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342 Commits
Author SHA1 Message Date
Mamadou Babaei 21b2e3371e bump the plugin version to v1.4.3 2023-06-01 23:30:53 +02:00
Mamadou Babaei 9eb818e867 update the changelog 2023-06-01 23:30:53 +02:00
Mamadou Babaei fee9657be4 fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:30:52 +02:00
Mamadou Babaei c276a6ef40 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:30:52 +02:00
Mamadou Babaei 698653c786 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:30:51 +02:00
Mamadou Babaei 4688c0690c bump the plugin version to v1.4.2 2023-06-01 21:46:06 +02:00
Mamadou Babaei ca07b6c6a9 update the changelog 2023-06-01 21:46:06 +02:00
Mamadou Babaei f1d0d77a13 fix the changelog typos and errors 2023-06-01 21:46:05 +02:00
Mamadou Babaei 3fd2421446 minor grammatical fix 2023-06-01 21:46:05 +02:00
Mamadou Babaei 738e1af1f9 update the changelog with unreleased changes 2023-06-01 21:46:04 +02:00
Mamadou Babaei d7c835ce79 fix an edit condition parsing failure that caused a bug in the settings
system where the virtual hand and the wrist tracker debug gizmos where
always drawn, regardless of chosen settings
2023-06-01 21:46:04 +02:00
Mamadou Babaei a245094c81 fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:46:04 +02:00
Mamadou Babaei dc1c3c7f7f fix typos in the changelog 2023-06-01 21:46:03 +02:00
Mamadou Babaei 1e78c68f1f fix a typo in the changelog 2023-06-01 21:46:03 +02:00
Mamadou Babaei 943f8c59b3 fix the changelog 2023-06-01 21:46:02 +02:00
Mamadou Babaei 4e9c141282 fix a typo in the changelog 2023-06-01 21:46:02 +02:00
Mamadou Babaei 4b1caccd10 minor fix in the changelog 2023-06-01 21:46:01 +02:00
Mamadou Babaei 1cc4dab31f bump the plugin version v1.4.1 2023-05-29 02:09:44 +02:00
Mamadou Babaei 76e39c26b6 log unreleased changes 2023-05-29 02:09:43 +02:00
Mamadou Babaei 66b8c5e254 remove dead gradle code from the android module 2023-05-29 02:09:43 +02:00
Mamadou Babaei d1583f97fe supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:09:42 +02:00
Mamadou Babaei 5d2abd62b9 bump the plugin version to v1.4.0 2023-05-19 19:02:10 +02:00
Mamadou Babaei a66185061f supress the build warning for ue 4.27 complaining about unknown target platform linux arm64 2023-05-19 18:44:30 +02:00
Mamadou Babaei 6fb1ccaee5 fix linux aarch64 build issues on ue 5.0 2023-05-19 18:36:15 +02:00
Mamadou Babaei c491c79e27 remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:36:15 +02:00
Mamadou Babaei 55e9a67592 implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:12:14 +02:00
Mamadou Babaei 9519d5e49b temporarily disable the debug gizmo for the virtual hand and the wrist tracker due to an esoteric bug in the settings system 2023-05-19 18:12:14 +02:00
Mamadou Babaei eaa5fbb1df remove commented code 2023-05-19 18:12:13 +02:00
Mamadou Babaei 50a0a81a0b increase the default finger tips collider sizes 2023-05-19 18:12:13 +02:00
Mamadou Babaei 818f926137 get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:12:12 +02:00
Mamadou Babaei 4453c2b61f fix a potential crash 2023-05-19 18:12:12 +02:00
Mamadou Babaei fc9a1fc0d7 stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:12:11 +02:00
Mamadou Babaei 955e5fee9b set the default attachment rotation rule to keep relative 2023-05-19 18:12:11 +02:00
Mamadou Babaei b33125dbbd set the default attachment scale rule to snap to target 2023-05-19 18:12:11 +02:00
Mamadou Babaei 8976e4c04d do not affect collision when grab/release 2023-05-19 18:12:10 +02:00
Mamadou Babaei fb7f42ed09 refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:12:10 +02:00
Mamadou Babaei 93f24493d6 refactor the grab/touch logic and data structure and also cache the component ready to be grabbed in order to affect its physics state 2023-05-19 18:12:09 +02:00
Mamadou Babaei 0ac79a81a1 try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:12:09 +02:00
Mamadou Babaei 1363e292cc add grab sucess/fail checks with error messages 2023-05-19 18:12:08 +02:00
Mamadou Babaei 2fbfbd3067 add ensure checks on the grab socket name 2023-05-19 18:12:08 +02:00
Mamadou Babaei 02a88d2977 move socket name to a temp var for easier debugging 2023-05-19 18:12:08 +02:00
Mamadou Babaei 8f50017365 move attachment rules to a temp var for easier debugging 2023-05-19 18:12:07 +02:00
Mamadou Babaei b03d8970ab fix a release-detection logic error 2023-05-19 18:12:07 +02:00
Mamadou Babaei 4cc2f8a110 clean up and simplify the touch callback lambda 2023-05-19 18:12:06 +02:00
Mamadou Babaei 98db0e32a5 update the changelog 2023-05-19 18:12:06 +02:00
Mamadou Babaei 1159fc845a force off haptic commands when collision ends 2023-05-19 18:12:05 +02:00
Mamadou Babaei 3185d7a6f2 only send force-feedback and buzz commands when they are not zero 2023-05-19 18:12:05 +02:00
Mamadou Babaei de19604e19 update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:12:05 +02:00
Mamadou Babaei 5fb888346f add a note about abi/api breaking changes 2023-05-19 18:12:04 +02:00
Mamadou Babaei 349b25988c bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:12:03 +02:00
Mamadou Babaei dd7d9e044d removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:12:03 +02:00
Mamadou Babaei 7c07a1e709 try to fix various build issues with the senseglove core types module 2023-05-19 18:12:02 +02:00
Mamadou Babaei b11a169b64 fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:12:02 +02:00
Mamadou Babaei 4eb69ea798 whitelist all modules for linuxarm64 target platform 2023-05-19 18:12:01 +02:00
Mamadou Babaei 8896d77b32 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:12:01 +02:00
Mamadou Babaei 8f9724b726 fix a build error where engine versions are < 5.2 2023-05-19 18:12:00 +02:00
Mamadou Babaei 56131693f0 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:11:59 +02:00
Mamadou Babaei 22af36b9ad fix a circular dependency build issue 2023-05-19 18:11:58 +02:00
Mamadou Babaei 472c014a5e add a missing dependency that causes packaging issues 2023-05-19 18:11:58 +02:00
Mamadou Babaei d6b821903a capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:11:57 +02:00
Mamadou Babaei 26f9305364 fix a crash due to uninitialized pimpl object 2023-05-19 18:11:57 +02:00
Mamadou Babaei b2a09ca7b8 fix lambda crashes and ensure logic bugs 2023-05-19 18:11:56 +02:00
Mamadou Babaei 77092ce04c complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:11:56 +02:00
Mamadou Babaei b93ca620b5 add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:11:55 +02:00
Mamadou Babaei 732894fbe2 expose the connected glove in the virtual hand's api 2023-05-19 18:11:55 +02:00
Mamadou Babaei 2ddfaecc0d add static get component methods for quickly accessing grab/touch components 2023-05-19 18:11:55 +02:00
Mamadou Babaei 912b9e0d39 remove the variable names from the grab/touch signatures 2023-05-19 18:11:54 +02:00
Mamadou Babaei ddb368440c add the grab/touch state update events 2023-05-19 18:11:54 +02:00
Mamadou Babaei 579cf55dc4 update the changelog 2023-05-19 18:11:53 +02:00
Mamadou Babaei ccd2ac2ad9 fix a crash by removing wrong delegate binds 2023-05-19 18:11:53 +02:00
Mamadou Babaei 897394fbf2 add a buzz timeout uproperty 2023-05-19 18:11:52 +02:00
Mamadou Babaei 0849a64a55 merge all properties inside the grab component into one group 2023-05-19 18:11:52 +02:00
Mamadou Babaei aca8c4c534 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:11:52 +02:00
Mamadou Babaei 90b5a886df Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:11:51 +02:00
Mamadou Babaei 1e0501966f move force-feedback properties from the touch component to the grab component 2023-05-19 18:11:51 +02:00
Mamadou Babaei 18ec23251c cache which finger can grab or touch objects 2023-05-19 18:11:50 +02:00
Mamadou Babaei c9ef501868 set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:11:50 +02:00
Mamadou Babaei 4dad555486 add the api for getting/setting touch properties 2023-05-19 18:11:49 +02:00
Mamadou Babaei 7a83ad5877 add the api for getting/setting grab properties 2023-05-19 18:11:49 +02:00
Mamadou Babaei 708d35fd59 add a grab socket uproperty, getters, and setters 2023-05-19 18:11:49 +02:00
Mamadou Babaei d6e53d45bd whitespace fix 2023-05-19 18:11:48 +02:00
Mamadou Babaei a4176fbca7 differentiate the default grab/touch socket names 2023-05-19 18:11:48 +02:00
Mamadou Babaei ea29e1020e integrate the touch component and colliders and rename the grab ones 2023-05-19 18:11:47 +02:00
Mamadou Babaei 5a697e567e add a touch component intended to be used for force-feedback 2023-05-19 18:11:47 +02:00
Mamadou Babaei 9a40ee4fcd add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 18:11:46 +02:00
Mamadou Babaei 8e945ecb2a document the unreleased changes 2023-05-19 18:11:46 +02:00
Mamadou Babaei c43efc6f59 fix blueprint signatures and make all bp exposed functions static 2023-05-19 18:11:46 +02:00
Mamadou Babaei 031abc5845 formatting fix 2023-05-19 18:11:45 +02:00
Mamadou Babaei 1980a8da54 document a missing changelog item 2023-05-19 18:11:45 +02:00
Mamadou Babaei b2cd582813 Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 18:11:44 +02:00
Mamadou Babaei 5e787278dd bump the plugin version to v1.3.1 2023-04-28 02:13:19 +02:00
Mamadou Babaei 66efa0b0de temporarily revert changes that are not part of the v1.3.1 release 2023-04-28 02:13:19 +02:00
Mamadou Babaei 43c41dbdcb fix runuat rocket build issues by adding the missing headers 2023-04-28 02:13:19 +02:00
Mamadou Babaei 4000682362 document the senseglove debug module 2023-04-28 02:13:18 +02:00
Mamadou Babaei 89d1288ec2 document unreleased changes 2023-04-28 02:13:18 +02:00
Mamadou Babaei 0a505e3211 Revert "temporarily revert changes that are not part of the v1.3.0 release"
This reverts commit 6a0f2a00a1.
2023-04-28 02:13:17 +02:00
Mamadou Babaei 9dd6b8c096 bump the plugin version to v1.3.0 2023-04-28 01:21:22 +02:00
Mamadou Babaei 14c026e1ff temporarily revert changes that are not part of the v1.3.0 release 2023-04-28 01:21:22 +02:00
Mamadou Babaei 3adbe0f0ee bump senseglove libraries for linux and android to v2.6.0-aac3d56 2023-04-28 01:21:21 +02:00
Mamadou Babaei fb3704f25d bump the senseglove libraries for windows/msvc to v2.6.0-aac3d56 2023-04-28 01:21:20 +02:00
Mamadou Babaei 8e63d9987e document recent changes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 1edd20004c document the senseglove libraries bump in the changelog 2023-04-28 01:21:20 +02:00
Mamadou Babaei 71b0334a60 adjust senseglove/unreal coordinate system conversions according to changes in the recent sgcore release 2023-04-28 01:21:20 +02:00
Mamadou Babaei 2014f3a035 fix a gramatical error 2023-04-28 01:21:20 +02:00
Mamadou Babaei 42e210af45 add a debug virtual hand and some other fixes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 7b233c6476 fix the hand right hand offset 2023-04-28 01:21:20 +02:00
Mamadou Babaei 93f4f47afe remove redundant headers 2023-04-28 01:21:20 +02:00
Mamadou Babaei 52fc61df7f fix debug gizmo default colors 2023-04-28 01:21:20 +02:00
Mamadou Babaei d027f8564b refactor the debug gizmo draw method 2023-04-28 01:21:20 +02:00
Mamadou Babaei 61e2f6a6ba update the changelog with unreleased changes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 6e49d38907 refactor the wrist tracker's debug gzmo settings into a ustruct in order to be re-used 2023-04-28 01:21:20 +02:00
Mamadou Babaei 890378a0df fix gizmo drawing issue happens due to a null world object 2023-04-28 01:21:20 +02:00
Mamadou Babaei fb2503a8db add a new generic senseglove debug module 2023-04-28 01:21:20 +02:00
Mamadou Babaei 5b1dd49da2 add the base implementation for the senseglove grab component 2023-04-28 01:21:20 +02:00
Mamadou Babaei 3c49dcf658 increase the default DebugWristTrackerGizmoLength value in the plugin's settings 2023-04-28 01:21:20 +02:00
Mamadou Babaei 2d2cef372d increase the default DebugWristTrackerGizmoLength value on the wrist tracker 2023-04-28 01:21:20 +02:00
Mamadou Babaei 56afd24b4b document unreleased changes 2023-04-28 01:21:19 +02:00
Mamadou Babaei a2465e017b fix the wrong hand offset calculations 2023-04-28 01:21:19 +02:00
Mamadou Babaei cfef8fa303 fix the wrong tracker origin calculations 2023-04-28 01:21:19 +02:00
Mamadou Babaei e788117eaf fix the platform support matrix for unreal versions >= 5.0 2023-04-20 15:55:58 +02:00
Mamadou Babaei c020ee8e30 minor code improvements and clean up 2023-04-20 15:55:57 +02:00
Mamadou Babaei b5ecede76f fix the directory structure 2023-04-11 21:06:00 +02:00
Mamadou Babaei cca67f9967 remove the development virtual hand mesh from master and all the release branches 2023-04-11 20:58:58 +02:00
Mamadou Babaei 18ce1d32ac bump the plugin version to v1.2.1 2023-03-30 06:43:21 +02:00
Mamadou Babaei 8d868c4b4c add the engine settings module into the private include paths for the senseglove settings module in order to solve run uat build issues 2023-03-30 06:22:48 +02:00
Mamadou Babaei 6102133433 remove the engine settings module from the senseglove module's private dependencies list 2023-03-30 06:15:57 +02:00
Mamadou Babaei 70a674b51c remove the launch and settings from the android module's private includes 2023-03-30 06:07:49 +02:00
Mamadou Babaei b33a0c3a04 bump the plugin version to v1.2.0 2023-03-28 21:39:34 +02:00
Mamadou Babaei 16abee7e30 add the new dev/test hand model (this hand mesh is not meant to be published) 2023-03-28 18:29:06 +02:00
Mamadou Babaei e978383a7c alternative approach to constructor helpers in order to set the default hand mesh as it won't causes annoying ue pop-up cdo messages 2023-03-28 18:29:06 +02:00
Mamadou Babaei ace4d935bc remove the old virtual hand model mesh 2023-03-28 18:29:06 +02:00
Mamadou Babaei d8ce1e41cf fix the hand animation implementation and angle conversions to work with the standard ue5.1+ hand from epic 2023-03-28 18:29:05 +02:00
Mamadou Babaei 139d2ede99 add missing paths headers that causes uat build issues 2023-03-28 11:48:35 +02:00
Mamadou Babaei 1d74105bd3 add missing vershon headers and clean up unused headers 2023-03-28 11:48:34 +02:00
Mamadou Babaei badd49612e fix uat errors C4458 when building the virtual hand component 2023-03-28 11:23:10 +02:00
Mamadou Babaei ed91c07786 remove SGContentBrowserExtension_SKeleton and clean up the editor module 2023-03-28 10:37:57 +02:00
Mamadou Babaei 45dcf00bfa remove SGAssetTypeActions_Skeleton, SGSkeletonEditor, and SGSkeletonEditorCommands classes 2023-03-28 10:37:57 +02:00
Mamadou Babaei bbc737100d add a content browser extension as an alternative to modify the ref pose 2023-03-28 10:37:57 +02:00
Mamadou Babaei 8bcdbabc8b add log template specialization for ftransform 2023-03-28 10:37:57 +02:00
Mamadou Babaei ade21e02e5 add new experiments with the SGAssetTypeActions_Skeleton 2023-03-28 10:37:57 +02:00
Mamadou Babaei 6405fb2345 add custom asset type actions for skeletons 2023-03-28 10:37:57 +02:00
Mamadou Babaei 3605b5e029 add a message dialog and instruct the user to use the context menu in order to save the skeleton asset 2023-03-28 10:37:57 +02:00
Mamadou Babaei 8aeda537ab fix a deprecation warning on ue5 2023-03-28 10:37:57 +02:00
Mamadou Babaei e977af1fd5 minor changelog fix 2023-03-28 10:37:56 +02:00
Mamadou Babaei 5823c41576 document the android calibration in the changelog 2023-03-28 10:37:56 +02:00
Mamadou Babaei da09d43307 add virtual destructors 2023-03-28 10:37:56 +02:00
Mamadou Babaei 456a270bed fix the skeleton editor crash with a working button from senseglove on the toolbar 2023-03-28 10:37:56 +02:00
Mamadou Babaei 9c27b51df4 first attemp at extending the skeleton editor that also crashes the editor once opened 2023-03-28 10:37:56 +02:00
Mamadou Babaei 330a158f64 add missing header that causes build issues on ue 4.27 2023-03-28 10:37:56 +02:00
Mamadou Babaei 29fdcc51c7 update the changelog 2023-03-28 10:37:56 +02:00
Mamadou Babaei fe58b440a9 clean up editor code from the virtual hand actor in order to fix wrist tracking issues 2023-03-28 10:37:56 +02:00
Mamadou Babaei d962804a49 force the wrist tracker to track the right hand on init/begin/construct 2023-03-28 10:37:56 +02:00
Mamadou Babaei 1340bc875c add event handler lambdas for wrist tracker component of the virtual ahnd actor 2023-03-28 10:37:56 +02:00
Mamadou Babaei ef8d77043f functional wrist tracker component 2023-03-28 10:37:56 +02:00
Mamadou Babaei 9ea59a4197 add an almost complete wrist tracker component implementation 2023-03-28 10:37:56 +02:00
Mamadou Babaei 75185406da fix multiple issues with the virtual hand component and the plugin settings 2023-03-28 10:37:56 +02:00
Mamadou Babaei e85488c217 explicitly assign motion controllers to the proper hands 2023-03-28 10:37:56 +02:00
Mamadou Babaei a5c441230a bump senseglove libraries windows/msvc to v2.5.0-8069342 2023-03-28 10:37:56 +02:00
Mamadou Babaei c0dc9e4183 bump senseglove libraries and headers for linux and android to v2.5.0-8069342 2023-03-28 10:37:54 +02:00
Mamadou Babaei 56f26a3532 add new settings accessors for c++ and blueprints 2023-03-28 10:37:54 +02:00
Mamadou Babaei 2882b577e2 add wrist tracking debug settings 2023-03-28 10:37:54 +02:00
Mamadou Babaei bcb84edf59 allow setting custom hardware offset through the plugin settings 2023-03-28 10:37:53 +02:00
Mamadou Babaei 672c63b51f add missing engine module that causes build issues on android 2023-03-28 10:37:53 +02:00
Mamadou Babaei 02f27b7ac0 move the pimpl initialization to the constructor 2023-03-28 10:37:53 +02:00
Mamadou Babaei 6c2ff82176 move the defaults to the constructor 2023-03-28 10:37:53 +02:00
Mamadou Babaei 7634328e44 make the senseglove settings a singleton with engine subsystem lifetime and fix the blueprint accessors 2023-03-28 10:37:53 +02:00
Mamadou Babaei 12daff0a1b add the senseglove settings kismet module 2023-03-28 10:37:53 +02:00
Mamadou Babaei 18159ec740 some improvements for the settings module 2023-03-28 10:37:53 +02:00
Mamadou Babaei ba459504e0 minor fixes in the settings module 2023-03-28 10:37:53 +02:00
Mamadou Babaei 15b1389fad add a senseglove settings manager module 2023-03-28 10:37:53 +02:00
Mamadou Babaei bb41b195e2 fix the changelog typos and errors 2023-03-28 10:37:53 +02:00
Mamadou Babaei 528b97390b whitespace fix 2023-03-28 10:37:53 +02:00
Mamadou Babaei db38deff27 add special android directory methods and initialization args 2023-03-28 10:37:52 +02:00
Mamadou Babaei c665b65512 initial attempt at implementing android calibration 2023-03-28 10:37:52 +02:00
