56 2023-04-28 01:21:13 +02:00
Mamadou Babaei bd118e1b87 document recent changes 2023-04-28 01:21:13 +02:00
Mamadou Babaei d29d8f0858 document the senseglove libraries bump in the changelog 2023-04-28 01:21:12 +02:00
Mamadou Babaei 2fb326b24f adjust senseglove/unreal coordinate system conversions according to changes in the recent sgcore release 2023-04-28 01:21:12 +02:00
Mamadou Babaei 0c5e328dc6 fix a gramatical error 2023-04-28 01:21:12 +02:00
Mamadou Babaei addd9cc0ea add a debug virtual hand and some other fixes 2023-04-28 01:21:12 +02:00
Mamadou Babaei 792ffa4b2b fix the hand right hand offset 2023-04-28 01:21:12 +02:00
Mamadou Babaei 03d473a115 remove redundant headers 2023-04-28 01:21:12 +02:00
Mamadou Babaei 4057f27d02 fix debug gizmo default colors 2023-04-28 01:21:12 +02:00
Mamadou Babaei abcc8f1194 refactor the debug gizmo draw method 2023-04-28 01:21:12 +02:00
Mamadou Babaei 79e6d97095 update the changelog with unreleased changes 2023-04-28 01:21:12 +02:00
Mamadou Babaei 3bec00134c refactor the wrist tracker's debug gzmo settings into a ustruct in order to be re-used 2023-04-28 01:21:12 +02:00
Mamadou Babaei c4deb756d2 fix gizmo drawing issue happens due to a null world object 2023-04-28 01:21:12 +02:00
Mamadou Babaei 1db34f724d add a new generic senseglove debug module 2023-04-28 01:21:12 +02:00
Mamadou Babaei 01d136f86b add the base implementation for the senseglove grab component 2023-04-28 01:21:12 +02:00
Mamadou Babaei 441be4878d increase the default DebugWristTrackerGizmoLength value in the plugin's settings 2023-04-28 01:21:12 +02:00
Mamadou Babaei 948305e2ca increase the default DebugWristTrackerGizmoLength value on the wrist tracker 2023-04-28 01:21:12 +02:00
Mamadou Babaei d84866cac5 document unreleased changes 2023-04-28 01:21:12 +02:00
Mamadou Babaei c641d7a3fa fix the wrong hand offset calculations 2023-04-28 01:21:12 +02:00
Mamadou Babaei a1fe7debbc fix the wrong tracker origin calculations 2023-04-28 01:21:12 +02:00
Mamadou Babaei 43c45aea47 fix the platform support matrix for unreal versions >= 5.0 2023-04-20 15:55:47 +02:00
Mamadou Babaei 950e5ce563 minor code improvements and clean up 2023-04-20 15:55:47 +02:00
Mamadou Babaei 1e9489f45b fix the directory structure 2023-04-11 21:05:51 +02:00
Mamadou Babaei edc5b681d8 remove the development virtual hand mesh from master and all the release branches 2023-04-11 20:58:50 +02:00
Mamadou Babaei f09347f7b7 bump the plugin version to v1.2.1 2023-03-30 06:43:27 +02:00
Mamadou Babaei 0394b589d7 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 06:22:54 +02:00
Mamadou Babaei 71532de955 remove the engine settings module from the senseglove module's private dependencies list 2023-03-30 06:16:04 +02:00
Mamadou Babaei a019a0b521 remove the launch and settings from the android module's private includes 2023-03-30 05:58:49 +02:00
Mamadou Babaei bf46e80419 bump the plugin version to v1.2.0 2023-03-28 21:39:47 +02:00
Mamadou Babaei 0a6eb28d1c add the new dev/test hand model (this hand mesh is not meant to be published) 2023-03-28 18:29:28 +02:00
Mamadou Babaei 4e3fa930e5 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 18:29:27 +02:00
Mamadou Babaei 9f5bb2d97e remove the old virtual hand model mesh 2023-03-28 18:29:27 +02:00
Mamadou Babaei 356e850a13 fix the hand animation implementation and angle conversions to work with the standard ue5.1+ hand from epic 2023-03-28 18:29:26 +02:00
Mamadou Babaei f2ce577a1b add missing paths headers that causes uat build issues 2023-03-28 11:47:52 +02:00
Mamadou Babaei 46a5584bc2 add missing vershon headers and clean up unused headers 2023-03-28 11:47:52 +02:00
Mamadou Babaei c77afede10 fix uat errors C4458 when building the virtual hand component 2023-03-28 11:23:02 +02:00
Mamadou Babaei 3abd6d53bc remove SGContentBrowserExtension_SKeleton and clean up the editor module 2023-03-28 10:39:14 +02:00
Mamadou Babaei 81b590dd85 remove SGAssetTypeActions_Skeleton, SGSkeletonEditor, and SGSkeletonEditorCommands classes 2023-03-28 10:39:14 +02:00
Mamadou Babaei c54757da64 add a content browser extension as an alternative to modify the ref pose 2023-03-28 10:39:14 +02:00
Mamadou Babaei 7134f7f533 add log template specialization for ftransform 2023-03-28 10:39:14 +02:00
Mamadou Babaei 04a6039738 add new experiments with the SGAssetTypeActions_Skeleton 2023-03-28 10:39:14 +02:00
Mamadou Babaei ead3ae8cd0 add custom asset type actions for skeletons 2023-03-28 10:39:14 +02:00
Mamadou Babaei e007c9e7f2 add a message dialog and instruct the user to use the context menu in order to save the skeleton asset 2023-03-28 10:39:14 +02:00
Mamadou Babaei 15a3d01617 fix a deprecation warning on ue5 2023-03-28 10:39:14 +02:00
Mamadou Babaei 0221fc01dc minor changelog fix 2023-03-28 10:39:14 +02:00
Mamadou Babaei 734765ff28 document the android calibration in the changelog 2023-03-28 10:39:14 +02:00
Mamadou Babaei b32d2f55e6 add virtual destructors 2023-03-28 10:39:14 +02:00
Mamadou Babaei bb6c101eff fix the skeleton editor crash with a working button from senseglove on the toolbar 2023-03-28 10:39:13 +02:00
Mamadou Babaei a533ba2389 first attemp at extending the skeleton editor that also crashes the editor once opened 2023-03-28 10:39:13 +02:00
Mamadou Babaei c268a331f9 add missing header that causes build issues on ue 4.27 2023-03-28 10:39:13 +02:00
Mamadou Babaei e21903455f update the changelog 2023-03-28 10:39:13 +02:00
Mamadou Babaei b80689b73f clean up editor code from the virtual hand actor in order to fix wrist tracking issues 2023-03-28 10:39:13 +02:00
Mamadou Babaei 8bf6a19ba2 force the wrist tracker to track the right hand on init/begin/construct 2023-03-28 10:39:13 +02:00
Mamadou Babaei 1d27af0ac8 add event handler lambdas for wrist tracker component of the virtual ahnd actor 2023-03-28 10:39:13 +02:00
Mamadou Babaei a741e9c692 functional wrist tracker component 2023-03-28 10:39:13 +02:00
Mamadou Babaei c9583f61fd add an almost complete wrist tracker component implementation 2023-03-28 10:39:13 +02:00
Mamadou Babaei 55ed2b6f9f fix multiple issues with the virtual hand component and the plugin settings 2023-03-28 10:39:13 +02:00
Mamadou Babaei 584ce06822 explicitly assign motion controllers to the proper hands 2023-03-28 10:39:13 +02:00
Mamadou Babaei 73a01dfa0f bump senseglove libraries windows/msvc to v2.5.0-8069342 2023-03-28 10:39:12 +02:00
Mamadou Babaei 6c6dfd5374 bump senseglove libraries and headers for linux and android to v2.5.0-8069342 2023-03-28 10:39:12 +02:00
Mamadou Babaei 74e303c0ac add new settings accessors for c++ and blueprints 2023-03-28 10:39:11 +02:00
Mamadou Babaei 515581ab15 add wrist tracking debug settings 2023-03-28 10:39:11 +02:00