Mamadou Babaei 1f957a056b bump senseglove libraries and headers for linux and android to v2.4.3-2eceacb 2023-03-28 10:37:52 +02:00
Mamadou Babaei 3c34c5c493 virtual hand fixes especially for android 2023-03-28 10:37:51 +02:00
Mamadou Babaei 1266ca5feb fix virtual hand crashes and editor visibility issues 2023-03-28 10:37:51 +02:00
Mamadou Babaei 244d2d91fe fix comments 2023-03-28 10:37:51 +02:00
Mamadou Babaei f000901b35 fix android architecture detection issues on ue 5.2 2023-03-28 10:37:51 +02:00
Mamadou Babaei ad4b527847 add a temporary workaround for the android crashes and the hidden if glove not found functionality 2023-03-28 10:37:51 +02:00
Mamadou Babaei ebb0b02805 fix native-toolchain v19 build issues 2023-03-28 10:37:51 +02:00
Mamadou Babaei 8912292f59 integrate the virtual hand into the sgpawn 2023-03-28 10:37:51 +02:00
Mamadou Babaei 72f9b35a71 clarify android on 5.2 is not supported, yet 2023-03-28 10:37:51 +02:00
Mamadou Babaei 9ea132a98a minor fixes 2023-03-28 10:37:51 +02:00
Mamadou Babaei 611ea0438a update the changelog in order to reflect the latest status of unreleased changes 2023-03-28 10:37:51 +02:00
Mamadou Babaei 5f95972a05 dump some animation errors to the logs inside the editor instead of crashing 2023-03-28 10:37:51 +02:00
Mamadou Babaei 685a200577 working in-editor hand animation 2023-03-28 10:37:51 +02:00
Mamadou Babaei e0dd8d2ff0 distinguish between virtual hand actor and component and animate the component 2023-03-28 10:37:50 +02:00
Mamadou Babaei 8ad01e0be9 add a new component-based class for the virtual hand 2023-03-28 10:37:50 +02:00
Mamadou Babaei bed2280b1d add an empty sgpawn kismet library class 2023-03-28 10:37:50 +02:00
Mamadou Babaei ac5da45507 document the new senseglove core types module 2023-03-28 10:37:50 +02:00
Mamadou Babaei 769e59cd05 add the virtual hand kismet library 2023-03-28 10:37:50 +02:00
Mamadou Babaei 88211f903d minor commit fix 2023-03-28 10:37:50 +02:00
Mamadou Babaei c11f654996 drop the redundant sgconnecttypes 2023-03-28 10:37:50 +02:00
Mamadou Babaei dd4e1d8a00 move all sg array types into their corresponding *core modules 2023-03-28 10:37:50 +02:00
Mamadou Babaei 73aee75b9b minor api validation fixes 2023-03-28 10:37:50 +02:00
Mamadou Babaei 8659e75e1e minor fix 2023-03-28 10:37:50 +02:00
Mamadou Babaei ba8e67865e bump senseglove libraries windows to v2.4.2-ba98cec 2023-03-28 10:37:50 +02:00
Mamadou Babaei d1b777336c bump senseglove libraries and headers for linux and android to v2.4.2-ba98cec 2023-03-28 10:37:49 +02:00
Mamadou Babaei 3edc108c89 remove the redundant sgplatform from the sgconnectimpl module 2023-03-28 10:37:48 +02:00
Mamadou Babaei cad7acb96c purge the core impl module's dead code for the dropped engine versions: 4.22 to 4.26 and define SG_NOEXCEPT 2023-03-28 10:37:48 +02:00
Mamadou Babaei 67b7f689df document 4.22 to 4.26 purge in the changelog 2023-03-28 10:37:48 +02:00
Mamadou Babaei 95e25aca4a initial attempt to cleanup dead code from the dropped engine versions: 4.22 to 4.26 2023-03-28 10:37:48 +02:00
Mamadou Babaei 0cecc3b1cb update the remarks section in readme file to reflect the latest platform support state 2023-03-28 10:37:48 +02:00
Mamadou Babaei 1b171ae653 update the changelog for unreleased changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei ed0949224c update the platform support matrix 2023-03-28 10:37:48 +02:00
Mamadou Babaei 602f81f418 whitespace fix 2023-03-28 10:37:48 +02:00
Mamadou Babaei 3d3f6a6211 update the changelog for unreleased changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei aaad9d1da2 update unreal api to take care of radians/degrees conversions where possible 2023-03-28 10:37:48 +02:00
Mamadou Babaei e87f343e32 add more utility functions and templates for angles, specifically for handling floats 2023-03-28 10:37:48 +02:00
Mamadou Babaei ca0956d81b almost working hand mondel animation adjusted to the api changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei 9e36e66c9b rename sguitls/sgcoordinates utility class to sgangles and convert angles from radians to degrees and vice-versa between unreal and senseglove 2023-03-28 10:37:48 +02:00
Mamadou Babaei 368f12482a minor initialization fixes 2023-03-28 10:37:47 +02:00
Mamadou Babaei 7ceb338990 minor fix: move temp a variable 2023-03-28 10:37:47 +02:00
Mamadou Babaei c47b2a9d32 mark a method as const 2023-03-28 10:37:47 +02:00
Mamadou Babaei 1039990fb1 clean up redundant hand animation code 2023-03-28 10:37:47 +02:00
Mamadou Babaei 5d45dbe9d9 remove redundant reset to ref pose call 2023-03-28 10:37:47 +02:00
Mamadou Babaei e2d154a01c use rotators instead of quats 2023-03-28 10:37:47 +02:00
Mamadou Babaei 5b0581277d improve the virtual hand model animation 2023-03-28 10:37:47 +02:00
Mamadou Babaei 656ef3c719 rely on the reference pose instead of caching poses 2023-03-28 10:37:47 +02:00
Mamadou Babaei 00d09c1fd1 improved virtual hand model animation 2023-03-28 10:37:47 +02:00
Mamadou Babaei fecf0606a4 bump senseglove libraries for windows/msvc to v2.4.1-d551398 2023-03-28 10:37:46 +02:00
Mamadou Babaei 209c7cce41 mention functional linux development support in the changelog 2023-03-28 10:37:46 +02:00
Mamadou Babaei 4c7afbc72c bump senseglove libraries and headers for linux and android to v2.4.1-d551398 2023-03-28 10:37:45 +02:00
Mamadou Babaei 09d8ea15f8 bump senseglove libraries for windows/msvc to v2.4.0-dc6c34b 2023-03-28 10:37:44 +02:00
Mamadou Babaei f7b6d4142a bump senseglove libraries and headers for linux and android to v2.4.0-dc6c34b 2023-03-28 10:37:43 +02:00
Mamadou Babaei 108cdf44f0 bump senseglove libraries for windows/msvc to v2.3.0-a9726bf 2023-03-28 10:37:43 +02:00
Mamadou Babaei 193d75f010 bump senseglove libraries for linux and android to the first fully linux-aware version: v2.3.0-a9726bf 2023-03-28 10:37:41 +02:00
Mamadou Babaei 186fd4238f apply the transform to the output pose 2023-03-28 10:37:41 +02:00
Mamadou Babaei d9df793987 try a component transform 2023-03-28 10:37:41 +02:00
Mamadou Babaei 3d6238cf94 add quat template specialization to the sglog module 2023-03-28 10:37:41 +02:00
Mamadou Babaei 685f2c4fea fix the EvaluateSkeletalControl_AnyThread crash 2023-03-28 10:37:41 +02:00
Mamadou Babaei 5357ae21cf revert back the last commit and ignore the last joint 2023-03-28 10:37:41 +02:00
Mamadou Babaei 1c9bf84d33 try an alternate implementation for copying animation data in order to remedy the virtual hand crash 2023-03-28 10:37:41 +02:00
Mamadou Babaei 5d585c27ec bump senseglove thrid-party libraries for windows to v2.2.4-1eda0d8 2023-03-28 10:37:41 +02:00
Mamadou Babaei 2d1cb0bb8f bump senseglove libraries for linux and android to v2.2.4-1eda0d8 2023-03-28 10:37:39 +02:00
Mamadou Babaei 3b8be231aa bump senseglove headers and libraries for linux and android to v2.2.3-39b3c2b 2023-03-28 10:37:39 +02:00
Mamadou Babaei f84a744110 bump senseglove thrid-party libraries for windows to v2.2.3-39b3c2b 2023-03-28 10:37:38 +02:00
Mamadou Babaei 06cb6a1f8f bump senseglove headers and libraries for linux and android to v2.2.2-1725b91 2023-03-28 10:37:38 +02:00
Mamadou Babaei 9f3054ddc0 bump senseglove thrid-party libraries for windows to v2.2.2-1725b91 2023-03-28 10:37:37 +02:00
Mamadou Babaei f75863fedc add the msvc141 third-party directory to the directory tree 2023-03-28 10:37:36 +02:00
Mamadou Babaei f72c595371 add the android module to the directory tree 2023-03-28 10:37:36 +02:00
Mamadou Babaei 9ebc24ebdd document the directory structure changes 2023-03-28 10:37:36 +02:00
Mamadou Babaei f7701cfd92 bump windows/msvc binaries to v2.2.1-ca2f23d 2023-03-28 10:37:36 +02:00
Mamadou Babaei c26f200aa5 update senseglove libraries to v2.2.1-ca2f23d with per engine segregated android ndk support 2023-03-28 10:37:35 +02:00
Mamadou Babaei 25b658657c updated documentation for the directory structure 2023-03-28 10:37:35 +02:00
Mamadou Babaei 578bbb29a5 remove redundant Source/ThirdParty/lib/oculus directories 2023-03-28 10:37:35 +02:00
Mamadou Babaei 5e7b127324 updated documentation for the directory structure 2023-03-28 10:37:35 +02:00
Mamadou Babaei f31cfc6a34 update the platform support matrix 2023-03-28 10:37:34 +02:00
Mamadou Babaei caf92df577 bump senseglove headers and libraries for windows/msvc to v2.2.0-eed9611 2023-03-28 10:37:34 +02:00
Mamadou Babaei cc6679a38c log the unreleased changes 2023-03-28 10:37:34 +02:00
Mamadou Babaei 3a8edb6190 bump senseglove headers and libraries for linux and android to v2.2.0-eed9611 2023-03-28 10:37:33 +02:00
Mamadou Babaei a5fcd2e567 remove archaic pre-public-release dead code 2023-03-28 10:37:33 +02:00
Mamadou Babaei 2f2aafea65 virtual hand implementation with a crash from calling EvaluateSkeletalControl_AnyThread 2023-03-28 10:37:33 +02:00
Mamadou Babaei e951d0c426 fix impl owners 2023-03-28 10:37:33 +02:00
Mamadou Babaei d4e0b22839 add partion implementation of the virtual hand 2023-03-28 10:37:33 +02:00
Mamadou Babaei e54287ed7e fix vr hand asset issues 2023-03-28 10:37:33 +02:00
Mamadou Babaei 46ea6266a5 add senseglove module base classes 2023-03-28 10:37:33 +02:00
Mamadou Babaei 68f853abad add the virtual hand assets 2023-03-28 10:37:33 +02:00
Mamadou Babaei 3d3fcd2881 punctuation fix 2023-03-28 10:37:33 +02:00
Mamadou Babaei 2319052306 bump the plugin version to v1.1.1 2023-02-07 12:11:35 +01:00
Mamadou Babaei b8aeea558c move launch and settings module to PrivateIncludePathModuleNames from PrivateDependencyModuleNames in order to pass runuat tests 2023-02-07 11:39:01 +01:00
Mamadou Babaei 4680aedd24 Bump SenseGlove libraries for Windows/MSVC to v2.1.2-95ec6e7 2023-02-07 10:58:09 +01:00
Mamadou Babaei fbe7236b75 fix formatting 2023-02-07 10:58:09 +01:00
Mamadou Babaei 61ce2cfc7c add support for android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a 2023-02-07 10:58:09 +01:00
Mamadou Babaei ca3594026b bump senseglove libraries for linux to v2.1.2-95ec6e7 2023-02-07 10:58:08 +01:00
Mamadou Babaei d39320e00c update the changelog with initiali support for ue5.2 2023-02-07 10:58:08 +01:00
Mamadou Babaei d792a57291 add initial ue5.2 support to the build system along with linux third-party libraries 2023-02-07 10:58:08 +01:00
Mamadou Babaei 9ed5cbbbd8 fix gitignore rules for the Source/ThirdParty directory 2023-02-07 10:58:08 +01:00
Mamadou Babaei 1545878a9d bump senseglove libraries for windows/msvc to v2.1.1-0569c74 2023-02-07 10:58:07 +01:00
Mamadou Babaei 8dbfc7ce47 bump the plugin version to v1.1.0 2023-02-03 13:44:57 +01:00
Mamadou Babaei e50f85a919 switch to sgconnect for android v1.1.0 extracted from the .arr file shipped with our unity plugin 2023-02-03 13:44:57 +01:00
Mamadou Babaei 58504effbc bump senseglove libraries to v2.1.1-0569c74 2023-02-03 13:44:57 +01:00
Mamadou Babaei cebba656fe use the correct writehaptics signature extracted from the .jar file 2023-02-03 13:44:57 +01:00
Mamadou Babaei 897fa5c5d3 mention sgconnect for android as an added dependency in the changelog 2023-02-03 13:44:56 +01:00
Mamadou Babaei 47c7e9d417 update the platform support matrix and the directory structure 2023-02-03 13:44:56 +01:00
Mamadou Babaei f52770cd9c log the unreleased changes 2023-02-03 13:44:56 +01:00
Mamadou Babaei 66a3381579 bump sgconnect and sgcore to v2.1.0-9080621 and add an almost functional android implementation 2023-02-03 13:44:56 +01:00
Mamadou Babaei 8d12529554 try to offload android to sgcore/sgconnect third-party libraries and drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:56 +01:00
Mamadou Babaei 63967b5eb7 minor documentation fixes 2023-02-03 13:44:55 +01:00
Mamadou Babaei 317092792d drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:55 +01:00
Mamadou Babaei b2b0392f9c fix a bug in the jni call write haptics 2023-02-03 13:44:55 +01:00
Mamadou Babaei fcdedeb81f replace more method calls on android with the equivalents from sgconnect for android 2023-02-03 13:44:55 +01:00
Mamadou Babaei 4be10c3e57 bump copyright years 2023-02-03 13:44:55 +01:00
Mamadou Babaei ca7f51dcfd add an android module with working jni calls to Init(), Dispose(), and GetLibraryVersion() 2023-02-03 13:44:55 +01:00
Mamadou Babaei 46ac6fd9d0 log the unreleased changes 2023-02-03 13:44:55 +01:00
Mamadou Babaei ac861b0a13 remove the enum utils class due to ANY_PACKAGE deprecation warnings in unreal engine 5.1 2023-02-03 13:44:55 +01:00
Mamadou Babaei a993d877d1 conform to the class naming standards 2023-02-03 13:44:55 +01:00
Mamadou Babaei dd7bf2686b apply const correctness 2023-02-03 13:44:55 +01:00
Mamadou Babaei 2aee68dc52 whitelist android as a target platform 2023-02-03 13:44:55 +01:00
Mamadou Babaei 533638b1ea fix android build issues caused by the log module 2023-02-03 13:44:55 +01:00
Mamadou Babaei a924c02cdb bump the plugin version to v1.0.4 2022-12-02 12:39:00 +01:00
Mamadou Babaei b1da967d41 simplify the move constructors / move assignment operators' noexcept ifdefs 2022-12-02 12:39:00 +01:00
Mamadou Babaei d11ef47931 fix ue 4.22 - 4.27 build issues on msvc 2017 2022-12-02 12:39:00 +01:00
Mamadou Babaei ab035cae2e move sgplatform headers to the public folder 2022-12-02 12:39:00 +01:00
Mamadou Babaei c07dc2561c update the platform support matrix 2022-12-02 12:39:00 +01:00
Mamadou Babaei 4af827a46a fix ue >= 5.0 ubt errors 2022-12-02 12:39:00 +01:00
Mamadou Babaei 8e9f3869b3 upgrade senseglove third-party libraries for linux and android to to v2.0.4 2022-12-02 12:38:59 +01:00
Mamadou Babaei 7a9e54de64 add macros for C++17 detection 2022-12-02 12:38:58 +01:00
Mamadou Babaei 5f0a238d7a apply const correctness to method parameters 2022-12-02 12:38:58 +01:00
Mamadou Babaei b0a328289a upgrade sglibraries binaries for windows/msvc to to v2.0.4 and add msvc 2017 binaries 2022-12-02 12:38:57 +01:00
Mamadou Babaei 74499d33e7 upgrade sglibraries third-party headers to v2.0.4 2022-12-02 12:38:57 +01:00
Mamadou Babaei 9e22912a6f add support for msvc 2017 to the build.cs files 2022-12-02 12:38:56 +01:00
Mamadou Babaei 14df135d1c bump the plugin version to v1.0.3 2022-11-30 14:33:12 +01:00
Mamadou Babaei 3247adc68c adjust Config/FilterPlugin.ini in order to conform to Epic's market place guidelines 2022-11-30 14:28:25 +01:00
Mamadou Babaei 733eab9481 bump the plugin version to v1.0.2 2022-11-27 14:44:14 +01:00
Mamadou Babaei 64f5d3306b fix the third-party license mark down file formatting 2022-11-27 14:44:14 +01:00
Mamadou Babaei 07c4fb7334 add the SenseGlove SDK license 2022-11-27 14:44:14 +01:00
Mamadou Babaei ac8f901c04 fix readme typos and errors 2022-11-27 14:14:18 +01:00
Mamadou Babaei e3ce3e6060 add missing the copyright notice and include directive 2022-11-27 14:14:18 +01:00
Mamadou Babaei 0edd0d257a list the dot files inside the FilterPlugin.ini file 2022-11-27 13:55:56 +01:00
Mamadou Babaei 9b42ffe45f add the marketplace url to the .uplugin file 2022-11-27 13:55:56 +01:00
Mamadou Babaei 55bd48ed97 bump the plugin version to v1.0.1 2022-11-25 15:21:47 +01:00
Mamadou Babaei 329aae9638 * Expose SenseGloveTypes as a public dependency in SenseGloveConnect and
SenseGloveCore modules, so that the C++ users of the API don't need to
 explicitly add it as a dependency
* Clean up the redundant headers/modules dependency from SGCore headers
* Fix RunUAT build issues for Epic Store submission
2022-11-25 15:07:50 +01:00
Mamadou Babaei ec315d6fb3 update documentation, add changelog, and prepare for v1.0.0 release 2022-11-24 17:09:08 +01:00
Mamadou Babaei 2d3f9b73d6 huge patch fixing 4.22 through 4.24 build issues on msvc and llvm/clang 2022-11-24 01:17:49 +01:00
Mamadou Babaei 82f2873cf2 fix a mangled method name in layer 4 2022-11-23 21:20:03 +01:00
Mamadou Babaei 71cdaffd51 replace IMPLEMENT_GAME_MODULE with IMPLEMENT_MODULE 2022-11-19 13:07:28 +01:00
Mamadou Babaei 3716d75eb2 fix module types and loading order 2022-11-19 06:22:16 +01:00
Mamadou Babaei 176ed9504b add the docs url 2022-11-18 15:07:47 +01:00
Mamadou Babaei 028ef2b4d5 import sg libraries v2.0.3 binaries for msvc/windows 2022-11-18 15:02:56 +01:00
Mamadou Babaei 0e386789e0 import sg libraries headers v2.0.3 and linux binaries and adjust to the latest changes 2022-11-18 15:02:55 +01:00
Mamadou Babaei b7e9126c14 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 4714b478c5 add missing sense glove wrappers in layer 1/2/3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei c02203d3e3 add missing nova glove info rotator conversions to layer 3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei f8969d79b7 add missing nova glove hand profile wrappers in layer 3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 3ba496aa49 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 3ea3162b01 add missing sg device wrappers in layer 4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei a51e8578f5 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 7c1218adf3 document some parts of the layer 3 and 4 api 2022-11-18 15:02:55 +01:00
Mamadou Babaei d62d7119ed translate senseglove/unreal angles/directions 2022-11-18 15:02:55 +01:00
Mamadou Babaei fc2c607cac implement proper mm/cm conversions 2022-11-17 02:30:06 +01:00
Mamadou Babaei a10ad6b620 introduce more utility templates for metric unit conversions 2022-11-17 02:30:06 +01:00
Mamadou Babaei a83e4e89de remove unit conversions from the internal vect3d wrappers 2022-11-17 02:30:06 +01:00
Mamadou Babaei bfc0e0dd56 bump sg libraries to v2.0.2 and adjust to the latest changes 2022-11-17 02:30:05 +01:00
Mamadou Babaei eda3087b51 consider millimeters/centimeters conversion, introduce units, and minor array utils refactoring 2022-11-17 02:30:05 +01:00
Mamadou Babaei 5495444667 fix wrong readme header 2022-11-14 17:19:54 +01:00
Mamadou Babaei e4e5f4875f shorten mangled blueprint nodes in order to avoid doc generation issues 2022-11-14 17:16:04 +01:00
Mamadou Babaei 819637efa6 separate the unreal c++/bp implementation of SGConnect wrappers 2022-11-12 00:35:20 +01:00
Mamadou Babaei 280df24671 add FRotator overloads for every method that accepts or returns FQuat and some other bug fixes 2022-11-11 11:42:10 +01:00
Mamadou Babaei 9211a2465b bump engine version to 4.27 2022-11-11 11:42:09 +01:00
Mamadou Babaei 66de2950b4 fix unreal/senseglove coordinates translation calculations 2022-11-11 11:42:09 +01:00
159 changed files with 6283 additions and 1198 deletions
+95 -6
View File
@@ -5,13 +5,102 @@ 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).
## [v1.2.1] - 2023-03-30 ## [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 ### Fixed
- Fix RunUAT build issues with Android. - Fix RunUAT build issues with Android.
## [v1.2.0] - 2023-03-28 ## [1.2.0] - 2023-03-28
This release breaks ABI/API compatibility with the previous versions. This release breaks ABI/API compatibility with the previous versions.
@@ -35,7 +124,7 @@ This release breaks ABI/API compatibility with the previous versions.
### Removed ### Removed
- Removed a few thousands lines of archaic pre-public-release dead code. - Removed a few thousand lines of archaic pre-public-release dead code.
- Dropped Android NDK r21b binaries used by the older engine versions. - 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. - 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 SGConnectImpl/SGPlatform.
@@ -67,7 +156,7 @@ This release breaks ABI/API compatibility with the previous versions.
- Whitelist Android as a target platform. - Whitelist Android as a target platform.
- Introduce Android support. - Introduce Android support.
- Add third-pary library SGConnect for Android v1.1.0. - Add third-party library SGConnect for Android v1.1.0.
### Fixed ### Fixed
@@ -109,7 +198,7 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added ### Added
- Added the newly acquired Unreal Engine Market Place Offer ID to the .uplugin file. - Added the newly acquired Unreal Engine Market Place Offer ID to the .uplugin file.
- List the dot files inside FilterPlugin.ini file as well. - List the dotfiles inside the FilterPlugin.ini file as well.
- Add the copyright notice to the source files missing it. - Add the copyright notice to the source files missing it.
- Add the SenseGlove SDK license to the third-party license file. - Add the SenseGlove SDK license to the third-party license file.
@@ -133,4 +222,4 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added ### Added
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux. - Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
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+46 -23
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@@ -6,17 +6,17 @@ This repository relies on Git LFS for storing binary blobs (e.g. third-party lib
## Platform Support Matrix ## Platform Support Matrix
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux (Native Toolchain)** | **macOS** | **Oculus Mobile (Android NDK)** | | | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Android (NDK)** | **UE Marketplace Version** | **Azure DevOps Version** |
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:----------------------------:|:---------:|:-------------------------------:| |----------|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:-----------------:|:--------------------------:|:------------------------:|
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | | **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | | **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | | **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | | **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | | **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.27** | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | | ✅ v1.2.x (r21e) | | **4.27** | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r21e) | ⚠️ v1.3.1 | ✅ v1.4.3 |
| **5.0** | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | | ✅ v1.2.x (r21e) | | **5.0** | | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r21e) | ✅ v1.4.3 | ✅ v1.4.3 |
| **5.1** | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | | ✅ v1.2.x (r25b) | | **5.1** | | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r25b) | ✅ v1.4.3 | ✅ v1.4.3 |
| **5.2** | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | ✅ v1.2.x | | ✅ v1.2.x (r25b) | | **5.2** | | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r25b) | ✅ v1.4.3 | ✅ v1.4.3 |
* <code>✅</code> Supported * <code>✅</code> Supported
* <code>⚠️</code> Not supported by the latest release and might be lacking features * <code>⚠️</code> Not supported by the latest release and might be lacking features
@@ -24,6 +24,7 @@ This repository relies on Git LFS for storing binary blobs (e.g. third-party lib
* <code>❓</code> Unknown or untested * <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 versions by Epic Games. * Oculus support is only provided through the recommended Android NDK versions by Epic Games.
@@ -54,7 +55,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Directory Structure ## Directory Structure
``` ```
Source /
├── Config ├── Config
@@ -80,7 +81,7 @@ Source
├── SenseGloveCoreKismet (SGCoreCpp functionality exposed to Blueprints) ├── SenseGloveCoreKismet (SGCoreCpp functionality exposed to Blueprints)
├── SenseGloveCoreTypes (exposes special public types from the SenseGloveCore module in order to be shared by with other modules) ├── SenseGloveDebug (a utility debug module)
├── SenseGloveEditor (the Editor module) ├── SenseGloveEditor (the Editor module)
@@ -120,8 +121,7 @@ Source
│ │ │ │
│ ├── r21e (Android NDK r21e dependencies for UE 4.27 and 5.0) │ ├── r21e (Android NDK r21e dependencies for UE 4.27 and 5.0)
│ │ │ │ │ │
│ │ │ │ ├── arm64 (64-bit ARM variant of Android)
│ │ ├── arm64 (64-bit Arm variant of Android)
│ │ │ │ │ │ │ │
│ │ │ ├── debug │ │ │ ├── debug
│ │ │ │ │ │ │ │
@@ -147,8 +147,7 @@ Source
│ │ │ │
│ └── r25b (Android NDK r21b dependencies for UE 5.1) │ └── r25b (Android NDK r21b dependencies for UE 5.1)
│ │ │ │
├── arm64 (64-bit ARM variant of Android)
│ ├── arm64 (64-bit Arm variant of Android)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── debug
│ │ │ │ │ │
@@ -176,21 +175,45 @@ Source
│ │ │ │
│ ├── v19 (UE 4.27 Linux dependencies) │ ├── v19 (UE 4.27 Linux dependencies)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │ │ │ │
│ │ └── release │ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │ │ │
│ ├── v20 (UE 5.0 and 5.1 Linux dependencies) │ ├── v20 (UE 5.0 and 5.1 Linux dependencies)
│ │ │ │ │ │
│ │ ├── debug │ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │ │ │ │
│ │ └── release │ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │ │ │
│ └── v21 (UE 5.2 Linux dependencies) │ └── v21 (UE 5.2 Linux dependencies)
│ │ │ │
│ ├── debug │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │ │ │
│ └── release │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │
│ ├── debug
│ │
│ └── release
└── win64 └── win64
+21 -2
View File
@@ -1,7 +1,7 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"Version": 1, "Version": 1,
"VersionName": "1.2.1", "VersionName": "1.4.3",
"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",
@@ -10,6 +10,7 @@
"DocsURL": "https://senseglove.gitlab.io/unreal-blueprint-docs/", "DocsURL": "https://senseglove.gitlab.io/unreal-blueprint-docs/",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e", "MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e",
"SupportURL": "https://www.senseglove.com/support/", "SupportURL": "https://www.senseglove.com/support/",
"EngineVersion": "4.27.0",
"CanContainContent": true, "CanContainContent": true,
"IsBetaVersion": false, "IsBetaVersion": false,
"IsExperimentalVersion": false, "IsExperimentalVersion": false,
@@ -27,6 +28,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -37,6 +39,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -47,6 +50,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -57,6 +61,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -67,6 +72,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -77,6 +83,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -87,6 +94,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -97,6 +105,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -107,16 +116,18 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
{ {
"Name": "SenseGloveCoreTypes", "Name": "SenseGloveDebug",
"Type": "Runtime", "Type": "Runtime",
"LoadingPhase": "PreDefault", "LoadingPhase": "PreDefault",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -126,6 +137,7 @@
"LoadingPhase": "PostEngineInit", "LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -136,6 +148,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -146,6 +159,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -156,6 +170,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -166,6 +181,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -176,6 +192,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -186,6 +203,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
}, },
@@ -196,6 +214,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxAArch64",
"Win64" "Win64"
] ]
} }
@@ -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;
}
@@ -36,6 +36,7 @@
#include "SenseGlove/Components/SGVirtualHandComponent.h" #include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Animation/Skeleton.h" #include "Animation/Skeleton.h"
#include "Components/SphereComponent.h"
#include "Components/SkeletalMeshComponent.h" #include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h" #include "Engine/SkeletalMesh.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
@@ -43,11 +44,13 @@
#include "UObject/ConstructorHelpers.h" #include "UObject/ConstructorHelpers.h"
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h" #include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGConnect/SGConnect.h" #include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h" #include "SGCore/SGDeviceList.h"
#include "SGCore/SGHandPose.h" #include "SGCore/SGHandPose.h"
#include "SGCore/SGHapticGlove.h" #include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h" #include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGDebug/SGDebugVirtualHand.h"
#include "SGLog/SGLog.h" #include "SGLog/SGLog.h"
struct USGVirtualHandComponent::FImpl struct USGVirtualHandComponent::FImpl
@@ -111,6 +114,7 @@ struct USGVirtualHandComponent::FImpl
bool IsEditor() const; bool IsEditor() const;
FString GetDefaultMeshPath() const; FString GetDefaultMeshPath() const;
bool IsUsingDefaultMesh() const;
bool IsUsingUserMesh() const; bool IsUsingUserMesh() const;
USkeletalMesh* LoadDefaultMesh() const; USkeletalMesh* LoadDefaultMesh() const;
void SetDefaultMesh() const; void SetDefaultMesh() const;
@@ -124,6 +128,8 @@ struct USGVirtualHandComponent::FImpl
bool CheckGlove() const; bool CheckGlove() const;
void SetVisibility(bool bInVisible) const; void SetVisibility(bool bInVisible) const;
void DrawDebugVirtualHand() const;
}; };
const TArray<TArray<FName>>& USGVirtualHandComponent::GetLeftHandFingerBoneNames() const TArray<TArray<FName>>& USGVirtualHandComponent::GetLeftHandFingerBoneNames()
@@ -204,12 +210,43 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
Super::SetAnimClass(USGVirtualHandAnimInstance::StaticClass()); Super::SetAnimClass(USGVirtualHandAnimInstance::StaticClass());
bRight = true; bRight = true;
bAutoStopAllHapticsOnEndPlay = true;
GrabSocketName = FName{TEXT("GrabPoint")};
DefaultFingertipsGrabColliderSize = FVector{0.08f, 0.08f, 0.08f};
ThumbFingertipGrabSocketName = FName{TEXT("GrabThumbFingertip")};
IndexFingertipGrabSocketName = FName{TEXT("GrabIndexFingertip")};
MiddleFingertipGrabSocketName = FName{TEXT("GrabMiddleFingertip")};
DefaultFingertipsTouchColliderSize = FVector{0.08f, 0.08f, 0.08f};
ThumbFingertipTouchSocketName = FName{TEXT("TouchThumbFingertip")};
IndexFingertipTouchSocketName = FName{TEXT("TouchIndexFingertip")};
MiddleFingertipTouchSocketName = FName{TEXT("TouchMiddleFingertip")};
RingFingertipTouchSocketName = FName{TEXT("TouchRingFingertip")};
PinkyFingertipTouchSocketName = FName{TEXT("TouchPinkyFingertip")};
bHiddenInGameIfNoGloveDetected = false; bHiddenInGameIfNoGloveDetected = false;
DebugVirtualHandSettings = FSGDebugVirtualHandSettings{
ESGDebugVirtualHandDrawingMode::None,
FVector(0.5f, 0.5f, 0.5f),
FColor(255, 0, 0, 255),
0.1f, 1.0f, 1.0f,
FColor(255, 0, 0, 255),
FColor(0, 255, 0, 255),
FColor(0, 0, 255, 255),
false, 1.1f, 0
};
Super::SetSkeletalMesh(nullptr, true); Super::SetSkeletalMesh(nullptr, true);
bBackendInitialized = false; bBackendInitialized = false;
Glove = nullptr; Glove = nullptr;
WristTracker = nullptr;
} }
void USGVirtualHandComponent::SetRight(const bool bInRight) void USGVirtualHandComponent::SetRight(const bool bInRight)
@@ -296,6 +333,11 @@ void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{ {
Super::EndPlay(EndPlayReason); Super::EndPlay(EndPlayReason);
if (IsValid(Glove) && AutoStopsAllHapticsOnEndPlay())
{
Glove->StopHaptics();
}
(void) Pimpl->UninitializeBackend(); (void) Pimpl->UninitializeBackend();
} }
@@ -313,6 +355,11 @@ void USGVirtualHandComponent::TickComponent(
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
(void) Pimpl->CheckGlove(); (void) Pimpl->CheckGlove();
if (IsValid(Glove) && DebugVirtualHandSettings.DrawingMode != ESGDebugVirtualHandDrawingMode::None)
{
Pimpl->DrawDebugVirtualHand();
}
} }
void USGVirtualHandComponent::SetSkeletalMesh(USkeletalMesh* NewMesh, const bool bReinitPose) void USGVirtualHandComponent::SetSkeletalMesh(USkeletalMesh* NewMesh, const bool bReinitPose)
@@ -331,6 +378,11 @@ void USGVirtualHandComponent::EditorTick(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{ {
(void) Pimpl->CheckGlove(); (void) Pimpl->CheckGlove();
if (IsValid(Glove) && DebugVirtualHandSettings.DrawingMode != ESGDebugVirtualHandDrawingMode::None)
{
Pimpl->DrawDebugVirtualHand();
}
} }
bool USGVirtualHandComponent::IsGloveConnected() const bool USGVirtualHandComponent::IsGloveConnected() const
@@ -463,6 +515,30 @@ FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
return MoveTemp(SkeletalMeshPath); 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 bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
{ {
const USkeletalMesh* CurrentMesh{GetMesh()}; const USkeletalMesh* CurrentMesh{GetMesh()};
@@ -504,7 +580,14 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
void USGVirtualHandComponent::FImpl::SetDefaultMesh() const void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
{ {
Owner->SetSkeletalMesh(LoadDefaultMesh(), true); // 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 USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
@@ -680,6 +763,31 @@ void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) const
Owner->SetVisibility(bInVisible, true); Owner->SetVisibility(bInVisible, true);
} }
void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const
{
const UWorld* World{Owner->GetWorld()};
if (!IsValid(Owner->WristTracker))
{
return;
}
const FVector& WristLocation{Owner->WristTracker->GetWristLocation()};
const FRotator& WristRotation{Owner->WristTracker->GetWristRotation()};
const USGHandPose* HandPose{Owner->GetHandPose()};
if (!IsValid(HandPose))
{
return;
}
const TArray<TArray<FVector>>& JointPositions{HandPose->GetJointPositions()};
const TArray<TArray<FRotator>>& JointRotations{HandPose->GetJointRotations()};
FSGDebugVirtualHand::Draw(World, WristLocation, WristRotation, JointPositions, JointRotations,
Owner->DebugVirtualHandSettings);
}
void USGVirtualHandComponent::FImplDeleter::operator()(const FImpl* P) const void USGVirtualHandComponent::FImplDeleter::operator()(const FImpl* P) const
{ {
delete P; delete P;
@@ -37,15 +37,14 @@
#include "Animation/Skeleton.h" #include "Animation/Skeleton.h"
#include "Components/SkeletalMeshComponent.h" #include "Components/SkeletalMeshComponent.h"
#include "DrawDebugHelpers.h"
#include "Engine/SkeletalMesh.h" #include "Engine/SkeletalMesh.h"
#include "Kismet/GameplayStatics.h"
#include "UObject/ConstructorHelpers.h" #include "UObject/ConstructorHelpers.h"
#include "SGConnect/SGConnect.h" #include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h" #include "SGCore/SGDeviceList.h"
#include "SGCore/SGHapticGlove.h" #include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h" #include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGDebug/SGDebugGizmo.h"
#include "SGLog/SGLog.h" #include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h" #include "SGSettings/SGSettings.h"
@@ -110,21 +109,21 @@ USGWristTrackerComponent::USGWristTrackerComponent(const FObjectInitializer& Obj
SetRight(true); SetRight(true);
bOverridePluginWristTrackingSettings = false; bOverridePluginWristTrackingSettings = false;
bDrawDebugWristTrackerGizmo = false; bDrawWristTrackerDebugGizmo = false;
TrackingHardware = ESGPositionalTrackingHardware::None; TrackingHardware = ESGPositionalTrackingHardware::None;
TrackingHardwareLocationOffset = FVector::ZeroVector; TrackingHardwareLocationOffset = FVector::ZeroVector;
TrackingHardwareLocationOffset = FVector::ZeroVector; TrackingHardwareLocationOffset = FVector::ZeroVector;
bOverridePluginWristTrackingDebugSettings = false; bOverridePluginWristTrackingDebugSettings = false;
bDrawDebugWristTrackerGizmo = false; bDrawWristTrackerDebugGizmo = false;
DebugWristTrackerGizmoLength = 1.0f; WristTrackerDebugGizmoSettings = FSGDebugGizmoSettings(
DebugWristTrackerGizmoXAxisColor = FColor(1.0f, 0.0f, 0.0f, 1.0f); 4.0f, 1.0f,
DebugWristTrackerGizmoYAxisColor = FColor(0.0f, 1.0f, 0.0f, 1.0f); FColor(255, 0, 0, 255),
DebugWristTrackerGizmoZAxisColor = FColor(0.0f, 0.0f, 1.0f, 1.0f); FColor(0, 255, 0, 255),
bDebugWristTrackerGizmoPersistentLines = false; FColor(0, 0, 255, 255),
DebugWristTrackerGizmoLifeTimeModifier = 1.1f; false, 1.1f, 0
DebugWristTrackerGizmoDepthPriority = 0; );
DebugWristTrackerGizmoThickness = 1.0f; bDrawWristTrackerDebugGizmo = false;
bBackendInitialized = false; bBackendInitialized = false;
Glove = nullptr; Glove = nullptr;
@@ -219,265 +218,53 @@ void USGWristTrackerComponent::SetTrackingHardwareRotationOffset(const FRotator&
TrackingHardwareRotationOffset = InTrackingHardwareRotationOffset; TrackingHardwareRotationOffset = InTrackingHardwareRotationOffset;
} }
bool USGWristTrackerComponent::GetDrawDebugWristTrackerGizmo() const bool USGWristTrackerComponent::GetDrawWristTrackerDebugGizmo() const
{ {
if (OverridesPluginWristTrackingDebugSettings()) if (OverridesPluginWristTrackingDebugSettings())
{ {
return !!bDrawDebugWristTrackerGizmo; return !!bDrawWristTrackerDebugGizmo;
} }
return USGSettings::GetInstance()->GetDrawDebugWristTrackerGizmo(); return USGSettings::GetInstance()->GetDrawWristTrackerDebugGizmo();
} }
void USGWristTrackerComponent::SetDrawDebugWristTrackerGizmo(const bool bInDrawDebugWristTrackerGizmo) void USGWristTrackerComponent::SetDrawWristTrackerDebugGizmo(const bool bInDrawWristTrackerDebugGizmo)
{ {
ensureAlwaysMsgf( ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(), OverridesPluginWristTrackingDebugSettings(),
TEXT( "Setting bDrawDebugWristTrackerGizmo is only permitted when bOverridePluginWristTrackingDebugSettings is" TEXT( "Setting bDrawWristTrackerDebugGizmo is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!")); " enabled!"));
bDrawDebugWristTrackerGizmo = bInDrawDebugWristTrackerGizmo; bDrawWristTrackerDebugGizmo = bInDrawWristTrackerDebugGizmo;
} }
float USGWristTrackerComponent::GetDebugWristTrackerGizmoLength() const const FSGDebugGizmoSettings& USGWristTrackerComponent::GetWristTrackerDebugGizmoSettings() const
{ {
ensureAlwaysMsgf( ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(), GetDrawWristTrackerDebugGizmo(),
TEXT("Getting DebugWristTrackerGizmoLength is only permitted when bDrawDebugWristTrackerGizmo is enabled!")); TEXT("Getting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
if (OverridesPluginWristTrackingDebugSettings()) if (OverridesPluginWristTrackingDebugSettings())
{ {
return DebugWristTrackerGizmoLength; return WristTrackerDebugGizmoSettings;
} }
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoLength(); return USGSettings::GetInstance()->GetWristTrackerDebugGizmoSettings();
} }
void USGWristTrackerComponent::SetDebugWristTrackerGizmoLength(const float InDebugWristTrackerGizmoLength) void USGWristTrackerComponent::SetWristTrackerDebugGizmoSettings(
const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings)
{ {
ensureAlwaysMsgf( ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(), OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoLength is only permitted when bOverridePluginWristTrackingDebugSettings is" TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!")); " enabled!"));
ensureAlwaysMsgf( ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(), GetDrawWristTrackerDebugGizmo(),
TEXT("Setting DebugWristTrackerGizmoLength is only permitted when bDrawDebugWristTrackerGizmo is enabled!")); TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
DebugWristTrackerGizmoLength = InDebugWristTrackerGizmoLength; WristTrackerDebugGizmoSettings = InWristTrackerDebugGizmoSettings;
}