Mamadou Babaei 2b4027282d allow setting custom hardware offset through the plugin settings 2023-03-28 10:39:11 +02:00
Mamadou Babaei 3ac32ac174 add missing engine module that causes build issues on android 2023-03-28 10:39:11 +02:00
Mamadou Babaei e3d1bea0ed move the pimpl initialization to the constructor 2023-03-28 10:39:11 +02:00
Mamadou Babaei cb3fa3ccbe move the defaults to the constructor 2023-03-28 10:39:11 +02:00
Mamadou Babaei dc5fa338dc make the senseglove settings a singleton with engine subsystem lifetime and fix the blueprint accessors 2023-03-28 10:39:11 +02:00
Mamadou Babaei 5a829ecc2e add the senseglove settings kismet module 2023-03-28 10:39:11 +02:00
Mamadou Babaei 9bbb1fcedb some improvements for the settings module 2023-03-28 10:39:11 +02:00
Mamadou Babaei 2b1dc99d26 minor fixes in the settings module 2023-03-28 10:39:11 +02:00
Mamadou Babaei 29d0e9b4da add a senseglove settings manager module 2023-03-28 10:39:11 +02:00
Mamadou Babaei f8f091fb28 fix the changelog typos and errors 2023-03-28 10:39:10 +02:00
Mamadou Babaei 33b2b37cfb whitespace fix 2023-03-28 10:39:10 +02:00
Mamadou Babaei a5597b4eb8 add special android directory methods and initialization args 2023-03-28 10:39:10 +02:00
Mamadou Babaei 9ad6012ee0 initial attempt at implementing android calibration 2023-03-28 10:39:10 +02:00
Mamadou Babaei de44981594 bump senseglove libraries and headers for linux and android to v2.4.3-2eceacb 2023-03-28 10:39:09 +02:00
Mamadou Babaei 4d0a3c378c virtual hand fixes especially for android 2023-03-28 10:39:09 +02:00
Mamadou Babaei 90941d09d8 fix virtual hand crashes and editor visibility issues 2023-03-28 10:39:09 +02:00
Mamadou Babaei 4180dae78b fix comments 2023-03-28 10:39:09 +02:00
Mamadou Babaei c60e79009b fix android architecture detection issues on ue 5.2 2023-03-28 10:39:09 +02:00
Mamadou Babaei fcb191063b add a temporary workaround for the android crashes and the hidden if glove not found functionality 2023-03-28 10:39:09 +02:00
Mamadou Babaei 710c918402 fix native-toolchain v19 build issues 2023-03-28 10:39:09 +02:00
Mamadou Babaei 1f5262bb81 integrate the virtual hand into the sgpawn 2023-03-28 10:39:09 +02:00
Mamadou Babaei 2b01327555 clarify android on 5.2 is not supported, yet 2023-03-28 10:39:08 +02:00
Mamadou Babaei 67d0bcad44 minor fixes 2023-03-28 10:39:08 +02:00
Mamadou Babaei acccd9bd06 update the changelog in order to reflect the latest status of unreleased changes 2023-03-28 10:39:08 +02:00
Mamadou Babaei f0a597715e dump some animation errors to the logs inside the editor instead of crashing 2023-03-28 10:39:08 +02:00
Mamadou Babaei 75c4b6f98d working in-editor hand animation 2023-03-28 10:39:08 +02:00
Mamadou Babaei 6a0b00b5d5 distinguish between virtual hand actor and component and animate the component 2023-03-28 10:39:08 +02:00
Mamadou Babaei f5750217da add a new component-based class for the virtual hand 2023-03-28 10:39:08 +02:00
Mamadou Babaei 4e9df4b1b9 add an empty sgpawn kismet library class 2023-03-28 10:39:08 +02:00
Mamadou Babaei 3c173e03d1 document the new senseglove core types module 2023-03-28 10:39:08 +02:00
Mamadou Babaei 731dae1789 add the virtual hand kismet library 2023-03-28 10:39:08 +02:00
Mamadou Babaei 97b81e5eb1 minor commit fix 2023-03-28 10:39:08 +02:00
Mamadou Babaei b0b559472f drop the redundant sgconnecttypes 2023-03-28 10:39:07 +02:00
Mamadou Babaei 7cecbdf4fe move all sg array types into their corresponding *core modules 2023-03-28 10:39:07 +02:00
Mamadou Babaei 5b4c97adcf minor api validation fixes 2023-03-28 10:39:07 +02:00
Mamadou Babaei cc9f92d875 minor fix 2023-03-28 10:39:07 +02:00
Mamadou Babaei 96320231b6 bump senseglove libraries windows to v2.4.2-ba98cec 2023-03-28 10:39:07 +02:00
Mamadou Babaei 3a3f7c584c bump senseglove libraries and headers for linux and android to v2.4.2-ba98cec 2023-03-28 10:39:06 +02:00
Mamadou Babaei 0172d15325 remove the redundant sgplatform from the sgconnectimpl module 2023-03-28 10:39:05 +02:00
Mamadou Babaei a3604bfba7 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 10:39:05 +02:00
Mamadou Babaei 6e5e6cd195 document 4.22 to 4.26 purge in the changelog 2023-03-28 10:39:05 +02:00
Mamadou Babaei fbb2ab0700 initial attempt to cleanup dead code from the dropped engine versions: 4.22 to 4.26 2023-03-28 10:39:05 +02:00
Mamadou Babaei 196fbf5c2e update the remarks section in readme file to reflect the latest platform support state 2023-03-28 10:39:05 +02:00
Mamadou Babaei 2e9d3a1cd5 update the changelog for unreleased changes 2023-03-28 10:39:05 +02:00
Mamadou Babaei fdd4abf508 update the platform support matrix 2023-03-28 10:39:05 +02:00
Mamadou Babaei 22f5db29fc whitespace fix 2023-03-28 10:39:05 +02:00
Mamadou Babaei c4e8cf2cac update the changelog for unreleased changes 2023-03-28 10:39:04 +02:00
Mamadou Babaei c0a934dd03 update unreal api to take care of radians/degrees conversions where possible 2023-03-28 10:39:04 +02:00
Mamadou Babaei 08418d8406 add more utility functions and templates for angles, specifically for handling floats 2023-03-28 10:39:04 +02:00
Mamadou Babaei 099820454f almost working hand mondel animation adjusted to the api changes 2023-03-28 10:39:04 +02:00
Mamadou Babaei 47fdb091e6 rename sguitls/sgcoordinates utility class to sgangles and convert angles from radians to degrees and vice-versa between unreal and senseglove 2023-03-28 10:39:04 +02:00
Mamadou Babaei a5f1f1e83b minor initialization fixes 2023-03-28 10:39:04 +02:00
Mamadou Babaei f07972f33b minor fix: move temp a variable 2023-03-28 10:39:04 +02:00
Mamadou Babaei 631191a76e mark a method as const 2023-03-28 10:39:04 +02:00
Mamadou Babaei 621eb92525 clean up redundant hand animation code 2023-03-28 10:39:04 +02:00
Mamadou Babaei 8827970cfa remove redundant reset to ref pose call 2023-03-28 10:39:04 +02:00
Mamadou Babaei a3f93ea32d use rotators instead of quats 2023-03-28 10:39:04 +02:00
Mamadou Babaei c1d08ecd4c improve the virtual hand model animation 2023-03-28 10:39:03 +02:00
Mamadou Babaei 35c97f8020 rely on the reference pose instead of caching poses 2023-03-28 10:39:03 +02:00
Mamadou Babaei 17a12cf126 improved virtual hand model animation 2023-03-28 10:39:03 +02:00
Mamadou Babaei 4009998873 bump senseglove libraries for windows/msvc to v2.4.1-d551398 2023-03-28 10:39:03 +02:00
Mamadou Babaei 17ebbbbc75 mention functional linux development support in the changelog 2023-03-28 10:39:02 +02:00
Mamadou Babaei 42fe0bd2f4 bump senseglove libraries and headers for linux and android to v2.4.1-d551398 2023-03-28 10:39:01 +02:00
Mamadou Babaei 834313559b bump senseglove libraries for windows/msvc to v2.4.0-dc6c34b 2023-03-28 10:39:01 +02:00
Mamadou Babaei 98c141be41 bump senseglove libraries and headers for linux and android to v2.4.0-dc6c34b 2023-03-28 10:38:59 +02:00
Mamadou Babaei c13abde404 bump senseglove libraries for windows/msvc to v2.3.0-a9726bf 2023-03-28 10:38:59 +02:00
Mamadou Babaei 1ab7fed810 bump senseglove libraries for linux and android to the first fully linux-aware version: v2.3.0-a9726bf 2023-03-28 10:38:58 +02:00
Mamadou Babaei 639c79daff apply the transform to the output pose 2023-03-28 10:38:57 +02:00
Mamadou Babaei 528a451838 try a component transform 2023-03-28 10:38:57 +02:00
Mamadou Babaei e2ce23e83c add quat template specialization to the sglog module 2023-03-28 10:38:57 +02:00
Mamadou Babaei bc357561a7 fix the EvaluateSkeletalControl_AnyThread crash 2023-03-28 10:38:57 +02:00
Mamadou Babaei 8f17dbe8a1 revert back the last commit and ignore the last joint 2023-03-28 10:38:57 +02:00
Mamadou Babaei d863613c01 try an alternate implementation for copying animation data in order to remedy the virtual hand crash 2023-03-28 10:38:57 +02:00
Mamadou Babaei 04c70288a1 bump senseglove thrid-party libraries for windows to v2.2.4-1eda0d8 2023-03-28 10:38:57 +02:00
Mamadou Babaei 1285a0ed67 bump senseglove libraries for linux and android to v2.2.4-1eda0d8 2023-03-28 10:38:55 +02:00
Mamadou Babaei d17d4ebefe bump senseglove headers and libraries for linux and android to v2.2.3-39b3c2b 2023-03-28 10:38:55 +02:00
Mamadou Babaei e06fed8aab bump senseglove thrid-party libraries for windows to v2.2.3-39b3c2b 2023-03-28 10:38:54 +02:00
Mamadou Babaei 3deef2aa85 bump senseglove headers and libraries for linux and android to v2.2.2-1725b91 2023-03-28 10:38:53 +02:00
Mamadou Babaei a36015f602 bump senseglove thrid-party libraries for windows to v2.2.2-1725b91 2023-03-28 10:38:52 +02:00
Mamadou Babaei 6e188eb022 add the msvc141 third-party directory to the directory tree 2023-03-28 10:38:52 +02:00
Mamadou Babaei 61b42da728 add the android module to the directory tree 2023-03-28 10:38:52 +02:00
Mamadou Babaei c0bb0896bd document the directory structure changes 2023-03-28 10:38:52 +02:00
Mamadou Babaei 286a55defe bump windows/msvc binaries to v2.2.1-ca2f23d 2023-03-28 10:38:52 +02:00
Mamadou Babaei c1dfcb47bd update senseglove libraries to v2.2.1-ca2f23d with per engine segregated android ndk support 2023-03-28 10:38:51 +02:00
Mamadou Babaei 2a97d852f1 updated documentation for the directory structure 2023-03-28 10:38:50 +02:00
Mamadou Babaei cadf2bbde0 remove redundant Source/ThirdParty/lib/oculus directories 2023-03-28 10:38:50 +02:00
Mamadou Babaei 232fb0dc60 updated documentation for the directory structure 2023-03-28 10:38:50 +02:00
Mamadou Babaei b588456359 update the platform support matrix 2023-03-28 10:38:49 +02:00
Mamadou Babaei 27a337aa34 bump senseglove headers and libraries for windows/msvc to v2.2.0-eed9611 2023-03-28 10:38:49 +02:00
Mamadou Babaei 4c90c3024b log the unreleased changes 2023-03-28 10:38:49 +02:00
Mamadou Babaei 9ac44f8d42 bump senseglove headers and libraries for linux and android to v2.2.0-eed9611 2023-03-28 10:38:48 +02:00
Mamadou Babaei e2840aeb68 remove archaic pre-public-release dead code 2023-03-28 10:38:48 +02:00
Mamadou Babaei 92a0bb30c4 virtual hand implementation with a crash from calling EvaluateSkeletalControl_AnyThread 2023-03-28 10:38:48 +02:00
Mamadou Babaei f04301d78b fix impl owners 2023-03-28 10:38:48 +02:00
Mamadou Babaei 8710a08489 add partion implementation of the virtual hand 2023-03-28 10:38:48 +02:00
Mamadou Babaei f3e5b20c46 fix vr hand asset issues 2023-03-28 10:38:48 +02:00
Mamadou Babaei 5e213de1ff add senseglove module base classes 2023-03-28 10:38:48 +02:00
Mamadou Babaei 67837e5459 add the virtual hand assets 2023-03-28 10:38:48 +02:00
Mamadou Babaei a8145da99b punctuation fix 2023-03-28 10:38:48 +02:00
Mamadou Babaei 4c795814f5 bump the plugin version to v1.1.1 2023-02-07 12:11:34 +01:00
Mamadou Babaei d777b4d0b0 move launch and settings module to PrivateIncludePathModuleNames from PrivateDependencyModuleNames in order to pass runuat tests 2023-02-07 11:40:25 +01:00
Mamadou Babaei 4a44ee97a9 Bump SenseGlove libraries for Windows/MSVC to v2.1.2-95ec6e7 2023-02-07 10:58:41 +01:00
Mamadou Babaei c384587de8 fix formatting 2023-02-07 10:58:41 +01:00
Mamadou Babaei f279a1afcf add support for android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a 2023-02-07 10:58:40 +01:00
Mamadou Babaei 5ee09d9860 bump senseglove libraries for linux to v2.1.2-95ec6e7 2023-02-07 10:58:40 +01:00
Mamadou Babaei 0a6ce45ec0 update the changelog with initiali support for ue5.2 2023-02-07 10:58:40 +01:00
Mamadou Babaei 944622caf2 add initial ue5.2 support to the build system along with linux third-party libraries 2023-02-07 10:58:40 +01:00
Mamadou Babaei c027ffe9a7 fix gitignore rules for the Source/ThirdParty directory 2023-02-07 10:58:40 +01:00
Mamadou Babaei d93ea7657b bump senseglove libraries for windows/msvc to v2.1.1-0569c74 2023-02-07 10:58:39 +01:00
Mamadou Babaei 75a0cc2048 bump the plugin version to v1.1.0 2023-02-03 13:44:45 +01:00
Mamadou Babaei 2bcf2f5c9c switch to sgconnect for android v1.1.0 extracted from the .arr file shipped with our unity plugin 2023-02-03 13:44:45 +01:00
Mamadou Babaei 105330b903 bump senseglove libraries to v2.1.1-0569c74 2023-02-03 13:44:45 +01:00
Mamadou Babaei a46d83a0b4 use the correct writehaptics signature extracted from the .jar file 2023-02-03 13:44:45 +01:00
Mamadou Babaei 7480141ede mention sgconnect for android as an added dependency in the changelog 2023-02-03 13:44:44 +01:00
Mamadou Babaei 887062dbba update the platform support matrix and the directory structure 2023-02-03 13:44:44 +01:00
Mamadou Babaei c8cc8f473f log the unreleased changes 2023-02-03 13:44:44 +01:00
Mamadou Babaei e9460a772d bump sgconnect and sgcore to v2.1.0-9080621 and add an almost functional android implementation 2023-02-03 13:44:44 +01:00
Mamadou Babaei bb91a0ad29 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 13:44:44 +01:00
Mamadou Babaei ebe5b623db minor documentation fixes 2023-02-03 13:44:43 +01:00
Mamadou Babaei 51e2421106 drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:43 +01:00
Mamadou Babaei 32fd4ac93f fix a bug in the jni call write haptics 2023-02-03 13:44:43 +01:00
Mamadou Babaei af42b3879a replace more method calls on android with the equivalents from sgconnect for android 2023-02-03 13:44:43 +01:00
Mamadou Babaei 79aa0a09d4 bump copyright years 2023-02-03 13:44:43 +01:00
Mamadou Babaei 7c4700f696 add an android module with working jni calls to Init(), Dispose(), and GetLibraryVersion() 2023-02-03 13:44:43 +01:00