const FColor& USGWristTrackerComponent::GetDebugWristTrackerGizmoXAxisColor() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoXAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return DebugWristTrackerGizmoXAxisColor;
}
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoXAxisColor();
}
void USGWristTrackerComponent::SetDebugWristTrackerGizmoXAxisColor(
const FColor& InDebugWristTrackerGizmoXAxisColor)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoXAxisColor is only permitted when bOverridePluginWristTrackingDebugSettings"
" is enabled!"));
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoXAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoXAxisColor = InDebugWristTrackerGizmoXAxisColor;
}
const FColor& USGWristTrackerComponent::GetDebugWristTrackerGizmoYAxisColor() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoYAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return DebugWristTrackerGizmoYAxisColor;
}
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoYAxisColor();
}
void USGWristTrackerComponent::SetDebugWristTrackerGizmoYAxisColor(
const FColor& InDebugWristTrackerGizmoYAxisColor)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoYAxisColor is only permitted when bOverridePluginWristTrackingDebugSettings"
" is enabled!"));
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoYAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoYAxisColor = InDebugWristTrackerGizmoYAxisColor;
}
const FColor& USGWristTrackerComponent::GetDebugWristTrackerGizmoZAxisColor() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoZAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return DebugWristTrackerGizmoZAxisColor;
}
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoZAxisColor();
}
void USGWristTrackerComponent::SetDebugWristTrackerGizmoZAxisColor(
const FColor& InDebugWristTrackerGizmoZAxisColor)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoZAxisColor is only permitted when bOverridePluginWristTrackingDebugSettings"
" is enabled!"));
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoZAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoZAxisColor = InDebugWristTrackerGizmoZAxisColor;
}
bool USGWristTrackerComponent::GetDebugWristTrackerGizmoPersistentLines() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting bDebugWristTrackerGizmoPersistentLines is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return !!bDebugWristTrackerGizmoPersistentLines;
}
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoPersistentLines();
}
void USGWristTrackerComponent::SetDebugWristTrackerGizmoPersistentLines(
const bool bInDebugWristTrackerGizmoPersistentLines)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoPersistentLines is only permitted when"
" bOverridePluginWristTrackingDebugSettings is enabled!"));
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting bDebugWristTrackerGizmoPersistentLines is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
bDebugWristTrackerGizmoPersistentLines = bInDebugWristTrackerGizmoPersistentLines;
}
float USGWristTrackerComponent::GetDebugWristTrackerGizmoLifeTimeModifier() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoLifeTimeModifier is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return DebugWristTrackerGizmoLifeTimeModifier;
}
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoLifeTimeModifier();
}
void USGWristTrackerComponent::SetDebugWristTrackerGizmoLifeTimeModifier(
const float InDebugWristTrackerGizmoLifeTimeModifier)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoLifetimeModifier is only permitted when"
" bOverridePluginWristTrackingDebugSettings is enabled!"));
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoLifeTimeModifier is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoLifeTimeModifier = InDebugWristTrackerGizmoLifeTimeModifier;
}
uint8 USGWristTrackerComponent::GetDebugWristTrackerGizmoDepthPriority() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoDepthPriority is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return DebugWristTrackerGizmoDepthPriority;
}
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoDepthPriority();
}
void USGWristTrackerComponent::SetDebugWristTrackerGizmoDepthPriority(const uint8 InDebugWristTrackerGizmoDepthPriority)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoDepthPriority is only permitted when"
" bOverridePluginWristTrackingDebugSettings is enabled!"));
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoDepthPriority is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoDepthPriority = InDebugWristTrackerGizmoDepthPriority;
}
float USGWristTrackerComponent::GetDebugWristTrackerGizmoThickness() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoThickness is only permitted when bDrawDebugWristTrackerGizmo is enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return DebugWristTrackerGizmoThickness;
}
return USGSettings::GetInstance()->GetDebugWristTrackerGizmoThickness();
}
void USGWristTrackerComponent::SetDebugWristTrackerGizmoThickness(float InDebugWristTrackerGizmoThickness)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting DebugWristTrackerGizmoDepthThickness is only permitted when"
" bOverridePluginWristTrackingDebugSettings is enabled!"));
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoThickness is only permitted when bDrawDebugWristTrackerGizmo is enabled!"));
DebugWristTrackerGizmoThickness = InDebugWristTrackerGizmoThickness;
} }
#if WITH_EDITOR #if WITH_EDITOR
@@ -542,7 +329,7 @@ void USGWristTrackerComponent::TickComponent(
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (GetDrawDebugWristTrackerGizmo()) if (GetDrawWristTrackerDebugGizmo())
{ {
Pimpl->DrawDebugGizmo(); Pimpl->DrawDebugGizmo();
} }
@@ -595,7 +382,7 @@ bool USGWristTrackerComponent::FImpl::InitializeBackend() const
case 0: case 0:
// Do not pollute the logs! // Do not pollute the logs!
//SGLOG_ERROR("Device Scanning is already running within this program."); //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. // We must return here in case two virtual hand components are present in the scene.
return true; return true;
case 1: case 1:
SGLOG("Successfully started up DeviceScanning from the current program."); SGLOG("Successfully started up DeviceScanning from the current program.");
@@ -697,8 +484,8 @@ void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
{ {
ensureAlwaysMsgf(Owner->Glove, TEXT("Invalid Glove!")); ensureAlwaysMsgf(Owner->Glove, TEXT("Invalid Glove!"));
FVector TrackerLocation{Owner->GetRelativeLocation()}; FVector TrackerLocation{Owner->GetComponentLocation()};
FRotator TrackerRotation{Owner->GetRelativeRotation()}; FRotator TrackerRotation{Owner->GetComponentRotation()};
ESGPositionalTrackingHardware TrackerHardware = Owner->GetTrackingHardware(); ESGPositionalTrackingHardware TrackerHardware = Owner->GetTrackingHardware();
if (TrackerHardware == ESGPositionalTrackingHardware::None) if (TrackerHardware == ESGPositionalTrackingHardware::None)
@@ -748,26 +535,11 @@ void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
void USGWristTrackerComponent::FImpl::DrawDebugGizmo() void USGWristTrackerComponent::FImpl::DrawDebugGizmo()
{ {
const UWorld* World{Owner->GetWorld()}; const UWorld* World{Owner->GetWorld()};
const FVector& Location{Owner->GetRelativeLocation()}; const FVector& Location{Owner->GetComponentLocation()};
const FRotator& Rotation{Owner->GetRelativeRotation()}; const FRotator& Rotation{Owner->GetComponentRotation()};
const float Length = Owner->GetDebugWristTrackerGizmoLength(); const FSGDebugGizmoSettings& DebugGizmoSettings{Owner->GetWristTrackerDebugGizmoSettings()};
const bool bPersistentLines = Owner->GetDebugWristTrackerGizmoPersistentLines();
const float LifeTime = UGameplayStatics::GetWorldDeltaSeconds(World)
* Owner->GetDebugWristTrackerGizmoLifeTimeModifier();
const float DepthPriority = Owner->GetDebugWristTrackerGizmoDepthPriority();
const float Thickness = Owner->GetDebugWristTrackerGizmoThickness();
const FColor& XAxisColor{Owner->GetDebugWristTrackerGizmoXAxisColor()};
const FColor& YAxisColor{Owner->GetDebugWristTrackerGizmoYAxisColor()};
const FColor& ZAxisColor{Owner->GetDebugWristTrackerGizmoZAxisColor()};
const FVector XAxisLineEnd(Location + Rotation.RotateVector(FVector(Length, 0.0f, 0.0f))); FSGDebugGizmo::Draw(World, Location, Rotation, DebugGizmoSettings);
DrawDebugLine(World, Location, XAxisLineEnd, XAxisColor, bPersistentLines, LifeTime, DepthPriority, Thickness);
const FVector YAxisLineEnd(Location + Rotation.RotateVector(FVector{0.0f, Length, 0.0f}));
DrawDebugLine(World, Location, YAxisLineEnd, YAxisColor, bPersistentLines, LifeTime, DepthPriority, Thickness);
const FVector ZAxisLineEnd{Location + Rotation.RotateVector(FVector{0.0f, 0.0f, Length})};
DrawDebugLine(World, Location, ZAxisLineEnd, ZAxisColor, bPersistentLines, LifeTime, DepthPriority, Thickness);
} }
void USGWristTrackerComponent::FImplDeleter::operator()(const FImpl* P) const void USGWristTrackerComponent::FImplDeleter::operator()(const FImpl* P) const
File diff suppressed because it is too large Load Diff
@@ -35,12 +35,338 @@
#include "SenseGlove/GameFramework/SGPlayerController.h" #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) ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer) : Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{ {
} }
void ASGPlayerController::SetupInputComponent() void ASGPlayerController::BeginPlay()
{ {
Super::SetupInputComponent(); 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;
} }
@@ -35,6 +35,10 @@
#include "SenseGlove/GameFramework/SGVirtualHandActor.h" #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/SGVirtualHandComponent.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h" #include "SenseGlove/Components/SGWristTrackerComponent.h"
@@ -63,6 +67,15 @@ struct ASGVirtualHandActor::FImpl
/************************ /************************
* Methods * Methods
************************/ ************************/
void BindFingerGrabOverlapEvents();
void UnbindFingerGrabOverlapEvents();
void BindFingerTouchOverlapEvents();
void UnbindFingerTouchOverlapEvents();
bool IsFingerGrabbing(AActor* Actor) const;
bool IsFingerTouching(AActor* Actor) const;
}; };
ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitializer) ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitializer)
@@ -79,10 +92,165 @@ ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitial
VirtualHand->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f}, VirtualHand->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None); 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 = CreateDefaultSubobject<USGWristTrackerComponent>(TEXT("WristTracker"));
WristTracker->SetupAttachment(RootComponent); WristTracker->SetupAttachment(RootComponent);
WristTracker->SetRight(VirtualHand->IsRight()); WristTracker->SetRight(VirtualHand->IsRight());
GrabState = FSGGrabState(VirtualHand, nullptr, nullptr, nullptr, nullptr);
TouchState = FSGTouchState(VirtualHand, nullptr, nullptr, nullptr, nullptr, nullptr);
} }
void ASGVirtualHandActor::BeginPlay() void ASGVirtualHandActor::BeginPlay()
@@ -96,13 +264,24 @@ void ASGVirtualHandActor::BeginPlay()
WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{ {
VirtualHand->SetRelativeLocation(Location); VirtualHand->SetWorldLocation(Location);
}); });
WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{ {
VirtualHand->SetRelativeRotation(Rotation); VirtualHand->SetWorldRotation(Rotation);
}); });
Pimpl->BindFingerGrabOverlapEvents();
Pimpl->BindFingerTouchOverlapEvents();
}
void ASGVirtualHandActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
Pimpl->UnbindFingerGrabOverlapEvents();
Pimpl->UnbindFingerTouchOverlapEvents();
} }
void ASGVirtualHandActor::PreInitializeComponents() void ASGVirtualHandActor::PreInitializeComponents()
@@ -112,6 +291,292 @@ void ASGVirtualHandActor::PreInitializeComponents()
WristTracker->SetRight(VirtualHand->IsRight()); 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 bool ASGVirtualHandActor::IsLeft() const
{ {
return WristTracker->IsLeft() && VirtualHand->IsLeft(); return WristTracker->IsLeft() && VirtualHand->IsLeft();
@@ -138,6 +603,98 @@ ASGVirtualHandActor::FImpl::FImpl(ASGVirtualHandActor* 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; ASGVirtualHandActor::FImpl::~FImpl() = default;
void ASGVirtualHandActor::FImplDeleter::operator()(const FImpl* P) const void ASGVirtualHandActor::FImplDeleter::operator()(const FImpl* P) const
@@ -0,0 +1,62 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SenseGlove/Haptics/SGGrabState.h"
#include "GameFramework/Actor.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGGrabState::FSGGrabState()
: Hand(nullptr),
ActorThumbCanGrab(nullptr),
ActorIndexCanGrab(nullptr),
ActorMiddleCanGrab(nullptr),
GrabbedActor(nullptr)
{
}
FSGGrabState::FSGGrabState(USGVirtualHandComponent* InHand,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor)
: Hand(InHand),
ActorThumbCanGrab(InActorThumbCanGrab),
ActorIndexCanGrab(InActorIndexCanGrab),
ActorMiddleCanGrab(InActorMiddleCanGrab),
GrabbedActor(InGrabbedActor)
{
}
@@ -0,0 +1,65 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SenseGlove/Haptics/SGTouchState.h"
#include "GameFramework/Actor.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGTouchState::FSGTouchState()
: Hand(nullptr),
ActorThumbTouching(nullptr),
ActorIndexTouching(nullptr),
ActorMiddleTouching(nullptr),
ActorRingTouching(nullptr),
ActorPinkyTouching(nullptr)
{
}
FSGTouchState::FSGTouchState(USGVirtualHandComponent* InHand,
AActor* InActorThumbTouching,
AActor* InActorIndexTouching,
AActor* InActorMiddleTouching,
AActor* InActorRingTouching,
AActor* InActorPinkyTouching)
: Hand(InHand),
ActorThumbTouching(InActorThumbTouching),
ActorIndexTouching(InActorIndexTouching),
ActorMiddleTouching(InActorMiddleTouching),
ActorRingTouching(InActorRingTouching),
ActorPinkyTouching(InActorPinkyTouching)
{
}
@@ -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;
}
};
@@ -45,12 +45,16 @@
#include "Templates/UniquePtr.h" #include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h" #include "UObject/NameTypes.h"
#include "SGSettings/SGDebugVirtualHandSettings.h"
#include "SGVirtualHandComponent.generated.h" #include "SGVirtualHandComponent.generated.h"
class USphereComponent;
class USkeletalMesh; class USkeletalMesh;
class USGHandPose; class USGHandPose;
class USGHapticGlove; class USGHapticGlove;
class USGWristTrackerComponent;
UCLASS(Config=Engine, Blueprintable, ClassGroup=(Rendering, Common), hidecategories=(Object, "Mesh|SkeletalAsset"), UCLASS(Config=Engine, Blueprintable, ClassGroup=(Rendering, Common), hidecategories=(Object, "Mesh|SkeletalAsset"),
editinlinenew, meta=(BlueprintSpawnableComponent)) editinlinenew, meta=(BlueprintSpawnableComponent))
@@ -80,9 +84,49 @@ private:
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bRight : 1; uint8 bRight : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove | Haptics", meta=(AllowPrivateAccess="false"))
uint8 bAutoStopAllHapticsOnEndPlay : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName GrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FVector DefaultFingertipsGrabColliderSize;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName ThumbFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName IndexFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName MiddleFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FVector DefaultFingertipsTouchColliderSize;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName ThumbFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName IndexFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName MiddleFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName RingFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName PinkyFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bHiddenInGameIfNoGloveDetected : 1; uint8 bHiddenInGameIfNoGloveDetected : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", EditCondition="bDrawDebugVirtualHand", EditConditionHides))
FSGDebugVirtualHandSettings DebugVirtualHandSettings;
private: private:
UPROPERTY(Transient) UPROPERTY(Transient)
uint8 bBackendInitialized : 1; uint8 bBackendInitialized : 1;
@@ -90,6 +134,9 @@ private:
UPROPERTY(Transient) UPROPERTY(Transient)
USGHapticGlove* Glove; USGHapticGlove* Glove;
UPROPERTY(Transient)
USGWristTrackerComponent* WristTracker;
public: public:
FORCEINLINE bool IsLeft() const FORCEINLINE bool IsLeft() const
{ {
@@ -103,6 +150,111 @@ public:
void SetRight(const bool bInRight); void SetRight(const bool bInRight);
FORCEINLINE bool AutoStopsAllHapticsOnEndPlay() const
{
return !!bAutoStopAllHapticsOnEndPlay;
}
FORCEINLINE void SetAutoStopAllHapticsOnEndPlay(const bool bInAutoStopAllHapticsOnEndPlay)
{
bAutoStopAllHapticsOnEndPlay = bInAutoStopAllHapticsOnEndPlay;
}
FORCEINLINE const FName& GetGrabSocketName() const
{
return GrabSocketName;
}
FORCEINLINE const FVector& GetDefaultFingertipsGrabColliderSize() const
{
return DefaultFingertipsGrabColliderSize;
}
FORCEINLINE const FName& GetThumbFingertipGrabSocketName() const
{
return ThumbFingertipGrabSocketName;
}
FORCEINLINE void SetThumbFingertipGrabSocketName(const FName& SocketName)
{
ThumbFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FName& GetIndexFingertipGrabSocketName() const
{
return IndexFingertipGrabSocketName;
}
FORCEINLINE void SetIndexFingertipGrabSocketName(const FName& SocketName)
{
IndexFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FName& GetMiddleFingertipGrabSocketName() const
{
return MiddleFingertipGrabSocketName;
}
FORCEINLINE void SetMiddleFingertipGrabSocketName(const FName& SocketName)
{
MiddleFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FVector& GetDefaultFingertipsTouchColliderSize() const
{
return DefaultFingertipsTouchColliderSize;
}
FORCEINLINE const FName& GetThumbFingertipTouchSocketName() const
{
return ThumbFingertipTouchSocketName;
}
FORCEINLINE void SetThumbFingertipTouchSocketName(const FName& SocketName)
{
ThumbFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetIndexFingertipTouchSocketName() const
{
return IndexFingertipTouchSocketName;
}
FORCEINLINE void SetIndexFingertipTouchSocketName(const FName& SocketName)
{
IndexFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetMiddleFingertipTouchSocketName() const
{
return MiddleFingertipTouchSocketName;
}
FORCEINLINE void SetMiddleFingertipTouchSocketName(const FName& SocketName)
{
MiddleFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetRingFingertipTouchSocketName() const
{
return RingFingertipTouchSocketName;
}
FORCEINLINE void SetRingFingertipTouchSocketName(const FName& SocketName)
{
RingFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetPinkyFingertipTouchSocketName() const
{
return PinkyFingertipTouchSocketName;
}
FORCEINLINE void SetPinkyFingertipTouchSocketName(const FName& SocketName)
{
PinkyFingertipTouchSocketName = SocketName;
}
FORCEINLINE bool IsHiddenInGameIfNoGloveDetected() const FORCEINLINE bool IsHiddenInGameIfNoGloveDetected() const
{ {
return !!bHiddenInGameIfNoGloveDetected; return !!bHiddenInGameIfNoGloveDetected;
@@ -113,10 +265,15 @@ public:
bHiddenInGameIfNoGloveDetected = bInHiddenIfNoGloveDetected; bHiddenInGameIfNoGloveDetected = bInHiddenIfNoGloveDetected;
} }
FORCEINLINE void SetWristTracker(USGWristTrackerComponent* InWristTracker)
{
WristTracker = InWristTracker;
}
public: public:
virtual void SetAnimClass(class UClass* NewClass) override; virtual void SetAnimClass(class UClass* NewClass) override;
virtual void PostInitProperties() override; virtual void PostInitProperties() override;
#if WITH_EDITOR #if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
@@ -143,6 +300,12 @@ protected:
public: public:
bool IsGloveConnected() const; bool IsGloveConnected() const;
FORCEINLINE USGHapticGlove* GetConnectedGlove() const
{
return Glove;
}
USGHandPose* GetHandPose(); USGHandPose* GetHandPose();
public: public:
@@ -41,6 +41,7 @@
#include "MotionControllerComponent.h" #include "MotionControllerComponent.h"
#include "Templates/UniquePtr.h" #include "Templates/UniquePtr.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "SGTypes/SGCoreTypes.h" #include "SGTypes/SGCoreTypes.h"
#include "SGWristTrackerComponent.generated.h" #include "SGWristTrackerComponent.generated.h"
@@ -129,71 +130,15 @@ private:
*/ */
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings", UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings", EditConditionHides)) meta=(EditCondition="bOverridePluginWristTrackingDebugSettings", EditConditionHides))
uint8 bDrawDebugWristTrackerGizmo : 1; uint8 bDrawWristTrackerDebugGizmo : 1;
/** /**
* Valid only if bDrawDebugWristTrackerGizmo is enabled. * Valid only if bDrawWristTrackerDebugGizmo is enabled.