Mamadou Babaei b68aedc146 log the unreleased changes 2023-02-03 13:44:43 +01:00
Mamadou Babaei 6e135ee416 remove the enum utils class due to ANY_PACKAGE deprecation warnings in unreal engine 5.1 2023-02-03 13:44:43 +01:00
Mamadou Babaei 1fad51736d conform to the class naming standards 2023-02-03 13:44:43 +01:00
Mamadou Babaei a6bfa687aa apply const correctness 2023-02-03 13:44:43 +01:00
Mamadou Babaei 90bce32067 whitelist android as a target platform 2023-02-03 13:44:43 +01:00
Mamadou Babaei c54341173a fix android build issues caused by the log module 2023-02-03 13:44:43 +01:00
Mamadou Babaei ee983b56ee bump the plugin version to v1.0.4 2022-12-02 12:38:30 +01:00
Mamadou Babaei 40fa0d0379 simplify the move constructors / move assignment operators' noexcept ifdefs 2022-12-02 12:38:30 +01:00
Mamadou Babaei b9499cfb6d fix ue 4.22 - 4.27 build issues on msvc 2017 2022-12-02 12:38:30 +01:00
Mamadou Babaei 8c032d04dc move sgplatform headers to the public folder 2022-12-02 12:38:30 +01:00
Mamadou Babaei c0dcda6419 update the platform support matrix 2022-12-02 12:38:30 +01:00
Mamadou Babaei b549ce660c fix ue >= 5.0 ubt errors 2022-12-02 12:38:30 +01:00
Mamadou Babaei ce855aacef upgrade senseglove third-party libraries for linux and android to to v2.0.4 2022-12-02 12:38:28 +01:00
Mamadou Babaei 14e112d00a add macros for C++17 detection 2022-12-02 12:38:28 +01:00
Mamadou Babaei b5d8ff2939 apply const correctness to method parameters 2022-12-02 12:38:28 +01:00
Mamadou Babaei 88517df5ca upgrade sglibraries binaries for windows/msvc to to v2.0.4 and add msvc 2017 binaries 2022-12-02 12:38:27 +01:00
Mamadou Babaei 809cceace9 upgrade sglibraries third-party headers to v2.0.4 2022-12-02 12:38:27 +01:00
Mamadou Babaei 9575815f89 add support for msvc 2017 to the build.cs files 2022-12-02 12:38:26 +01:00
Mamadou Babaei 2ba196f8ab bump the plugin version to v1.0.3 2022-11-30 14:33:05 +01:00
Mamadou Babaei dd452e39c8 adjust Config/FilterPlugin.ini in order to conform to Epic's market place guidelines 2022-11-30 14:28:16 +01:00
Mamadou Babaei 1156bbcfc4 bump the plugin version to v1.0.2 2022-11-27 14:48:47 +01:00
Mamadou Babaei deb418de27 fix the third-party license mark down file formatting 2022-11-27 14:48:47 +01:00
Mamadou Babaei 6fd2707ceb add the SenseGlove SDK license 2022-11-27 14:48:47 +01:00
Mamadou Babaei d2cf27b9f5 fix readme typos and errors 2022-11-27 14:48:47 +01:00
Mamadou Babaei 885e349e64 add missing the copyright notice and include directive 2022-11-27 14:48:47 +01:00
Mamadou Babaei 34ea241dcc list the dot files inside the FilterPlugin.ini file 2022-11-27 14:48:47 +01:00
Mamadou Babaei 7791ba1b06 add the marketplace url to the .uplugin file 2022-11-27 14:48:47 +01:00
Mamadou Babaei 147cf03074 bump the plugin version to v1.0.1 2022-11-27 14:48:47 +01:00
Mamadou Babaei 7b17d689b9 * 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
2022-11-27 14:48:47 +01:00
Mamadou Babaei bd36647b8c update documentation, add changelog, and prepare for v1.0.0 release 2022-11-27 14:48:47 +01:00
Mamadou Babaei 659c4059f3 huge patch fixing 4.22 through 4.24 build issues on msvc and llvm/clang 2022-11-27 14:48:47 +01:00
Mamadou Babaei 1ea2f9a006 fix a mangled method name in layer 4 2022-11-27 14:48:47 +01:00
Mamadou Babaei 1408cbab68 replace IMPLEMENT_GAME_MODULE with IMPLEMENT_MODULE 2022-11-19 13:07:34 +01:00
Mamadou Babaei b820cc419d fix module types and loading order 2022-11-19 06:22:09 +01:00
Mamadou Babaei bf3b88080c add the docs url 2022-11-18 15:07:53 +01:00
Mamadou Babaei 17d24cac9c import sg libraries v2.0.3 binaries for msvc/windows 2022-11-18 15:03:06 +01:00
Mamadou Babaei 20f7a49072 import sg libraries headers v2.0.3 and linux binaries and adjust to the latest changes 2022-11-18 15:03:06 +01:00
Mamadou Babaei 7ca649ccfc add more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 8344699b0d add missing sense glove wrappers in layer 1/2/3/4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei c0bc426e1c add missing nova glove info rotator conversions to layer 3/4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 253d6d8f94 add missing nova glove hand profile wrappers in layer 3/4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei f2b0d96767 add more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 1427dcf2dd add missing sg device wrappers in layer 4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 200edc080d add more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei dbccb7bab9 document some parts of the layer 3 and 4 api 2022-11-18 15:03:05 +01:00
Mamadou Babaei 4a45e0ae4f translate senseglove/unreal angles/directions 2022-11-18 15:03:05 +01:00
Mamadou Babaei 99e81d3bb4 implement proper mm/cm conversions 2022-11-17 02:30:35 +01:00
Mamadou Babaei 4352a69f63 introduce more utility templates for metric unit conversions 2022-11-17 02:30:35 +01:00
Mamadou Babaei f788ca2be7 remove unit conversions from the internal vect3d wrappers 2022-11-17 02:30:35 +01:00
Mamadou Babaei 1fffd79eb9 bump sg libraries to v2.0.2 and adjust to the latest changes 2022-11-17 02:30:35 +01:00
Mamadou Babaei 3f3ad99706 consider millimeters/centimeters conversion, introduce units, and minor array utils refactoring 2022-11-17 02:30:34 +01:00
Mamadou Babaei f7df1eb9fe fix wrong readme header 2022-11-14 17:19:47 +01:00
Mamadou Babaei 60f27b682a shorten mangled blueprint nodes in order to avoid doc generation issues 2022-11-14 17:16:13 +01:00
Mamadou Babaei 179fc92763 separate the unreal c++/bp implementation of SGConnect wrappers 2022-11-12 00:35:29 +01:00
Mamadou Babaei 7a9a47f4f4 add FRotator overloads for every method that accepts or returns FQuat and some other bug fixes 2022-11-11 11:42:51 +01:00
Mamadou Babaei e2186549ce bump engine version to 5.0 2022-11-11 11:42:50 +01:00
Mamadou Babaei 4ab61adb77 fix unreal/senseglove coordinates translation calculations 2022-11-11 11:42:50 +01:00
948 changed files with 24040 additions and 7820 deletions
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@@ -124,4 +124,4 @@ DerivedDataCache/*
.ignore .ignore
# Do not ignore anything inside the ThirdParty directory at all # Do not ignore anything inside the ThirdParty directory at all
!ThirdParty/**/* !Source/ThirdParty/**/*
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@@ -1,7 +1,306 @@
# Changelog # Changelog
All notable changes to this project will be documented in this file. 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/), 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). and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased] ## [1.6.1] - 2023-08-14
### Fixed
- Fix Unreal Engine 5.0 build issues.
- Minor documentation fixes.
## [1.6.0] - 2023-08-14
### Added
- Added support for the upcoming Unreal Engine 5.3.
- Now, the hand's velocity is applied to grabbed actors after being released from the hand.
- Introduce the real hands to the SenseGlove module (SGPawn) API.
- Added separation of the virtual and real hand rendering.
### Fixed
- Fix the wrong default debug virtual hand gizmo colors when initialized using the default constructor.
- Some minor performance fixes and improvements.
### Changed
- SenseGlove libraries have been updated to v2.11.0-b775a05.
## [1.5.3] - 2023-07-19
This is a hotfix release mostly addressing Android Bluetooth performance issues.
### Fixed
- Minor changelog fixes.
### Changed
- SenseGlove libraries have been updated to v2.10.1-3b0e7c9.
## [1.5.2] - 2023-07-19
This is a hotfix release mostly addressing Android-related issues.
### Fixed
- Fix a build issue with Android shipping builds due to sgconnect.jar not getting copied automatically in the AFSProject which is compiled for shipping builds when AndroidFileServer (AFS) is enabled.
- Minor changelog fixes and some source code formatting fixes.
## [1.5.1] - 2023-07-13
This is a hotfix release addressing a few critical issues introduced by the recent changes.
### Fixed
- Fix a wrist tracker bug where left and right hands' wrist trackers are mistakenly tracking the opposite hand's motion source.
- Fix a bug where the right hand is not able to do grab or release.
## [1.5.0] - 2023-06-16
This release breaks ABI/API compatibility with the previous versions in some areas as documented below.
### Added
- Added HTC VIVE Focus 3 positional tracking hardware enum.
- Added support for the Meta Quest Pro, HTC VIVE, and HTC VIVE Focus 3 positional tracking hardware.
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the SGPawn.
### Fixed
- Fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked.
### Changed
- Fully refactored the top-level configurations in the settings system into USTRUCTs.
- SenseGlove libraries have been updated to v2.10.0-12133ac.
### Removed
- Dropped support for the Epic Native Toolchain v19, MSVC v141 (Visual Studio 2017), and thus Unreal Engine 4.27 as it has been marked as deprecated since v1.4.x.
- Removed any kind of support for Oculus Touch (Oculus Rift S and Oculus Quest 1) positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 2 positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 3 positional tracking hardware, thus the enum as well.
## [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.
### Added
- Added support for MSVC 2017
### Changed
- Updated SenseGlove libraries (SGCore/SGConnect) to v2.0.4.
## [1.0.3] - 2022-11-29
This is a minor release focusing on adherence to the Unreal Engine Marketplace Guidelines based on the feedback from Epic Games.
### Changed
- Adjust Config/FilterPlugin.ini in order to conform to Epic's Market Place Guidelines.
## [1.0.2] - 2022-11-27
This is a minor release focusing on adherence to the Unreal Engine Marketplace Guidelines based on the feedback from Epic Games.
### Added
- Added the newly acquired Unreal Engine Market Place Offer ID to the .uplugin file.
- 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.
### Fixed
- Fix the readme typos and errors.
- Minor fixes in the changelog for previous releases.
## [1.0.1] - 2022-11-25
### Changed
- Exposed 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.
- Cleaned up the redundant headers/modules dependencies from SGCore headers.
### Fixed
- Fix RunUAT build issues prior to Epic Store submission.
## [1.0.0] - 2022-11-24
### Added
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
-3
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@@ -1,6 +1,3 @@
[FilterPlugin] [FilterPlugin]
/CHANGELOG.md /CHANGELOG.md
/Config/FilterPlugin.ini /Config/FilterPlugin.ini
/LICENSE.md
/LICENSE-THIRD-PARTY.md
/README.md
+47 -3
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@@ -2,6 +2,39 @@
Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please. Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please.
### SenseGlove SDK
```
SENSEGLOVE SDK LICENSE
Purchase of the Product does not entitle you to ownership or a license to any
software generated by SenseGlove for use with the Product (the “Software”).
To the extent that SenseGlove, in its sole discretion, grants you access to any
such Software, the Software is licensed by us or by the relevant licensor/owner
subject to the relevant end-user license agreement or other license terms
included with the Product and/or on the SenseGlove Websites including the Github
page of SenseGlove (the “License Terms“).
Specifically, SenseGlove shall have sole discretion to determine and change the
availability, nature, features, content, versioning of any Software that it
makes available to you, for download through the the Github page of SenseGlove
or otherwise (including the SenseGlove software developer kit (“SDK”)).
Purchase of a Product does not entitle you to access to any specific features,
content or version of the SDK, including and especially versions of the SDK that
have not yet been made available to the public. SenseGlove will have no
obligation to provide any updates or upgrades to any Software it makes available
to you, but in the event that it does, such updates, upgrades and any
documentation will be subject to the License Terms available at
https://www.senseglove.com/solutions/.
Except to the extent expressly provided by us in writing or under the License
Terms, the Software is provided “AS IS” without any warranties, terms or
conditions as to quality, fitness for purpose, non-infringement, performance or
correspondence with description and we do not offer any warranties or guarantees
in relation to the Software installation, configuration or error/defect
correction.
```
## Boost C++ Libraries License ## Boost C++ Libraries License
``` ```
@@ -35,9 +68,20 @@ DEALINGS IN THE SOFTWARE.