*/ */
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings", UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo", meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawWristTrackerDebugGizmo",
EditConditionHides)) EditConditionHides))
float DebugWristTrackerGizmoLength; FSGDebugGizmoSettings WristTrackerDebugGizmoSettings;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo",
EditConditionHides))
FColor DebugWristTrackerGizmoXAxisColor;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo",
EditConditionHides))
FColor DebugWristTrackerGizmoYAxisColor;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo",
EditConditionHides))
FColor DebugWristTrackerGizmoZAxisColor;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo",
EditConditionHides))
uint8 bDebugWristTrackerGizmoPersistentLines : 1;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo",
EditConditionHides))
float DebugWristTrackerGizmoLifeTimeModifier;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo",
EditConditionHides))
uint8 DebugWristTrackerGizmoDepthPriority;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawDebugWristTrackerGizmo",
EditConditionHides))
float DebugWristTrackerGizmoThickness;
private: private:
UPROPERTY(Transient) UPROPERTY(Transient)
@@ -238,32 +183,11 @@ public:
bOverridePluginWristTrackingDebugSettings = bInOverridePluginWristTrackingDebugSettings; bOverridePluginWristTrackingDebugSettings = bInOverridePluginWristTrackingDebugSettings;
} }
bool GetDrawDebugWristTrackerGizmo() const; bool GetDrawWristTrackerDebugGizmo() const;
void SetDrawDebugWristTrackerGizmo(bool bInDrawDebugWristTrackerGizmo); void SetDrawWristTrackerDebugGizmo(bool bInDrawWristTrackerDebugGizmo);
float GetDebugWristTrackerGizmoLength() const; const FSGDebugGizmoSettings& GetWristTrackerDebugGizmoSettings() const;
void SetDebugWristTrackerGizmoLength(float InDebugWristTrackerGizmoLength); void SetWristTrackerDebugGizmoSettings(const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings);
const FColor& GetDebugWristTrackerGizmoXAxisColor() const;
void SetDebugWristTrackerGizmoXAxisColor(const FColor& InDebugWristTrackerGizmoXAxisColor);
const FColor& GetDebugWristTrackerGizmoYAxisColor() const;
void SetDebugWristTrackerGizmoYAxisColor(const FColor& InDebugWristTrackerGizmoYAxisColor);
const FColor& GetDebugWristTrackerGizmoZAxisColor() const;
void SetDebugWristTrackerGizmoZAxisColor(const FColor& InDebugWristTrackerGizmoZAxisColor);
bool GetDebugWristTrackerGizmoPersistentLines() const;
void SetDebugWristTrackerGizmoPersistentLines(bool bInDebugWristTrackerGizmoPersistentLines);
float GetDebugWristTrackerGizmoLifeTimeModifier() const;
void SetDebugWristTrackerGizmoLifeTimeModifier(float InDebugWristTrackerGizmoLifeTimeModifier);
uint8 GetDebugWristTrackerGizmoDepthPriority() const;
void SetDebugWristTrackerGizmoDepthPriority(uint8 InDebugWristTrackerGizmoDepthPriority);
float GetDebugWristTrackerGizmoThickness() const;
void SetDebugWristTrackerGizmoThickness(float InDebugWristTrackerGizmoThickness);
FORCEINLINE bool IsLeft() const FORCEINLINE bool IsLeft() const
{ {
@@ -308,4 +232,4 @@ protected:
virtual void EditorTick(float DeltaTime, virtual void EditorTick(float DeltaTime,
enum ELevelTick TickType, enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction); FActorComponentTickFunction* ThisTickFunction);
}; };
@@ -36,11 +36,17 @@
#pragma once #pragma once
#include "GameFramework/Pawn.h" #include "GameFramework/Pawn.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Templates/UniquePtr.h" #include "Templates/UniquePtr.h"
#include "SenseGlove/Haptics/SGGrabState.h"
#include "SenseGlove/Haptics/SGTouchState.h"
#include "SGPawn.generated.h" #include "SGPawn.generated.h"
class UCameraComponent; class UCameraComponent;
class UPrimitiveComponent;
class USphereComponent;
class USGVirtualHandComponent; class USGVirtualHandComponent;
class USGWristTrackerComponent; class USGWristTrackerComponent;
@@ -50,6 +56,25 @@ class SENSEGLOVE_API ASGPawn : public APawn
{ {
GENERATED_UCLASS_BODY() 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: private:
struct FImpl; struct FImpl;
@@ -71,15 +96,76 @@ private:
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerLeft; USGWristTrackerComponent* WristTrackerLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandLeft;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftPinkyFingertipTouchCollider;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerRight; USGWristTrackerComponent* WristTrackerRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandRight; USGVirtualHandComponent* HandRight;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightPinkyFingertipTouchCollider;
private:
UPROPERTY(Transient)
FSGGrabState LeftHandGrabState;
UPROPERTY(Transient)
FSGTouchState LeftHandTouchState;
UPROPERTY(Transient)
FSGGrabState RightHandGrabState;
UPROPERTY(Transient)
FSGTouchState RightHandTouchState;
public: public:
FORCEINLINE UCameraComponent* GetCamera() const FORCEINLINE UCameraComponent* GetCamera() const
{ {
@@ -91,22 +177,436 @@ public:
return WristTrackerLeft; return WristTrackerLeft;
} }
FORCEINLINE USGWristTrackerComponent* GetWristTrackerRight() const
{
return WristTrackerRight;
}
FORCEINLINE USGVirtualHandComponent* GetHandLeft() const FORCEINLINE USGVirtualHandComponent* GetHandLeft() const
{ {
return HandLeft; return HandLeft;
} }
FORCEINLINE USphereComponent* GetLeftThumbFingertipGrabCollider() const
{
return LeftThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipGrabCollider() const
{
return LeftIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipGrabCollider() const
{
return LeftMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipTouchCollider() const
{
return LeftThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipTouchCollider() const
{
return LeftIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipTouchCollider() const
{
return LeftMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftRingFingertipTouchCollider() const
{
return LeftRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftPinkyFingertipTouchCollider() const
{
return LeftPinkyFingertipTouchCollider;
}
FORCEINLINE USGWristTrackerComponent* GetWristTrackerRight() const
{
return WristTrackerRight;
}
FORCEINLINE USGVirtualHandComponent* GetHandRight() const FORCEINLINE USGVirtualHandComponent* GetHandRight() const
{ {
return HandRight; return HandRight;
} }
FORCEINLINE USphereComponent* GetRightThumbFingertipGrabCollider() const
{
return RightThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipGrabCollider() const
{
return RightIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipGrabCollider() const
{
return RightMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipTouchCollider() const
{
return RightThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipTouchCollider() const
{
return RightIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipTouchCollider() const
{
return RightMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightRingFingertipTouchCollider() const
{
return RightRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightPinkyFingertipTouchCollider() const
{
return RightPinkyFingertipTouchCollider;
}
public: public:
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void PreInitializeComponents() override; virtual void PreInitializeComponents() override;
};
protected:
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
public:
FORCEINLINE bool CanLeftHandGrab(const AActor* Actor) const
{
return !IsLeftHandGrabbing() && ((IsValid(Actor) && Actor == LeftHandGrabState.ActorThumbCanGrab)
&& (Actor == LeftHandGrabState.ActorIndexCanGrab || Actor == LeftHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsLeftHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && LeftHandGrabState.GrabbedActor == Actor;
}
bool IsLeftHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool IsLeftHandGrabbing() const
{
return IsValid(LeftHandGrabState.GrabbedActor);
}
FORCEINLINE bool CanRightHandGrab(const AActor* Actor) const
{
return !IsRightHandGrabbing() && ((IsValid(Actor) && Actor == RightHandGrabState.ActorThumbCanGrab)
&& (Actor == RightHandGrabState.ActorIndexCanGrab || Actor == RightHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsRightHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && RightHandGrabState.GrabbedActor == Actor;
}
FORCEINLINE bool IsRightHandGrabbing() const
{
return IsValid(RightHandGrabState.GrabbedActor);
}
bool IsRightHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool CanGrab(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandLeft ? CanLeftHandGrab(Actor) : CanRightHandGrab(Actor);
}
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandLeft ? IsLeftHandGrabbing(Actor) : IsRightHandGrabbing(Actor);
}
bool IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const;
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand) const
{
return Hand == HandLeft ? IsLeftHandGrabbing() : IsRightHandGrabbing();
}
public:
FORCEINLINE void GrabLeft(AActor* Actor)
{
Grab(HandLeft, Actor);
}
FORCEINLINE void GrabRight(AActor* Actor)
{
Grab(HandRight, Actor);
}
void Grab(USGVirtualHandComponent* Hand, AActor* Actor);
void ReleaseLeft();
void ReleaseRight();
FORCEINLINE void Release(const USGVirtualHandComponent* Hand)
{
return Hand == HandLeft ? ReleaseLeft() : ReleaseRight();
}
};
@@ -36,6 +36,7 @@
#pragma once #pragma once
#include "GameFramework/PlayerController.h" #include "GameFramework/PlayerController.h"
#include "Templates/UniquePtr.h"
#include "SGPlayerController.generated.h" #include "SGPlayerController.generated.h"
@@ -44,6 +45,17 @@ class SENSEGLOVE_API ASGPlayerController : public APlayerController
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
protected: protected:
virtual void SetupInputComponent() override; virtual void BeginPlay() override;
}; };
@@ -41,11 +41,15 @@
#include "Templates/UniquePtr.h" #include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h" #include "UObject/NameTypes.h"
#include "SenseGlove/Haptics/SGGrabState.h"
#include "SenseGlove/Haptics/SGTouchState.h"
#include "SGVirtualHandActor.generated.h" #include "SGVirtualHandActor.generated.h"
class USceneComponent;
class USkeletalMesh; class USkeletalMesh;
class USkeleton; class USkeleton;
class USceneComponent; class USphereComponent;
class USGHandPose; class USGHandPose;
class USGVirtualHandComponent; class USGVirtualHandComponent;
@@ -56,6 +60,25 @@ class SENSEGLOVE_API ASGVirtualHandActor : public AActor
{ {
GENERATED_UCLASS_BODY() 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: private:
struct FImpl; struct FImpl;
@@ -77,6 +100,37 @@ private:
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* VirtualHand; 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: public:
FORCEINLINE USGWristTrackerComponent* GetWristTracker() const FORCEINLINE USGWristTrackerComponent* GetWristTracker() const
{ {
@@ -88,6 +142,46 @@ public:
return VirtualHand; 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: protected:
FORCEINLINE void SetMesh(USGVirtualHandComponent* InVirtualHand) FORCEINLINE void SetMesh(USGVirtualHandComponent* InVirtualHand)
{ {
@@ -96,12 +190,148 @@ protected:
public: public:
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void PreInitializeComponents() 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: public:
bool IsLeft() const; bool IsLeft() const;
bool IsRight() const; bool IsRight() const;
void SetRight(bool bRight); void SetRight(bool bRight);
bool IsGloveConnected() const; bool IsGloveConnected() const;
FORCEINLINE bool CanGrab(const AActor* Actor) const
{
return ((IsValid(Actor) && Actor == GrabState.ActorThumbCanGrab)
&& (Actor == GrabState.ActorIndexCanGrab || Actor == GrabState.ActorMiddleCanGrab));
}
}; };
@@ -0,0 +1,76 @@
/**
* @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 "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")
AActor* ActorThumbCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorIndexCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorMiddleCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* GrabbedActor;
public:
FSGGrabState();
explicit FSGGrabState(USGVirtualHandComponent* InHand,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor);
};
@@ -0,0 +1,79 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "UObject/ObjectMacros.h"
#include "SGTouchState.generated.h"
class AActor;
class USGVirtualHandComponent;
USTRUCT(BlueprintType)
struct SENSEGLOVE_API FSGTouchState
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
USGVirtualHandComponent* Hand;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorThumbTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorIndexTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorMiddleTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorRingTouching;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorPinkyTouching;
public:
FSGTouchState();
explicit FSGTouchState(USGVirtualHandComponent* InHand,
AActor* InActorThumbTouching,
AActor* InActorIndexTouching,
AActor* InActorMiddleTouching,
AActor* InActorRingTouching,
AActor* InActorPinkyTouching);
};
+1
View File
@@ -58,6 +58,7 @@ public class SenseGlove : ModuleRules
"HeadMountedDisplay", "HeadMountedDisplay",
"SenseGloveConnect", "SenseGloveConnect",
"SenseGloveCore", "SenseGloveCore",
"SenseGloveDebug",
"SenseGloveLog", "SenseGloveLog",
"SenseGloveSettings", "SenseGloveSettings",
"SenseGloveTypes", "SenseGloveTypes",
@@ -39,7 +39,7 @@
<setBool result="bSupportedArch" value="false"/> <setBool result="bSupportedArch" value="false"/>
<isArch arch="armeabi-v7a"> <isArch arch="armeabi-v7a">
<setBool result="bSupportedArch" value="false"/> <setBool result="bSupportedArch" value="true"/>
</isArch> </isArch>
<isArch arch="arm64-v8a"> <isArch arch="arm64-v8a">
@@ -47,11 +47,11 @@
</isArch> </isArch>
<isArch arch="x86"> <isArch arch="x86">
<setBool result="bSupportedArch" value="false"/> <setBool result="bSupportedArch" value="true"/>
</isArch> </isArch>
<isArch arch="x86_64"> <isArch arch="x86_64">
<setBool result="bSupportedArch" value="false"/> <setBool result="bSupportedArch" value="true"/>
</isArch> </isArch>
<if condition="bSupportedArch"> <if condition="bSupportedArch">
@@ -61,37 +61,12 @@
</if> </if>
</init> </init>
<!--
<prebuildCopies>
<copyDir src="$S(PluginDir)/Private/Java" dst="$S(BuildDir)/src/com/senseglove/sgconnect" />
</prebuildCopies>
-->
<resourceCopies> <resourceCopies>
<isArch arch="arm64-v8a">
<if condition="Distribution">
<true>
<!--
<copyFile src="$S(PluginDir)/ThirdParty/lib/oculus/release/somelib.so"
dst="$S(BuildDir)/libs/$S(Architecture)/somelib.so" />
-->
</true>
<false>
<!--
<copyFile src="$S(PluginDir)/ThirdParty/lib/oculus/debug/somelib.so"
dst="$S(BuildDir)/libs/$S(Architecture)/somelib.so" />
-->
</false>
</if>
</isArch>
<copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/app/libs/sgconnect.jar" /> <copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/app/libs/sgconnect.jar" />
</resourceCopies> </resourceCopies>
<gradleProperties> <gradleProperties>
<insert> <insert>
<!--android.useAndroidX=true
android.enableJetifier=true-->
kapt.incremental.apt=true kapt.incremental.apt=true
</insert> </insert>
</gradleProperties> </gradleProperties>
@@ -105,20 +80,9 @@
-keep interface com.senseglove.** { *; } -keep interface com.senseglove.** { *; }
-keep public class com.senseglove.sgconnect.** { public protected *; } -keep public class com.senseglove.sgconnect.** { public protected *; }
<!-- Disable obfuscation for AndroidX classes -->
<!---dontwarn androidx.**
-keep class androidx.** { *; }
-keep interface androidx.** { *; }-->
</insert> </insert>
</proguardAdditions> </proguardAdditions>
<soLoadLibrary>
<!--
<loadLibrary name="somelib" failmsg="SenseGlove [WARN]: somelib.so library failed to load!" />
-->
</soLoadLibrary>
<androidManifestUpdates> <androidManifestUpdates>
<!-- For target SDK 31 update the SplashActivity activity --> <!-- For target SDK 31 update the SplashActivity activity -->
@@ -132,12 +96,6 @@
</if> </if>
</loopElements> </loopElements>
<addElements tag="application">
<!--
<addAttribute tag="application" name="android:requestSomeThingHere" value="true"/>
-->
</addElements>
<addPermission android:name="android.permission.BLUETOOTH"/> <addPermission android:name="android.permission.BLUETOOTH"/>
<addPermission android:name="android.permission.BLUETOOTH_ADMIN"/> <addPermission android:name="android.permission.BLUETOOTH_ADMIN"/>
<addPermission android:name="android.permission.ACCESS_BACKGROUND_LOCATION"/> <addPermission android:name="android.permission.ACCESS_BACKGROUND_LOCATION"/>
@@ -145,15 +103,6 @@
</androidManifestUpdates> </androidManifestUpdates>
<!--
<AARImports>
<insertValue value="repository $S(PluginDir)/../../ThirdParty/android"/>
<insertNewline/>
<insertValue value="com.senseglove.sgconnect,sgconnect-android,release" />
<insertNewline/>
</AARImports>
-->
<buildGradleAdditions> <buildGradleAdditions>
<insert> <insert>
ext { ext {
@@ -189,21 +138,4 @@
</insert> </insert>
</baseBuildGradleAdditions> </baseBuildGradleAdditions>
<buildscriptGradleAdditions>
</buildscriptGradleAdditions>
<gradleCopies>
</gradleCopies>
<buildXmlPropertyAdditions>
</buildXmlPropertyAdditions>
<minimumSDKAPI>
</minimumSDKAPI>
<gameActivityImportAdditions>
<insert>
import com.senseglove.*;
</insert>
</gameActivityImportAdditions>
</root> </root>
@@ -156,6 +156,29 @@ public class SenseGloveConnectImpl : ModuleRules
#else #else
Debug.Assert(false, "Unsupported engine version or compiler!"); Debug.Assert(false, "Unsupported engine version or compiler!");
#endif #endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
#if UE_5_0_OR_LATER
else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
#else
else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
#endif
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
#elif UE_4_27_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
} }
else if (Target.Platform == UnrealTargetPlatform.Win64) else if (Target.Platform == UnrealTargetPlatform.Win64)
{ {
@@ -287,6 +310,29 @@ public class SenseGloveConnectImpl : ModuleRules
#else #else
Debug.Assert(false, "Unsupported engine version or compiler!"); Debug.Assert(false, "Unsupported engine version or compiler!");
#endif #endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
#if UE_5_0_OR_LATER
else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
#else
else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
#endif
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
#elif UE_4_27_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
} }
else if (Target.Platform == UnrealTargetPlatform.Win64) else if (Target.Platform == UnrealTargetPlatform.Win64)
{ {
@@ -33,4 +33,4 @@
*/ */
#include "SGCoreTypes/SGInterpolationSetArray.h" #include "SGCore/SGInterpolationSetArray.h"
@@ -44,7 +44,7 @@
#include "UObject/Object.h" #include "UObject/Object.h"
#include "UObject/ObjectMacros.h" #include "UObject/ObjectMacros.h"
#include "SGCoreTypes/SGInterpolationSetArray.h" #include "SGCore/SGInterpolationSetArray.h"
#include "SGTypes/SGCoreTypes.h" #include "SGTypes/SGCoreTypes.h"
#include "SGHandInterpolator.generated.h" #include "SGHandInterpolator.generated.h"
@@ -39,14 +39,12 @@
#include "SGInterpolationSetArray.generated.h" #include "SGInterpolationSetArray.generated.h"
class FSGInterpolationSetImpl;
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
struct SENSEGLOVECORETYPES_API FSGInterpolationSetArray struct SENSEGLOVECORE_API FSGInterpolationSetArray
{ {
GENERATED_BODY() GENERATED_BODY()
public: public:
UPROPERTY(EditAnywhere, Category="SenseGlove | Core | Types | Nested Arrays", BlueprintReadWrite) UPROPERTY(EditAnywhere, Category="SenseGlove | Types | Nested Arrays", BlueprintReadWrite)
TArray<USGInterpolationSet*> InterpolationSetArray; TArray<USGInterpolationSet*> InterpolationSetArray;
}; };
@@ -47,7 +47,6 @@ public class SenseGloveCore : ModuleRules
{ {
"Core", "Core",
"Engine", "Engine",
"SenseGloveTypes",
} }
); );
@@ -59,15 +58,16 @@ public class SenseGloveCore : ModuleRules
"SenseGloveCoreImpl", "SenseGloveCoreImpl",
"SenseGloveInterop", "SenseGloveInterop",
"SenseGloveLog", "SenseGloveLog",
"SenseGloveTypes",
"SenseGloveUtils", "SenseGloveUtils",
} }
); );
PrivateIncludePathModuleNames.AddRange( PublicIncludePathModuleNames.AddRange(
new string[] new string[]
{ {
"SenseGloveCoreTypes", "SenseGloveTypes",
} }
); );
} }
} }
@@ -154,7 +154,7 @@ FSGQuatImpl::FSGQuatImpl(const FQuat& Quat)
/// Forward X /// Forward X
/// Right Y /// Right Y
/// Up Z /// Up Z
Pimpl->Quat = FQuatType(-Quat.X, Quat.Y, -Quat.Z, Quat.W); Pimpl->Quat = FQuatType(-Quat.Y, -Quat.X, -Quat.Z, Quat.W);
} }
FSGQuatImpl::FSGQuatImpl(const FSGQuatImpl& Rhs) FSGQuatImpl::FSGQuatImpl(const FSGQuatImpl& Rhs)
@@ -192,7 +192,7 @@ FQuat FSGQuatImpl::ToFQuat() const
/// Forward X /// Forward X
/// Left Y /// Left Y
/// Up Z /// Up Z
return FQuat(-Pimpl->Quat.GetX(), Pimpl->Quat.GetY(), -Pimpl->Quat.GetZ(), Pimpl->Quat.GetW()); return FQuat(-Pimpl->Quat.GetY(), -Pimpl->Quat.GetX(), -Pimpl->Quat.GetZ(), Pimpl->Quat.GetW());
} }
FSGQuatImpl FSGQuatImpl::operator*(const FSGQuatImpl& QuatImpl) const FSGQuatImpl FSGQuatImpl::operator*(const FSGQuatImpl& QuatImpl) const
@@ -113,7 +113,7 @@ FSGVect3DImpl::FSGVect3DImpl(const FVector& Vector)
/// Right Y /// Right Y
/// Up Z /// Up Z
FVect3DType Vect3D(Vector.X, -Vector.Y, Vector.Z); FVect3DType Vect3D(Vector.Y, Vector.X, Vector.Z);
Pimpl->Vect3D = MoveTemp(Vect3D); Pimpl->Vect3D = MoveTemp(Vect3D);
} }
@@ -153,7 +153,7 @@ FVector FSGVect3DImpl::ToFVector() const
/// Right Y /// Right Y
/// Up Z /// Up Z
FVector Vector(Pimpl->Vect3D.GetX(), -Pimpl->Vect3D.GetY(), Pimpl->Vect3D.GetZ()); FVector Vector(Pimpl->Vect3D.GetY(), Pimpl->Vect3D.GetX(), Pimpl->Vect3D.GetZ());
return MoveTemp(Vector); return MoveTemp(Vector);
} }
@@ -32,7 +32,6 @@
* *
*/ */
#pragma once #pragma once
#include <memory> #include <memory>
@@ -155,6 +155,29 @@ public class SenseGloveCoreImpl : ModuleRules
#else #else
Debug.Assert(false, "Unsupported engine version or compiler!"); Debug.Assert(false, "Unsupported engine version or compiler!");
#endif #endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
#if UE_5_0_OR_LATER
else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
#else
else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
#endif
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
#if UE_5_2_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v21"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v20"));
#elif UE_4_27_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "v19"));
#else
Debug.Assert(false, "Unsupported engine version or compiler!");
#endif
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
} }
else if (Target.Platform == UnrealTargetPlatform.Win64) else if (Target.Platform == UnrealTargetPlatform.Win64)
{ {
@@ -36,8 +36,8 @@
#pragma once #pragma once
#include "SGCore/SGInterpolationSetArray.h"
#include "SGKismet/SGBlueprintFunctionLibrary.h" #include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGCoreTypes/SGInterpolationSetArray.h"
#include "SGTypes/SGCoreTypes.h" #include "SGTypes/SGCoreTypes.h"
#include "SGTypes/SGVectorArray.h" #include "SGTypes/SGVectorArray.h"
@@ -55,7 +55,6 @@ public class SenseGloveCoreKismet : ModuleRules
"CoreUObject", "CoreUObject",
"Engine", "Engine",
"SenseGloveCore", "SenseGloveCore",
"SenseGloveCoreTypes",
"SenseGloveLog", "SenseGloveLog",
"SenseGloveKismet", "SenseGloveKismet",
"SenseGloveTypes", "SenseGloveTypes",
@@ -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
*
*
*/
#include "SGDebug/SGDebugGizmo.h"
#include "DrawDebugHelpers.h"
#include "Engine/World.h"
#include "Kismet/GameplayStatics.h"
#include "Math/Color.h"
#include "UObject/Object.h"
void FSGDebugGizmo::Draw(const UWorld* World, const FVector& Location, const FRotator& Rotation,
const FSGDebugGizmoSettings& Settings)
{
const float LifeTime = UGameplayStatics::GetWorldDeltaSeconds(World) * Settings.LifeTimeModifier;
const FVector XAxisLineEnd(Location + Rotation.RotateVector(FVector(Settings.Length, 0.0f, 0.0f)));
DrawDebugLine(World, Location, XAxisLineEnd,
Settings.XAxisColor, Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.Thickness);
const FVector YAxisLineEnd(Location + Rotation.RotateVector(FVector{0.0f, Settings.Length, 0.0f}));
DrawDebugLine(World, Location, YAxisLineEnd,
Settings.YAxisColor, Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.Thickness);
const FVector ZAxisLineEnd{Location + Rotation.RotateVector(FVector{0.0f, 0.0f, Settings.Length})};
DrawDebugLine(World, Location, ZAxisLineEnd,
Settings.ZAxisColor, Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.Thickness);
}
@@ -0,0 +1,120 @@
/**
* @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 "SGDebug/SGDebugVirtualHand.h"
#include "DrawDebugHelpers.h"
#include "Engine/World.h"
#include "Kismet/GameplayStatics.h"
#include "Math/Color.h"
#include "UObject/Object.h"
#include "SGDebug/SGDebugGizmo.h"
void FSGDebugVirtualHand::Draw(const UWorld* World, const FVector& WristLocation, const FRotator& WristRotation,
const TArray<TArray<FVector>>& JointPositions,
const TArray<TArray<FRotator>>& JointRotations,
const FSGDebugVirtualHandSettings& Settings)
{
ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!"));
const float LifeTime = UGameplayStatics::GetWorldDeltaSeconds(World) * Settings.LifeTimeModifier;
if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints)
{
DrawDebugBox(World, WristLocation, Settings.CubeExtent,
WristRotation.Quaternion(), Settings.CubeColor,
Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.CubeThickness);
}
else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints)
{
FSGDebugGizmo::Draw(World,
WristLocation, WristRotation,
FSGDebugGizmoSettings{
Settings.GizmoLength,
Settings.GizmoThickness,
Settings.GizmoXAxisColor,
Settings.GizmoYAxisColor,
Settings.GizmoZAxisColor,
!!Settings.bPersistentLines,
Settings.LifeTimeModifier,
Settings.DepthPriority
});
}
uint32 JointRotationsIndex = -1;
for (const TArray<FVector>& FingerJointPositions: JointPositions)
{
++JointRotationsIndex;
uint32 FingerJointRotationsIndex = -1;
const TArray<FRotator>& FingerJointRotations{JointRotations[JointRotationsIndex]};
for (const FVector& FingerJointPosition: FingerJointPositions)
{
++FingerJointRotationsIndex;
const FRotator& FingerJointRotation(FingerJointRotations[FingerJointRotationsIndex]);
const FVector DrawJointLocation(WristRotation.RotateVector(FingerJointPosition) + WristLocation);
const FQuat JointQuat{FingerJointRotation};
const FQuat WristQuat{WristRotation};
const FRotator DrawJointRotation{WristQuat * JointQuat};
if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints)
{
DrawDebugBox(World, DrawJointLocation, Settings.CubeExtent,
DrawJointRotation.Quaternion(), Settings.CubeColor,
Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.CubeThickness);
}
else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints)
{
FSGDebugGizmo::Draw(World,
DrawJointLocation, DrawJointRotation,
FSGDebugGizmoSettings{
Settings.GizmoLength,
Settings.GizmoThickness,
Settings.GizmoXAxisColor,
Settings.GizmoYAxisColor,
Settings.GizmoZAxisColor,
!!Settings.bPersistentLines,
Settings.LifeTimeModifier,
Settings.DepthPriority
});
}
}
}
}
@@ -33,8 +33,10 @@
*/ */
#include "SenseGloveCoreTypes.h" #include "SenseGloveDebug.h"
#include "Modules/ModuleManager.h"
#include "SenseGloveCoreTypesModule.h"
IMPLEMENT_MODULE(FSenseGloveCoreTypesModule, SenseGloveCoreTypes) #include "Modules/ModuleManager.h"
#include "SenseGloveDebugModule.h"
IMPLEMENT_MODULE(FSenseGloveDebugModule, SenseGloveDebug)
@@ -35,4 +35,4 @@
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
@@ -33,29 +33,30 @@
*/ */
#include "SenseGloveCoreTypesModule.h" #include "SenseGloveDebugModule.h"
#include "SGLog/SGLog.h" #include "SGLog/SGLog.h"
#define LOCTEXT_NAMESPACE "FSenseGloveCoreTypesModule" #define LOCTEXT_NAMESPACE "FSenseGloveDebugModule"
void FSenseGloveCoreTypesModule::StartupModule() void FSenseGloveDebugModule::StartupModule()
{ {
SGLOG("Starting up SenseGloveCoreTypes module..."); SGLOG("Starting up SenseGloveDebug module...");
} }
void FSenseGloveCoreTypesModule::PreUnloadCallback() void FSenseGloveDebugModule::PreUnloadCallback()
{ {
SGLOG("Unloading SenseGloveCoreTypes module..."); SGLOG("Unloading SenseGloveDebug module...");
} }
void FSenseGloveCoreTypesModule::PostLoadCallback() void FSenseGloveDebugModule::PostLoadCallback()
{ {
SGLOG("Loading of SenseGloveCoreTypes module has succeeded!"); SGLOG("Loading of SenseGloveDebug module has succeeded!");
} }
void FSenseGloveCoreTypesModule::ShutdownModule() void FSenseGloveDebugModule::ShutdownModule()
{ {
SGLOG("Shutting down SenseGloveCoreTypes module..."); SGLOG("Shutting down SenseGloveDebug module...");
} }
#undef LOCTEXT_NAMESPACE #undef LOCTEXT_NAMESPACE
@@ -37,9 +37,9 @@
#include "Modules/ModuleInterface.h" #include "Modules/ModuleInterface.h"
#define LOCTEXT_NAMESPACE "SenseGloveCoreTypes" #define LOCTEXT_NAMESPACE "SenseGloveDebug"
class FSenseGloveCoreTypesModule : public IModuleInterface class FSenseGloveDebugModule : public IModuleInterface
{ {
public: public:
virtual void StartupModule() override; virtual void StartupModule() override;
@@ -0,0 +1,55 @@
/**
* @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/Rotator.h"
#include "Math/Vector.h"
#include "SGSettings/SGDebugGizmoSettings.h"
class SENSEGLOVEDEBUG_API FSGDebugGizmo final
{
public:
static void Draw(
const UWorld* World,
const FVector& Location, const FRotator& Rotation,
const FSGDebugGizmoSettings& Settings);
public:
FSGDebugGizmo() = delete;
virtual ~FSGDebugGizmo() = delete;
};
@@ -0,0 +1,58 @@
/**
* @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/Rotator.h"
#include "Math/Vector.h"
#include "SGSettings/SGDebugVirtualHandSettings.h"
class UWorld;
class SENSEGLOVEDEBUG_API FSGDebugVirtualHand final
{
public:
static void Draw(
const UWorld* World,
const FVector& WristLocation, const FRotator& WristRotation,
const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FRotator>>& JointRotations,
const FSGDebugVirtualHandSettings& Settings);
public:
FSGDebugVirtualHand() = delete;
virtual ~FSGDebugVirtualHand() = delete;
};
@@ -36,9 +36,9 @@
using System; using System;
using UnrealBuildTool; using UnrealBuildTool;
public class SenseGloveCoreTypes : ModuleRules public class SenseGloveDebug : ModuleRules
{ {
public SenseGloveCoreTypes(ReadOnlyTargetRules Target) : base(Target) public SenseGloveDebug(ReadOnlyTargetRules Target) : base(Target)
{ {
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
@@ -53,16 +53,11 @@ public class SenseGloveCoreTypes : ModuleRules
new string[] new string[]
{ {
"CoreUObject", "CoreUObject",
"SenseGloveCore", "Engine",
"SenseGloveLog", "SenseGloveLog",
} "SenseGloveSettings",
); "SenseGloveTypes",
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"SenseGloveCore",
} }
); );
} }
} }
@@ -0,0 +1,149 @@
/**
* @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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#include "SGKismet/SGGrabComponentKismetLibrary.h"
#include "SenseGlove/Components/SGGrabComponent.h"
USGGrabComponent* UGrabComponentKismetLibrary::GetGrabComponent(const AActor* Actor)
{
return USGGrabComponent::GetGrabComponent(Actor);
}
bool UGrabComponentKismetLibrary::IsGrabbable(const AActor* Actor)
{
return USGGrabComponent::IsGrabbable(Actor);
}
EAttachmentRule UGrabComponentKismetLibrary::GetAttachmentLocationRule(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetAttachmentLocationRule();
}
void UGrabComponentKismetLibrary::SetAttachmentLocationRule(USGGrabComponent* GrabComponent,
const EAttachmentRule InAttachmentLocationRule)
{
GrabComponent->SetAttachmentLocationRule(InAttachmentLocationRule);
}
EAttachmentRule UGrabComponentKismetLibrary::GetAttachmentRotationRule(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetAttachmentRotationRule();
}
void UGrabComponentKismetLibrary::SetAttachmentRotationRule(USGGrabComponent* GrabComponent,
const EAttachmentRule InAttachmentRotationRule)
{
GrabComponent->SetAttachmentRotationRule(InAttachmentRotationRule);
}
EAttachmentRule UGrabComponentKismetLibrary::GetAttachmentScaleRule(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetAttachmentScaleRule();
}
void UGrabComponentKismetLibrary::SetAttachmentScaleRule(USGGrabComponent* GrabComponent,
const EAttachmentRule InAttachmentScaleRule)
{
GrabComponent->SetAttachmentScaleRule(InAttachmentScaleRule);
}
bool UGrabComponentKismetLibrary::GetAttachmentWeldSimulatedBodies(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetAttachmentWeldSimulatedBodies();
}
void UGrabComponentKismetLibrary::SetAttachmentWeldSimulatedBodies(USGGrabComponent* GrabComponent,
const bool bInAttachmentWeldSimulatedBodies)
{
GrabComponent->SetAttachmentWeldSimulatedBodies(bInAttachmentWeldSimulatedBodies);
}
const FName& UGrabComponentKismetLibrary::GetAttachmentSocketName(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetAttachmentSocketName();
}
void UGrabComponentKismetLibrary::SetAttachmentSocketName(USGGrabComponent* GrabComponent,
const FName& InAttachmentSocketName)
{
GrabComponent->SetAttachmentSocketName(InAttachmentSocketName);
}
EDetachmentRule UGrabComponentKismetLibrary::GetDetachmentLocationRule(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetDetachmentLocationRule();
}
void UGrabComponentKismetLibrary::SetDetachmentLocationRule(USGGrabComponent* GrabComponent,
const EDetachmentRule InDetachmentLocationRule)
{
GrabComponent->SetDetachmentLocationRule(InDetachmentLocationRule);
}
EDetachmentRule UGrabComponentKismetLibrary::GetDetachmentRotationRule(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetDetachmentRotationRule();
}
void UGrabComponentKismetLibrary::SetDetachmentRotationRule(USGGrabComponent* GrabComponent,
const EDetachmentRule InDetachmentRotationRule)
{
GrabComponent->SetDetachmentRotationRule(InDetachmentRotationRule);
}
EDetachmentRule UGrabComponentKismetLibrary::GetDetachmentScaleRule(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetDetachmentScaleRule();
}
void UGrabComponentKismetLibrary::SetDetachmentScaleRule(USGGrabComponent* GrabComponent,
const EDetachmentRule InDetachmentScaleRule)
{
GrabComponent->SetDetachmentScaleRule(InDetachmentScaleRule);
}
bool UGrabComponentKismetLibrary::GetDetachmentInCallModify(const USGGrabComponent* GrabComponent)
{
return GrabComponent->GetDetachmentInCallModify();
}
void UGrabComponentKismetLibrary::SetDetachmentInCallModify(USGGrabComponent* GrabComponent,
const bool bInDetachmentInCallModify)
{
GrabComponent->SetDetachmentInCallModify(bInDetachmentInCallModify);
}
@@ -36,6 +36,7 @@
#include "SGKismet/SGPawnKismetLibrary.h" #include "SGKismet/SGPawnKismetLibrary.h"
#include "Camera/CameraComponent.h" #include "Camera/CameraComponent.h"
#include "Components/SphereComponent.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h" #include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h" #include "SenseGlove/Components/SGWristTrackerComponent.h"
@@ -51,17 +52,188 @@ USGWristTrackerComponent* UPawnKismetLibrary::GetWristTrackerLeft(const ASGPawn*
return Pawn->GetWristTrackerLeft(); return Pawn->GetWristTrackerLeft();
} }
USGWristTrackerComponent* UPawnKismetLibrary::GetWristTrackerRight(const ASGPawn* Pawn)
{
return Pawn->GetWristTrackerRight();
}
USGVirtualHandComponent* UPawnKismetLibrary::GetHandLeft(const ASGPawn* Pawn) USGVirtualHandComponent* UPawnKismetLibrary::GetHandLeft(const ASGPawn* Pawn)
{ {
return Pawn->GetHandLeft(); return Pawn->GetHandLeft();
} }
USphereComponent* UPawnKismetLibrary::GetLeftThumbFingertipGrabCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftThumbFingertipGrabCollider();
}
USphereComponent* UPawnKismetLibrary::GetLeftIndexFingertipGrabCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftIndexFingertipGrabCollider();
}
USphereComponent* UPawnKismetLibrary::GetLeftMiddleFingertipGrabCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftMiddleFingertipGrabCollider();
}
USphereComponent* UPawnKismetLibrary::GetLeftThumbFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftThumbFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetLeftIndexFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftIndexFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetLeftMiddleFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftMiddleFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetLeftRingFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftRingFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetLeftPinkyFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetLeftPinkyFingertipTouchCollider();
}
USGWristTrackerComponent* UPawnKismetLibrary::GetWristTrackerRight(const ASGPawn* Pawn)
{
return Pawn->GetWristTrackerRight();
}
USGVirtualHandComponent* UPawnKismetLibrary::GetHandRight(const ASGPawn* Pawn) USGVirtualHandComponent* UPawnKismetLibrary::GetHandRight(const ASGPawn* Pawn)
{ {
return Pawn->GetHandRight(); return Pawn->GetHandRight();
}
USphereComponent* UPawnKismetLibrary::GetRightThumbFingertipGrabCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightThumbFingertipGrabCollider();
}
USphereComponent* UPawnKismetLibrary::GetRightIndexFingertipGrabCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightIndexFingertipGrabCollider();
}
USphereComponent* UPawnKismetLibrary::GetRightMiddleFingertipGrabCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightMiddleFingertipGrabCollider();
}
USphereComponent* UPawnKismetLibrary::GetRightThumbFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightThumbFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetRightIndexFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightIndexFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetRightMiddleFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightMiddleFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetRightRingFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightRingFingertipTouchCollider();
}
USphereComponent* UPawnKismetLibrary::GetRightPinkyFingertipTouchCollider(const ASGPawn* Pawn)
{
return Pawn->GetRightPinkyFingertipTouchCollider();
}
bool UPawnKismetLibrary::CanLeftHandGrab(const ASGPawn* Pawn, const AActor* Actor)
{
return Pawn->CanLeftHandGrab(Actor);
}