``` ```
Copyright (c) 2012 William Woodall, John Harrison Copyright (c) 2012 William Woodall, John Harrison
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: 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 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. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
``` ```
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@@ -5,7 +5,7 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the MIT
``` ```
MIT License 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 Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
+105 -41
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@@ -1,44 +1,44 @@
# The SenseGlove Unreal Engine Plugin # The SenseGlove Unreal Engine Plugin
## ⚠️ DISCLAIMER: Experimental Release
This is an initial experimental release for public evaluation and may not be considered *production ready*, yet. This repository is under active development and there might be known or unknown bugs lurking around. Use it at your own risk.
## How to Download ## How to Download
This repository relies on Git LFS for storing binary blobs (e.g. third-party libraries). Sadly, there is a known issue with Microsoft Azure public LFS repositories that requires credential for LFS checkouts on https (LFS ssh checkouts are not supported at all). Unless, you are part of SenseGlove organization on Microsoft Azure there is no easy way to fully clone this repository using Git. Thus, the best way to download this repository is to use the 'kebab' (three vertical dots) menu next to the clone button, in order to download the whole repository including LFS objects as a unified zip file. This repository relies on Git LFS for storing binary blobs (e.g. third-party libraries). Sadly, there is a known issue with Microsoft Azure public LFS repositories that requires credential for LFS checkouts on https (LFS ssh checkouts are not supported at all). Unless, you are part of SenseGlove organization on Microsoft Azure there is no easy way to fully clone this repository using Git. Thus, the best way to download this repository is to use the 'kebab' (three vertical dots) menu next to the clone button, in order to download the whole repository including LFS objects as a unified zip file.
## Platform Support Matrix ## Platform Support Matrix
| | **Windows<br>(MSVC 2019)** | **Windows<br>(MSVC 2022)** | **Linux<br>(Native Toolchain)** | **macOS** | **Oculus Mobile<br>(Android NDK r21b)** | | | **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** | | | | ❌ | ❌ | | **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ || ⚠️ v1.0.4 |
| **4.23** | | | | ❌ | ❌ | | **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ || ⚠️ v1.0.4 |
| **4.24** | | | | ❌ | ❌ | | **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ || ⚠️ v1.0.4 |
| **4.25** | | | | | | | **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | ⚠️ v1.0.4 |
| **4.26** | | | | | | | **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | ⚠️ v1.0.4 |
| **4.27** | ✅ | ✅ | | | | | **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** | | ✅ | ✅ | | | | **5.0** | ❌ | ✅ v1.6.x | ✅ v1.6.x | v1.6.x | ✅ v1.6.x | ✅ v1.6.x (r21e) | ✅ v1.6.1 | ✅ v1.6.1 |
| **5.1** | | ✅ | ✅ | | | | **5.1** | ❌ | ✅ v1.6.x | ✅ v1.6.x | v1.6.x | ✅ v1.6.x | ✅ v1.6.x (r25b) | ✅ v1.6.1 | ✅ v1.6.1 |
| **5.2** | ❌ | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x (r25b) | ✅ v1.6.1 | ✅ v1.6.1 |
* <code>✅</code> Supported * <code>✅</code> Supported
* <code></code> Not Supported * <code>⚠️</code> Not supported by the latest release and might be lacking features
* <code></code> Unknown or Untested * <code></code> Not supported at all
* <code>❓</code> Unknown or untested
Remarks: 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. * 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. * 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. * Oculus support is only provided through the recommended Android NDK versions 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. * 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. * 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.
## Documentation ## Changelog
We maintain [a detailed changelog for this project](CHANGELOG.md) as well. Please consult the changelog before upgrading to any newer release. We maintain [a detailed changelog for this project](CHANGELOG.md) as well. Please consult the changelog before upgrading to any newer release.
## Documentation ## Documentation
The Blueprints documentation will be coming soon. [The Blueprints documentation is hosted on SenseGlove Docs](https://senseglove.gitlab.io/unreal-blueprint-docs/).
For the C++ documentation, since this plugin builds on top of [SGConnect](https://senseglove.gitlab.io/SenseGloveDocs/native/core-api-intro.html#sgconnect) and [SGCoreCpp](https://senseglove.gitlab.io/SenseGloveDocs/native/core-api-intro.html#sgcorecpp) third-party C++ libraries, please refer to [the upstream documentation](https://senseglove.gitlab.io/SenseGloveDocs/native/cpp-reference.html). For the C++ documentation, since this plugin builds on top of [SGConnect](https://senseglove.gitlab.io/SenseGloveDocs/native/core-api-intro.html#sgconnect) and [SGCoreCpp](https://senseglove.gitlab.io/SenseGloveDocs/native/core-api-intro.html#sgcorecpp) third-party C++ libraries, please refer to [the upstream documentation](https://senseglove.gitlab.io/SenseGloveDocs/native/cpp-reference.html).
@@ -55,7 +55,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Directory Structure ## Directory Structure
``` ```
Source /
├── Config ├── Config
@@ -65,33 +65,43 @@ Source
├── SenseGlove (the UE-specific high-level API) ├── SenseGlove (the UE-specific high-level API)
├── SenseGloveBuildHacks (uses Excepttions and RTTI, internally used for compiler-specific build hacks) ├── SenseGloveAndroid (the Android-specific module)
├── SenseGloveConnect (exposes part of the SGConnect low-level API to C++ and Blueprints) ├── SenseGloveBuildHacks (uses Exceptions and RTTI, internally used for compiler-specific build hacks)
├── SenseGloveConnectImpl (uses Excepttions and RTTI, intended for internal use only) ├── SenseGloveConnect (exposes part of the SGConnect low-level API to C++)
├── SenseGloveConnectImpl (uses Exceptions and RTTI, intended for internal use only)
├── SenseGloveConnectKismet (SGConnect functionality exposed to Blueprints) ├── SenseGloveConnectKismet (SGConnect functionality exposed to Blueprints)
├── SenseGloveCore (exposes part of the SGCoreCpp low-level API to C++ and Blueprints) ├── SenseGloveCore (exposes part of the SGCoreCpp low-level API to C++)
├── SenseGloveCoreImpl (uses Excepttions and RTTI, intended for internal use only) ├── SenseGloveCoreImpl (uses Exceptions and RTTI, intended for internal use only)
├── SenseGloveCoreKismet (SGCoreCpp functionality exposed to Blueprints) ├── SenseGloveCoreKismet (SGCoreCpp functionality exposed to Blueprints)
├── SenseGloveDebug (a utility debug module)
├── SenseGloveEditor (the Editor module) ├── SenseGloveEditor (the Editor module)
├── SenseGloveInterop (internally used for interoperability between RTTI disabled/enabled modules) ├── 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) ├── 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) ├── SenseGloveUtils (the internal utility module)
└── ThirdParty (3rd-party dependencies) └── ThirdParty (3rd-party dependencies)
├── android (.jar file Java libraries for Android)
├── include (header files) ├── include (header files)
│ │ │ │
@@ -107,45 +117,99 @@ Source
└── lib (platform-specific pre-built binary dependencies) └── lib (platform-specific pre-built binary dependencies)
├── linux ├── android
│ │ │ │
│ ├── v13 (UE 4.22 Linux dependencies) │ ├── 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 │ │ ├── debug
│ │ │ │ │ │
│ │ └── release │ │ └── release
│ │ │ │
── v15 (UE 4.23 and 4.24 Linux dependencies) ── r25b (Android NDK r21b dependencies for UE 5.1)
│ │
│ ├── arm64 (64-bit ARM variant of Android)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── debug
│ │ │ │ │ │
│ │ └── release │ │ └── release
│ │ │ │
├── v16 (UE 4.25 Linux dependencies) ├── armv7 (32-bit ARM variant of Android)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── debug
│ │ │ │ │ │
│ │ └── release │ │ └── release
│ │ │ │
├── v17 (UE 4.26 Linux dependencies) ├── x64 (64-bit x86-64 variant of Android)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── debug
│ │ │ │ │ │
│ │ └── release │ │ └── release
│ │ │ │
├── v19 (UE 4.27 Linux dependencies) └── x86 (32-bit x86 variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── v20 (UE 5.0 Linux dependencies)
│ │ │ │
│ ├── debug │ ├── debug
│ │ │ │
│ └── release │ └── release
├── oculus ├── linux
│ │
│ ├── 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)
│ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── v22 (UE 5.3 Linux dependencies)
│ │
│ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │ │
│ ├── debug │ ├── debug
│ │ │ │
+90 -17
View File
@@ -1,20 +1,22 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"Version": 1, "Version": 1,
"VersionName": "1.0.0", "VersionName": "1.6.1",
"FriendlyName": "SenseGlove", "FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine", "Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality", "Category": "Virtual Reality",
"CreatedBy": "SenseGlove", "CreatedBy": "SenseGlove",
"CreatedByURL": "https://www.senseglove.com/", "CreatedByURL": "https://www.senseglove.com/",
"DocsURL": "", "DocsURL": "https://senseglove.gitlab.io/unreal-blueprint-docs/",
"MarketplaceURL": "", "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e",
"SupportURL": "https://www.senseglove.com/support/", "SupportURL": "https://www.senseglove.com/support/",
"EngineVersion": "5.0.0",
"CanContainContent": true, "CanContainContent": true,
"IsBetaVersion": false, "IsBetaVersion": false,
"IsExperimentalVersion": false, "IsExperimentalVersion": false,
"Installed": false, "Installed": false,
"SupportedTargetPlatforms": [ "SupportedTargetPlatforms": [
"Android",
"Linux", "Linux",
"Win64" "Win64"
], ],
@@ -24,124 +26,195 @@
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "Default",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveAndroid",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveBuildHacks", "Name": "SenseGloveBuildHacks",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveConnect", "Name": "SenseGloveConnect",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveConnectImpl", "Name": "SenseGloveConnectImpl",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveConnectKismet", "Name": "SenseGloveConnectKismet",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveCore", "Name": "SenseGloveCore",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveCoreImpl", "Name": "SenseGloveCoreImpl",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveCoreKismet", "Name": "SenseGloveCoreKismet",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveDebug",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveEditor", "Name": "SenseGloveEditor",
"Type": "Runtime", "Type": "Editor",
"LoadingPhase": "Default", "LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveInterop", "Name": "SenseGloveInterop",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveKismet", "Name": "SenseGloveKismet",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveLog", "Name": "SenseGloveLog",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveSettings",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveSettingsKismet",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveTypes", "Name": "SenseGloveTypes",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveUtils", "Name": "SenseGloveUtils",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "Default", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
} }
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -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/Animation/SGVirtualHandAnimInstance.h"
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 +1,792 @@
/**
* @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;
FORCEINLINE void SetVisibility(const bool bInVisible) const
{
Owner->SetVisibility(bInVisible, true);
}
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;
bHiddenInGameIfNoGloveDetected = false;
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")};
DebugVirtualHandSettings = FSGDebugVirtualHandSettings{
false,
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::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 +1,468 @@
/**
* @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 UpdateMotionSource() 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);
bOverridePluginWristTrackingSettings = false;
WristTrackingSettings = FSGWristTrackingSettings(
ESGPositionalTrackingHardware::None,
FVector::ZeroVector,
FVector::ZeroVector,
FRotator::ZeroRotator,
FRotator::ZeroRotator,
EControllerHand::Left,
EControllerHand::Right,
false,
FSGDebugGizmoSettings(
4.0f, 1.0f,
FColor(255, 0, 0, 255),
FColor(0, 255, 0, 255),
FColor(0, 0, 255, 255),
false, 1.1f, 0
)
);
bRight = true;
bBackendInitialized = false;
Glove = nullptr;
WristLocation = FVector::ZeroVector;
WristRotation = FRotator::ZeroRotator;
}
void USGWristTrackerComponent::SetRight(const bool bInRight)
{
bRight = bInRight;
Pimpl->UpdateMotionSource();
}
const FSGWristTrackingSettings& USGWristTrackerComponent::GetWristTrackingSettings() const
{
if (OverridesPluginWristTrackingSettings())
{
return WristTrackingSettings;
}
const USGSettings* Settings{USGSettings::GetInstance()};
if (!ensureAlwaysMsgf(Settings, TEXT("The settings subsystem has not been initialized!")))
{
return WristTrackingSettings;
}
return Settings->GetWristTrackingSettings();
}
void USGWristTrackerComponent::SetWristTrackingSettings(const FSGWristTrackingSettings& InWristTrackingSettings)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT( "Setting WristTrackingSettings is only permitted when bOverridePluginWristTrackingSettings is enabled!"));
WristTrackingSettings = InWristTrackingSettings;
}
#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();
}
Pimpl->UpdateMotionSource();
}
void USGWristTrackerComponent::UninitializeComponent()
{
Super::UninitializeComponent();
(void) Pimpl->UninitializeBackend();
}
void USGWristTrackerComponent::BeginPlay()
{
Super::BeginPlay();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
Pimpl->UpdateMotionSource();
}
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 (!!WristTrackingSettings.bDrawWristTrackerDebugGizmo)
{
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::UpdateMotionSource() const
{
if (GEngine)
{
Owner->SetTrackingSource(Owner->IsRight()
? Owner->GetWristTrackingSettings().RightHandMotionSource
: Owner->GetWristTrackingSettings().LeftHandMotionSource);
}
}
void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
{
ensureAlwaysMsgf(Owner->Glove, TEXT("Invalid Glove!"));
FVector TrackerLocation{Owner->GetComponentLocation()};
FRotator TrackerRotation{Owner->GetComponentRotation()};
ESGPositionalTrackingHardware TrackerHardware = Owner->GetWristTrackingSettings().TrackingHardware;
if (TrackerHardware == ESGPositionalTrackingHardware::None)
{
TrackerHardware = ESGPositionalTrackingHardware::Custom;
}
else if (TrackerHardware == ESGPositionalTrackingHardware::Custom)
{
if (Owner->IsRight())
{
TrackerLocation += Owner->GetWristTrackingSettings().TrackingHardwareLocationOffsetRightHand;
TrackerRotation += Owner->GetWristTrackingSettings().TrackingHardwareRotationOffsetRightHand;
}
else
{
TrackerLocation += Owner->GetWristTrackingSettings().TrackingHardwareLocationOffsetLeftHand;
TrackerRotation += Owner->GetWristTrackingSettings().TrackingHardwareRotationOffsetLeftHand;
}
}
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->GetWristTrackingSettings().WristTrackerDebugGizmoSettings};
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, FVector::Zero(), {}, 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 +1,68 @@
/**
* @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),
PreviousHandLocation(FVector::Zero()),
HandVelocityHistory{},
ActorThumbCanGrab(nullptr),
ActorIndexCanGrab(nullptr),
ActorMiddleCanGrab(nullptr),
GrabbedActor(nullptr)
{
}
FSGGrabState::FSGGrabState(USGVirtualHandComponent* InHand,
const FVector& InPreviousHandLocation,
const TArray<FVector>& InHandVelocityHistory,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor)
: Hand(InHand),
PreviousHandLocation(InPreviousHandLocation),
HandVelocityHistory(InHandVelocityHistory),
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) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * 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 +1,331 @@
/**
* @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", meta=(AllowPrivateAccess="false"))
uint8 bHiddenInGameIfNoGloveDetected : 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"))
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 const FName& GetMiddleFingertipTouchSocketName() const
{
return MiddleFingertipTouchSocketName;
}
FORCEINLINE void SetMiddleFingertipTouchSocketName(const FName& SocketName)
{
MiddleFingertipTouchSocketName = SocketName;
}
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& 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 const FSGDebugVirtualHandSettings& GetDebugVirtualHandSettings() const
{
return DebugVirtualHandSettings;
}
FORCEINLINE FSGDebugVirtualHandSettings& GetDebugVirtualHandSettings()
{
return DebugVirtualHandSettings;
}
FORCEINLINE void SetDebugVirtualHandSettings(const FSGDebugVirtualHandSettings& InDebugVirtualHandSettings)
{
DebugVirtualHandSettings = InDebugVirtualHandSettings;
}
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 +1,183 @@
/**
* @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/SGWristTrackingSettings.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(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bRight : 1;
/**
* Determines whether to override the plugin's wrist tracking settings or not.