bool UPawnKismetLibrary::IsLeftHandGrabbing_Actor(const ASGPawn* Pawn, const AActor* Actor)
{
return Pawn->IsLeftHandGrabbing(Actor);
}
bool UPawnKismetLibrary::IsLeftHandGrabbing_OutActor(const ASGPawn* Pawn, AActor*& OutActor)
{
return Pawn->IsLeftHandGrabbing(OutActor);
}
bool UPawnKismetLibrary::IsLeftHandGrabbing(const ASGPawn* Pawn)
{
return Pawn->IsLeftHandGrabbing();
}
bool UPawnKismetLibrary::CanRightHandGrab(const ASGPawn* Pawn, const AActor* Actor)
{
return Pawn->CanRightHandGrab(Actor);
}
bool UPawnKismetLibrary::IsRightHandGrabbing_Actor(const ASGPawn* Pawn, const AActor* Actor)
{
return Pawn->IsRightHandGrabbing(Actor);
}
bool UPawnKismetLibrary::IsRightHandGrabbing_OutActor(const ASGPawn* Pawn)
{
return Pawn->IsRightHandGrabbing();
}
bool UPawnKismetLibrary::IsRightHandGrabbing(const ASGPawn* Pawn, AActor*& OutActor)
{
return Pawn->IsRightHandGrabbing();
}
bool UPawnKismetLibrary::CanGrab(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand, const AActor* Actor)
{
return Pawn->CanGrab(Hand, Actor);
}
bool UPawnKismetLibrary::IsGrabbing_Actor(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand, const AActor* Actor)
{
return Pawn->IsGrabbing(Hand, Actor);
}
bool UPawnKismetLibrary::IsGrabbing_OutActor(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand,
AActor*& OutActor)
{
return Pawn->IsGrabbing(Hand, OutActor);
}
bool UPawnKismetLibrary::IsGrabbing(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand)
{
return Pawn->IsGrabbing(Hand);
}
void UPawnKismetLibrary::GrabLeft(ASGPawn* Pawn, AActor* Actor)
{
Pawn->GrabLeft(Actor);
}
void UPawnKismetLibrary::GrabRight(ASGPawn* Pawn, AActor* Actor)
{
Pawn->GrabRight(Actor);
}
void UPawnKismetLibrary::Grab(ASGPawn* Pawn, USGVirtualHandComponent* Hand, AActor* Actor)
{
Pawn->Grab(Hand, Actor);
}
void UPawnKismetLibrary::ReleaseLeft(ASGPawn* Pawn)
{
Pawn->ReleaseLeft();
}
void UPawnKismetLibrary::ReleaseRight(ASGPawn* Pawn)
{
Pawn->ReleaseRight();
}
void UPawnKismetLibrary::Release(ASGPawn* Pawn, const USGVirtualHandComponent* Hand)
{
Pawn->Release(Hand);
} }
@@ -0,0 +1,81 @@
/**
* @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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#include "SGKismet/SGTouchComponentKismetLibrary.h"
#include "SenseGlove/Components/SGTouchComponent.h"
USGTouchComponent* UTouchComponentKismetLibrary::GetTouchComponent(const AActor* Actor)
{
return USGTouchComponent::GetTouchComponent(Actor);
}
bool UTouchComponentKismetLibrary::IsTouchable(const AActor* Actor)
{
return USGTouchComponent::IsTouchable(Actor);
}
int32 UTouchComponentKismetLibrary::GetBuzzLevel(const USGTouchComponent* TouchComponent)
{
return TouchComponent->GetBuzzLevel();
}
void UTouchComponentKismetLibrary::SetBuzzLevel(USGTouchComponent* TouchComponent, const int32 Level)
{
TouchComponent->SetBuzzLevel(Level);
}
float UTouchComponentKismetLibrary::GetBuzzDuration(const USGTouchComponent* TouchComponent)
{
return TouchComponent->GetBuzzDuration();
}
void UTouchComponentKismetLibrary::SetBuzzDuration(USGTouchComponent* TouchComponent, const float Duration)
{
TouchComponent->SetBuzzDuration(Duration);
}
int32 UTouchComponentKismetLibrary::GetForceFeedbackLevel(const USGTouchComponent* TouchComponent)
{
return TouchComponent->GetForceFeedbackLevel();
}
void UTouchComponentKismetLibrary::SetForceFeedbackLevel(USGTouchComponent* TouchComponent, const int32 Level)
{
TouchComponent->SetForceFeedbackLevel(Level);
}
@@ -35,18 +35,67 @@
#include "SGKismet/SGVirtualHandActorKismetLibrary.h" #include "SGKismet/SGVirtualHandActorKismetLibrary.h"
#include "Components/SphereComponent.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h" #include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h" #include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SenseGlove/GameFramework/SGVirtualHandActor.h" #include "SenseGlove/GameFramework/SGVirtualHandActor.h"
USGWristTrackerComponent* UVirtualHandActorKismetLibrary::GetWristTracker(const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetWristTracker();
}
USGVirtualHandComponent* UVirtualHandActorKismetLibrary::GetVirtualHand(const ASGVirtualHandActor* VirtualHandActor) USGVirtualHandComponent* UVirtualHandActorKismetLibrary::GetVirtualHand(const ASGVirtualHandActor* VirtualHandActor)
{ {
return VirtualHandActor->GetVirtualHand(); return VirtualHandActor->GetVirtualHand();
} }
USGWristTrackerComponent* UVirtualHandActorKismetLibrary::GetWristTracker(const ASGVirtualHandActor* VirtualHandActor) USphereComponent* UVirtualHandActorKismetLibrary::GetThumbFingertipGrabCollider(
const ASGVirtualHandActor* VirtualHandActor)
{ {
return VirtualHandActor->GetWristTracker(); return VirtualHandActor->GetThumbFingertipGrabCollider();
}
USphereComponent* UVirtualHandActorKismetLibrary::GetIndexFingertipGrabCollider(
const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetIndexFingertipGrabCollider();
}
USphereComponent* UVirtualHandActorKismetLibrary::GetMiddleFingertipGrabCollider(
const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetMiddleFingertipGrabCollider();
}
USphereComponent* UVirtualHandActorKismetLibrary::GetThumbFingertipTouchCollider(
const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetThumbFingertipTouchCollider();
}
USphereComponent* UVirtualHandActorKismetLibrary::GetIndexFingertipTouchCollider(
const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetIndexFingertipTouchCollider();
}
USphereComponent* UVirtualHandActorKismetLibrary::GetMiddleFingertipTouchCollider(
const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetMiddleFingertipTouchCollider();
}
USphereComponent* UVirtualHandActorKismetLibrary::GetRingFingertipTouchCollider(
const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetRingFingertipTouchCollider();
}
USphereComponent* UVirtualHandActorKismetLibrary::GetPinkyFingertipTouchCollider(
const ASGVirtualHandActor* VirtualHandActor)
{
return VirtualHandActor->GetPinkyFingertipTouchCollider();
} }
bool UVirtualHandActorKismetLibrary::IsLeft(const ASGVirtualHandActor* VirtualHandActor) bool UVirtualHandActorKismetLibrary::IsLeft(const ASGVirtualHandActor* VirtualHandActor)
@@ -37,6 +37,7 @@
#include "SenseGlove/Components/SGVirtualHandComponent.h" #include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SGCore/SGHandPose.h" #include "SGCore/SGHandPose.h"
#include "SGCore/SGHapticGlove.h"
#include "SGUtils/SGArrayUtils.h" #include "SGUtils/SGArrayUtils.h"
TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneNames() TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneNames()
@@ -77,6 +78,132 @@ void UVirtualHandComponentKismetLibrary::SetRight(USGVirtualHandComponent* Virtu
VirtualHandComponent->SetRight(bInRight); VirtualHandComponent->SetRight(bInRight);
} }
bool UVirtualHandComponentKismetLibrary::AutoStopsAllHapticsOnEndPlay(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->AutoStopsAllHapticsOnEndPlay();
}
void UVirtualHandComponentKismetLibrary::SetAutoStopAllHapticsOnEndPlay(USGVirtualHandComponent* VirtualHandComponent,
const bool bInAutoStopAllHapticsOnEndPlay)
{
VirtualHandComponent->SetAutoStopAllHapticsOnEndPlay(bInAutoStopAllHapticsOnEndPlay);
}
const FName& UVirtualHandComponentKismetLibrary::GetGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetGrabSocketName();
}
const FVector& UVirtualHandComponentKismetLibrary::GetDefaultFingertipsGrabColliderSize(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetDefaultFingertipsGrabColliderSize();
}
const FName& UVirtualHandComponentKismetLibrary::GetThumbFingertipGrabSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetThumbFingertipGrabSocketName();
}
void UVirtualHandComponentKismetLibrary::SetThumbFingertipGrabSocketName(USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetThumbFingertipGrabSocketName(SocketName);
}
const FName& UVirtualHandComponentKismetLibrary::GetIndexFingertipGrabSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetIndexFingertipGrabSocketName();
}
void UVirtualHandComponentKismetLibrary::SetIndexFingertipGrabSocketName(USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetIndexFingertipGrabSocketName(SocketName);
}
const FName& UVirtualHandComponentKismetLibrary::GetMiddleFingertipGrabSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetMiddleFingertipGrabSocketName();
}
void UVirtualHandComponentKismetLibrary::SetMiddleFingertipGrabSocketName(USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetMiddleFingertipGrabSocketName(SocketName);
}
const FVector& UVirtualHandComponentKismetLibrary::GetDefaultFingertipsTouchColliderSize(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetDefaultFingertipsTouchColliderSize();
}
const FName& UVirtualHandComponentKismetLibrary::GetThumbFingertipTouchSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetThumbFingertipTouchSocketName();
}
void UVirtualHandComponentKismetLibrary::SetThumbFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetThumbFingertipTouchSocketName(SocketName);
}
const FName& UVirtualHandComponentKismetLibrary::GetIndexFingertipTouchSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetIndexFingertipTouchSocketName();
}
void UVirtualHandComponentKismetLibrary::SetIndexFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetIndexFingertipTouchSocketName(SocketName);
}
const FName& UVirtualHandComponentKismetLibrary::GetMiddleFingertipTouchSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetMiddleFingertipTouchSocketName();
}
void UVirtualHandComponentKismetLibrary::SetMiddleFingertipTouchSocketName(
USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetMiddleFingertipTouchSocketName(SocketName);
}
const FName& UVirtualHandComponentKismetLibrary::GetRingFingertipTouchSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetRingFingertipTouchSocketName();
}
void UVirtualHandComponentKismetLibrary::SetRingFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetRingFingertipTouchSocketName(SocketName);
}
const FName& UVirtualHandComponentKismetLibrary::GetPinkyFingertipTouchSocketName(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetPinkyFingertipTouchSocketName();
}
void UVirtualHandComponentKismetLibrary::SetPinkyFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName)
{
VirtualHandComponent->SetPinkyFingertipTouchSocketName(SocketName);
}
bool UVirtualHandComponentKismetLibrary::IsHiddenInGameIfNoGloveDetected( bool UVirtualHandComponentKismetLibrary::IsHiddenInGameIfNoGloveDetected(
const USGVirtualHandComponent* VirtualHandComponent) const USGVirtualHandComponent* VirtualHandComponent)
{ {
@@ -89,30 +216,35 @@ void UVirtualHandComponentKismetLibrary::SetHiddenIfNoGloveDetected(
VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected); VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
} }
bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent)
{ {
return VirtualHandComponent->IsGloveConnected(); return VirtualHandComponent->IsGloveConnected();
} }
USGHapticGlove* UVirtualHandComponentKismetLibrary::GetConnectedGlove(const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetConnectedGlove();
}
USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandComponent* VirtualHandComponent) USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandComponent* VirtualHandComponent)
{ {
return VirtualHandComponent->GetHandPose(); return VirtualHandComponent->GetHandPose();
} }
const FName& UVirtualHandComponentKismetLibrary::GetFingerBoneName( const FName& UVirtualHandComponentKismetLibrary::GetFingerBoneName(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
{ {
return VirtualHandComponent->GetFingerBoneName(Finger, Joint); return VirtualHandComponent->GetFingerBoneName(Finger, Joint);
} }
const FTransform& UVirtualHandComponentKismetLibrary::GetFingerBoneRefTransform( const FTransform& UVirtualHandComponentKismetLibrary::GetFingerBoneRefTransform(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
{ {
return VirtualHandComponent->GetFingerBoneRefTransform(Finger, Joint); return VirtualHandComponent->GetFingerBoneRefTransform(Finger, Joint);
} }
FRotator UVirtualHandComponentKismetLibrary::GetFingerBoneRefRotation( FRotator UVirtualHandComponentKismetLibrary::GetFingerBoneRefRotation(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
{ {
return VirtualHandComponent->GetFingerBoneRefRotation(Finger, Joint); return VirtualHandComponent->GetFingerBoneRefRotation(Finger, Joint);
} }
@@ -99,112 +99,28 @@ void UWristTrackerComponentKismetLibrary::OverridePluginWristTrackingDebugSettin
WristTrackerComponent->OverridePluginWristTrackingDebugSettings(bInOverridePluginWristTrackingDebugSettings); WristTrackerComponent->OverridePluginWristTrackingDebugSettings(bInOverridePluginWristTrackingDebugSettings);
} }
bool UWristTrackerComponentKismetLibrary::GetDrawDebugWristTrackerGizmo( bool UWristTrackerComponentKismetLibrary::GetDrawWristTrackerDebugGizmo(
const USGWristTrackerComponent* WristTrackerComponent) const USGWristTrackerComponent* WristTrackerComponent)
{ {
return WristTrackerComponent->GetDrawDebugWristTrackerGizmo(); return WristTrackerComponent->GetDrawWristTrackerDebugGizmo();
} }
void UWristTrackerComponentKismetLibrary::SetDrawDebugWristTrackerGizmo( void UWristTrackerComponentKismetLibrary::SetDrawWristTrackerDebugGizmo(
USGWristTrackerComponent* WristTrackerComponent, const bool bInDrawDebugWristTrackerGizmo) USGWristTrackerComponent* WristTrackerComponent, const bool bInDrawWristTrackerDebugGizmo)
{ {
WristTrackerComponent->SetDrawDebugWristTrackerGizmo(bInDrawDebugWristTrackerGizmo); WristTrackerComponent->SetDrawWristTrackerDebugGizmo(bInDrawWristTrackerDebugGizmo);
} }
float UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoLength( const FSGDebugGizmoSettings& UWristTrackerComponentKismetLibrary::GetWristTrackerDebugGizmoSettings(
const USGWristTrackerComponent* WristTrackerComponent) const USGWristTrackerComponent* WristTrackerComponent)
{ {
return WristTrackerComponent->GetDebugWristTrackerGizmoLength(); return WristTrackerComponent->GetWristTrackerDebugGizmoSettings();
} }
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoLength( void UWristTrackerComponentKismetLibrary::SetWristTrackerDebugGizmoSettings(
USGWristTrackerComponent* WristTrackerComponent, const float InDebugWristTrackerGizmoLength) USGWristTrackerComponent* WristTrackerComponent, const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings)
{ {
WristTrackerComponent->SetDebugWristTrackerGizmoLength(InDebugWristTrackerGizmoLength); WristTrackerComponent->SetWristTrackerDebugGizmoSettings(InWristTrackerDebugGizmoSettings);
}
const FColor& UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoXAxisColor(
const USGWristTrackerComponent* WristTrackerComponent)
{
return WristTrackerComponent->GetDebugWristTrackerGizmoXAxisColor();
}
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoXAxisColor(
USGWristTrackerComponent* WristTrackerComponent, const FColor& InDebugWristTrackerGizmoXAxisColor)
{
WristTrackerComponent->SetDebugWristTrackerGizmoXAxisColor(InDebugWristTrackerGizmoXAxisColor);
}
const FColor& UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoYAxisColor(
const USGWristTrackerComponent* WristTrackerComponent)
{
return WristTrackerComponent->GetDebugWristTrackerGizmoYAxisColor();
}
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoYAxisColor(
USGWristTrackerComponent* WristTrackerComponent, const FColor& InDebugWristTrackerGizmoYAxisColor)
{
WristTrackerComponent->SetDebugWristTrackerGizmoYAxisColor(InDebugWristTrackerGizmoYAxisColor);
}
const FColor& UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoZAxisColor(
const USGWristTrackerComponent* WristTrackerComponent)
{
return WristTrackerComponent->GetDebugWristTrackerGizmoZAxisColor();
}
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoZAxisColor(
USGWristTrackerComponent* WristTrackerComponent, const FColor& InDebugWristTrackerGizmoZAxisColor)
{
WristTrackerComponent->SetDebugWristTrackerGizmoZAxisColor(InDebugWristTrackerGizmoZAxisColor);
}
bool UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoPersistentLines(
const USGWristTrackerComponent* WristTrackerComponent)
{
return WristTrackerComponent->GetDebugWristTrackerGizmoPersistentLines();
}
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoPersistentLines(
USGWristTrackerComponent* WristTrackerComponent, const bool bInDebugWristTrackerGizmoPersistentLines)
{
WristTrackerComponent->SetDebugWristTrackerGizmoPersistentLines(bInDebugWristTrackerGizmoPersistentLines);
}
float UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoLifeTimeModifier(
const USGWristTrackerComponent* WristTrackerComponent)
{
return WristTrackerComponent->GetDebugWristTrackerGizmoLifeTimeModifier();
}
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoLifeTimeModifier(
USGWristTrackerComponent* WristTrackerComponent, const float InDebugWristTrackerGizmoLifeTimeModifier)
{
WristTrackerComponent->SetDebugWristTrackerGizmoLifeTimeModifier(InDebugWristTrackerGizmoLifeTimeModifier);
}
uint8 UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoDepthPriority(
const USGWristTrackerComponent* WristTrackerComponent)
{
return WristTrackerComponent->GetDebugWristTrackerGizmoDepthPriority();
}
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoDepthPriority(
USGWristTrackerComponent* WristTrackerComponent, const uint8 InDebugWristTrackerGizmoDepthPriority)
{
WristTrackerComponent->SetDebugWristTrackerGizmoDepthPriority(InDebugWristTrackerGizmoDepthPriority);
}
float UWristTrackerComponentKismetLibrary::GetDebugWristTrackerGizmoThickness(
const USGWristTrackerComponent* WristTrackerComponent)
{
return WristTrackerComponent->GetDebugWristTrackerGizmoThickness();
}
void UWristTrackerComponentKismetLibrary::SetDebugWristTrackerGizmoThickness(
USGWristTrackerComponent* WristTrackerComponent, const float InDebugWristTrackerGizmoThickness)
{
WristTrackerComponent->SetDebugWristTrackerGizmoThickness(InDebugWristTrackerGizmoThickness);
} }
bool UWristTrackerComponentKismetLibrary::IsLeft(const USGWristTrackerComponent* WristTrackerComponent) bool UWristTrackerComponentKismetLibrary::IsLeft(const USGWristTrackerComponent* WristTrackerComponent)
@@ -0,0 +1,121 @@
/**
* @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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#pragma once
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGGrabComponentKismetLibrary.generated.h"
class AActor;
class USGGrabComponent;
UCLASS(meta=(ScriptName = "SesneGloveGrabComponentKismetLibrary"))
class SENSEGLOVEKISMET_API UGrabComponentKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static USGGrabComponent* GetGrabComponent(const AActor* Actor);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static bool IsGrabbable(const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static EAttachmentRule GetAttachmentLocationRule(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetAttachmentLocationRule(UPARAM(ref) USGGrabComponent* GrabComponent,
EAttachmentRule InAttachmentLocationRule);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static EAttachmentRule GetAttachmentRotationRule(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetAttachmentRotationRule(UPARAM(ref) USGGrabComponent* GrabComponent,