*/
UPROPERTY(EditAnywhere, Category = "SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bOverridePluginWristTrackingSettings : 1;
/**
* Overrides the plugin's wrist tracking settings.
*/
UPROPERTY(EditAnywhere, Category = "SenseGlove",
meta=(AllowPrivateAccess="false", EditCondition="bOverridePluginWristTrackingSettings", EditConditionHides))
FSGWristTrackingSettings WristTrackingSettings;
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient)
USGHapticGlove* Glove;
UPROPERTY(Transient)
FVector WristLocation;
UPROPERTY(Transient)
FRotator WristRotation;
public:
FORCEINLINE bool IsLeft() const
{
return !IsRight();
}
FORCEINLINE bool IsRight() const
{
return !!bRight;
}
void SetRight(const bool bInRight);
FORCEINLINE bool OverridesPluginWristTrackingSettings() const
{
return !!bOverridePluginWristTrackingSettings;
}
FORCEINLINE void OverridePluginWristTrackingSettings(const bool bInOverridePluginWristTrackingSettings)
{
bOverridePluginWristTrackingSettings = bInOverridePluginWristTrackingSettings;
}
const FSGWristTrackingSettings& GetWristTrackingSettings() const;
void SetWristTrackingSettings(const FSGWristTrackingSettings& InWristTrackingSettings);
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 +1,682 @@
/**
* @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 "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(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandLeft;
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(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandRight;
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;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
int32 MaxNumberOfHandVelocitySamples;
private:
UPROPERTY(Transient)
FSGGrabState LeftHandGrabState;
UPROPERTY(Transient)
FSGTouchState LeftHandTouchState;
UPROPERTY(Transient)
FSGGrabState RightHandGrabState;
UPROPERTY(Transient)
FSGTouchState RightHandTouchState;
UPROPERTY(Transient)
TArray<const AActor*> LeftHandOverlappedActors;
UPROPERTY(Transient)
TArray<const AActor*> RightHandOverlappedActors;
public:
FORCEINLINE UCameraComponent* GetCamera() const
{
return Camera;
}
FORCEINLINE USGWristTrackerComponent* GetWristTrackerLeft() const
{
return WristTrackerLeft;
}
FORCEINLINE USGVirtualHandComponent* GetHandLeft() const
{
return HandLeft;
}
FORCEINLINE USGVirtualHandComponent* GetRealHandLeft() const
{
return RealHandLeft;
}
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 USGVirtualHandComponent* GetRealHandRight() const
{
return RealHandRight;
}
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;
}
FORCEINLINE int32 GetMaxNumberOfHandVelocitySamples() const
{
return MaxNumberOfHandVelocitySamples;
}
FORCEINLINE void SetMaxNumberOfHandVelocitySamples(const int32 InMaxNumberOfHandVelocitySamples)
{
MaxNumberOfHandVelocitySamples = InMaxNumberOfHandVelocitySamples;
}
public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaSeconds) override;
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
protected:
UFUNCTION()
virtual void OnRealLeftHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealLeftHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRealRightHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealRightHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
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 == HandRight ? CanRightHandGrab(Actor) : CanLeftHandGrab(Actor);
}
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? IsRightHandGrabbing(Actor) : IsLeftHandGrabbing(Actor);
}
bool IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const;
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand) const
{
return Hand == HandRight ? IsRightHandGrabbing() : IsLeftHandGrabbing();
}
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 == HandRight ? ReleaseRight() : ReleaseLeft();
}
};
@@ -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));
}
};
@@ -0,0 +1,86 @@
/**
* @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 "Math/Vector.h"
#include "UObject/ObjectMacros.h"
#include "SGGrabState.generated.h"
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")
FVector PreviousHandLocation;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
TArray<FVector> HandVelocityHistory;
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,
const FVector& InPreviousHandLocation,
const TArray<FVector>& InHandVelocityHistory,
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);
};
+6 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -52,11 +52,16 @@ public class SenseGlove : ModuleRules
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
{ {
"AnimGraphRuntime",
"CoreUObject", "CoreUObject",
"Engine", "Engine",
"HeadMountedDisplay",
"InputCore",
"SenseGloveConnect", "SenseGloveConnect",
"SenseGloveCore", "SenseGloveCore",
"SenseGloveDebug",
"SenseGloveLog", "SenseGloveLog",
"SenseGloveSettings",
"SenseGloveTypes", "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)
@@ -0,0 +1,38 @@
/**
* @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 "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
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -35,34 +35,15 @@
#pragma once #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" #include "UObject/ObjectMacros.h"
class SENSEGLOVEUTILS_API SGEnumUtils #include "SGConnectJNI.generated.h"
{
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();
}
template <typename E> USTRUCT()
static FORCEINLINE E NameToValue(const FString& Enum, const FString& Name) struct SENSEGLOVEANDROID_API FSGConnectJNI
{ {
UEnum* EnumPtr = FindObject<UEnum>(ANY_PACKAGE, *Enum, true); GENERATED_BODY()
if (!ensureAlwaysMsgf(EnumPtr, TEXT("No such enum exists!"))) {
return StaticCast<E>(0); public:
} static int32 Initialize();
return StaticCast<E>(EnumPtr->GetValueByName(FName(*Name)));
}
}; };
@@ -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 +1,154 @@
<?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>
<setBoolFromProperty result="bCreateAFSProject" ini="Engine" section="/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings" property="bEnablePlugin" default="true"/>
</init>
<resourceCopies>
<copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/app/libs/sgconnect.jar" />
</resourceCopies>
<gradleCopies>
<if condition="bCreateAFSProject">
<true>
<!-- Also copy into AFSProject -->
<!--
We have a dependency in the buildGradleAdditions which
isn't in the AFSProject which is compiled for shipping
builds when AndroidFileServer (AFS) is enabled. To keep
the size of the AFS APK small it doesn't automatically
copy all the libs over.
-->
<copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/AFSProject/app/libs/sgconnect.jar" />
</true>
</if>
</gradleCopies>
<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) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * 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) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * 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) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (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 * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal

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