EAttachmentRule InAttachmentRotationRule);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static EAttachmentRule GetAttachmentScaleRule(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetAttachmentScaleRule(UPARAM(ref) USGGrabComponent* GrabComponent,
EAttachmentRule InAttachmentScaleRule);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static bool GetAttachmentWeldSimulatedBodies(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetAttachmentWeldSimulatedBodies(UPARAM(ref) USGGrabComponent* GrabComponent,
bool bInAttachmentWeldSimulatedBodies);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static const FName& GetAttachmentSocketName(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetAttachmentSocketName(UPARAM(ref) USGGrabComponent* GrabComponent,
const FName& InAttachmentSocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static EDetachmentRule GetDetachmentLocationRule(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetDetachmentLocationRule(UPARAM(ref) USGGrabComponent* GrabComponent,
EDetachmentRule InDetachmentLocationRule);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static EDetachmentRule GetDetachmentRotationRule(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetDetachmentRotationRule(UPARAM(ref) USGGrabComponent* GrabComponent,
EDetachmentRule InDetachmentRotationRule);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static EDetachmentRule GetDetachmentScaleRule(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetDetachmentScaleRule(UPARAM(ref) USGGrabComponent* GrabComponent,
EDetachmentRule InDetachmentScaleRule);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Grab Component")
static bool GetDetachmentInCallModify(const USGGrabComponent* GrabComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Grab Component")
static void SetDetachmentInCallModify(UPARAM(ref) USGGrabComponent* GrabComponent,
bool bInDetachmentInCallModify);
};
@@ -50,6 +50,7 @@
#include "SGPawnKismetLibrary.generated.h" #include "SGPawnKismetLibrary.generated.h"
class UCameraComponent; class UCameraComponent;
class USphereComponent;
class ASGPawn; class ASGPawn;
class USGVirtualHandComponent; class USGVirtualHandComponent;
@@ -67,12 +68,114 @@ public:
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn") UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USGWristTrackerComponent* GetWristTrackerLeft(const ASGPawn* Pawn); static USGWristTrackerComponent* GetWristTrackerLeft(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USGWristTrackerComponent* GetWristTrackerRight(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn") UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USGVirtualHandComponent* GetHandLeft(const ASGPawn* Pawn); static USGVirtualHandComponent* GetHandLeft(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftThumbFingertipGrabCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftIndexFingertipGrabCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftMiddleFingertipGrabCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftThumbFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftIndexFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftMiddleFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftRingFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetLeftPinkyFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USGWristTrackerComponent* GetWristTrackerRight(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn") UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USGVirtualHandComponent* GetHandRight(const ASGPawn* Pawn); static USGVirtualHandComponent* GetHandRight(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightThumbFingertipGrabCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightIndexFingertipGrabCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightMiddleFingertipGrabCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightThumbFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightIndexFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightMiddleFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightRingFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static USphereComponent* GetRightPinkyFingertipTouchCollider(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool CanLeftHandGrab(const ASGPawn* Pawn, const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsLeftHandGrabbing_Actor(const ASGPawn* Pawn, const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsLeftHandGrabbing_OutActor(const ASGPawn* Pawn, AActor*& OutActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsLeftHandGrabbing(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool CanRightHandGrab(const ASGPawn* Pawn, const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsRightHandGrabbing_Actor(const ASGPawn* Pawn, const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsRightHandGrabbing_OutActor(const ASGPawn* Pawn);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsRightHandGrabbing(const ASGPawn* Pawn, AActor*& OutActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool CanGrab(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsGrabbing_Actor(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsGrabbing_OutActor(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand, AActor*& OutActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Pawn")
static bool IsGrabbing(const ASGPawn* Pawn, const USGVirtualHandComponent* Hand);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Pawn")
static void GrabLeft(UPARAM(ref) ASGPawn* Pawn, AActor* Actor);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Pawn")
static void GrabRight(UPARAM(ref) ASGPawn* Pawn, AActor* Actor);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Pawn")
void Grab(UPARAM(ref) ASGPawn* Pawn, USGVirtualHandComponent* Hand, AActor* Actor);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Pawn")
void ReleaseLeft(UPARAM(ref) ASGPawn* Pawn);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Pawn")
void ReleaseRight(UPARAM(ref) ASGPawn* Pawn);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Pawn")
static void Release(UPARAM(ref) ASGPawn* Pawn, const USGVirtualHandComponent* Hand);
}; };
@@ -0,0 +1,76 @@
/**
* @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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#pragma once
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTouchComponentKismetLibrary.generated.h"
class AActor;
class USGTouchComponent;
UCLASS(meta=(ScriptName = "SesneGloveTouchComponentKismetLibrary"))
class SENSEGLOVEKISMET_API UTouchComponentKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Touch Component")
static USGTouchComponent* GetTouchComponent(const AActor* Actor);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Touch Component")
static bool IsTouchable(const AActor* Actor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Touch Component")
static int32 GetBuzzLevel(const USGTouchComponent* TouchComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Touch Component")
static void SetBuzzLevel(UPARAM(ref) USGTouchComponent* TouchComponent, int32 Level);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Touch Component")
static float GetBuzzDuration(const USGTouchComponent* TouchComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Touch Component")
static void SetBuzzDuration(UPARAM(ref) USGTouchComponent* TouchComponent, float Duration);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Touch Component")
static int32 GetForceFeedbackLevel(const USGTouchComponent* TouchComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Touch Component")
static void SetForceFeedbackLevel(UPARAM(ref) USGTouchComponent* TouchComponent, int32 Level);
};
@@ -41,6 +41,8 @@
#include "SGVirtualHandActorKismetLibrary.generated.h" #include "SGVirtualHandActorKismetLibrary.generated.h"
class USphereComponent;
class ASGVirtualHandActor; class ASGVirtualHandActor;
class USGVirtualHandComponent; class USGVirtualHandComponent;
class USGWristTrackerComponent; class USGWristTrackerComponent;
@@ -51,11 +53,35 @@ class SENSEGLOVEKISMET_API UVirtualHandActorKismetLibrary final : public USGBlue
GENERATED_BODY() GENERATED_BODY()
public: public:
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USGWristTrackerComponent* GetWristTracker(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand") UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USGVirtualHandComponent* GetVirtualHand(const ASGVirtualHandActor* VirtualHandActor); static USGVirtualHandComponent* GetVirtualHand(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand") UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USGWristTrackerComponent* GetWristTracker(const ASGVirtualHandActor* VirtualHandActor); static USphereComponent* GetThumbFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USphereComponent* GetIndexFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USphereComponent* GetMiddleFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USphereComponent* GetThumbFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USphereComponent* GetIndexFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USphereComponent* GetMiddleFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USphereComponent* GetRingFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USphereComponent* GetPinkyFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand") UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static bool IsLeft(const ASGVirtualHandActor* VirtualHandActor); static bool IsLeft(const ASGVirtualHandActor* VirtualHandActor);
@@ -52,6 +52,7 @@ class USkeletalMeshComponent;
class USGVirtualHandComponent; class USGVirtualHandComponent;
class USGHandPose; class USGHandPose;
class USGHapticGlove;
UCLASS(meta=(ScriptName = "SesneGloveVirtualHandComponentKismetLibrary")) UCLASS(meta=(ScriptName = "SesneGloveVirtualHandComponentKismetLibrary"))
class SENSEGLOVEKISMET_API UVirtualHandComponentKismetLibrary final : public USGBlueprintFunctionLibrary class SENSEGLOVEKISMET_API UVirtualHandComponentKismetLibrary final : public USGBlueprintFunctionLibrary
@@ -80,6 +81,78 @@ public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetRight(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent, bool bInRight); static void SetRight(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent, bool bInRight);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static bool AutoStopsAllHapticsOnEndPlay(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetAutoStopAllHapticsOnEndPlay(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const bool bInAutoStopAllHapticsOnEndPlay);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FVector& GetDefaultFingertipsGrabColliderSize(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetThumbFingertipGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetThumbFingertipGrabSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetIndexFingertipGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetIndexFingertipGrabSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetMiddleFingertipGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetMiddleFingertipGrabSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FVector& GetDefaultFingertipsTouchColliderSize(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetThumbFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetThumbFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetIndexFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetIndexFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetMiddleFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetMiddleFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetRingFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetRingFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetPinkyFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetPinkyFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static bool IsHiddenInGameIfNoGloveDetected(const USGVirtualHandComponent* VirtualHandComponent); static bool IsHiddenInGameIfNoGloveDetected(const USGVirtualHandComponent* VirtualHandComponent);
@@ -88,23 +161,26 @@ public:
bool bInHiddenIfNoGloveDetected); bool bInHiddenIfNoGloveDetected);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const; static bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static USGHapticGlove* GetConnectedGlove(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent); static USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent, static const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const; int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent, static const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const; int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent, static FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint) const; int32 Finger, int32 Joint);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent); static TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
}; };
@@ -40,6 +40,8 @@
#include "SGKismet/SGBlueprintFunctionLibrary.h" #include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTypes/SGCoreTypes.h" #include "SGTypes/SGCoreTypes.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "SGWristTrackerComponentKismetLibrary.generated.h" #include "SGWristTrackerComponentKismetLibrary.generated.h"
class USkeletalMeshComponent; class USkeletalMeshComponent;
@@ -65,21 +67,21 @@ public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetTrackingHardware(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent, static void SetTrackingHardware(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
ESGPositionalTrackingHardware InTrackingHardware); ESGPositionalTrackingHardware InTrackingHardware);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static const FVector& GetTrackingHardwareLocationOffset(const USGWristTrackerComponent* WristTrackerComponent); static const FVector& GetTrackingHardwareLocationOffset(const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetTrackingHardwareLocationOffset(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent, static void SetTrackingHardwareLocationOffset(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
const FVector& InTrackingHardwareLocationOffset); const FVector& InTrackingHardwareLocationOffset);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static const FRotator& GetTrackingHardwareRotationOffset(const USGWristTrackerComponent* WristTrackerComponent); static const FRotator& GetTrackingHardwareRotationOffset(const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetTrackingHardwareRotationOffset(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent, static void SetTrackingHardwareRotationOffset(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
const FRotator& InTrackingHardwareRotationOffset); const FRotator& InTrackingHardwareRotationOffset);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static bool OverridesPluginWristTrackingDebugSettings(const USGWristTrackerComponent* WristTrackerComponent); static bool OverridesPluginWristTrackingDebugSettings(const USGWristTrackerComponent* WristTrackerComponent);
@@ -89,70 +91,19 @@ public:
bool bInOverridePluginWristTrackingDebugSettings); bool bInOverridePluginWristTrackingDebugSettings);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static bool GetDrawDebugWristTrackerGizmo(const USGWristTrackerComponent* WristTrackerComponent); static bool GetDrawWristTrackerDebugGizmo(const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDrawDebugWristTrackerGizmo(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent, static void SetDrawWristTrackerDebugGizmo(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
bool bInDrawDebugWristTrackerGizmo); bool bInDrawWristTrackerDebugGizmo);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static float GetDebugWristTrackerGizmoLength(const USGWristTrackerComponent* WristTrackerComponent); static const FSGDebugGizmoSettings& GetWristTrackerDebugGizmoSettings(
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoLength(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
float InDebugWristTrackerGizmoLength);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static const FColor& GetDebugWristTrackerGizmoXAxisColor(
const USGWristTrackerComponent* WristTrackerComponent); const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoXAxisColor(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent, static void SetWristTrackerDebugGizmoSettings(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
const FColor& InDebugWristTrackerGizmoXAxisColor); const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static const FColor& GetDebugWristTrackerGizmoYAxisColor(
const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoYAxisColor(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
const FColor& InDebugWristTrackerGizmoYAxisColor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static const FColor& GetDebugWristTrackerGizmoZAxisColor(
const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoZAxisColor(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
const FColor& InDebugWristTrackerGizmoZAxisColor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static bool GetDebugWristTrackerGizmoPersistentLines(const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoPersistentLines(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
bool bInDebugWristTrackerGizmoPersistentLines);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static float GetDebugWristTrackerGizmoLifeTimeModifier(const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoLifeTimeModifier(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
float InDebugWristTrackerGizmoLifeTimeModifier);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static uint8 GetDebugWristTrackerGizmoDepthPriority(const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoDepthPriority(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
uint8 InDebugWristTrackerGizmoDepthPriority);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static float GetDebugWristTrackerGizmoThickness(const USGWristTrackerComponent* WristTrackerComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Wrist Tracker Component")
static void SetDebugWristTrackerGizmoThickness(UPARAM(ref) USGWristTrackerComponent* WristTrackerComponent,
float InDebugWristTrackerGizmoThickness);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component") UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Wrist Tracker Component")
static bool IsLeft(const USGWristTrackerComponent* WristTrackerComponent); static bool IsLeft(const USGWristTrackerComponent* WristTrackerComponent);
@@ -58,6 +58,7 @@ public class SenseGloveKismet : ModuleRules
"SenseGlove", "SenseGlove",
"SenseGloveCore", "SenseGloveCore",
"SenseGloveLog", "SenseGloveLog",
"SenseGloveSettings",
"SenseGloveTypes", "SenseGloveTypes",
"SenseGloveUtils", "SenseGloveUtils",
} }
@@ -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
*
*
*/
#include "SGSettings/SGDebugGizmoSettings.h"
FSGDebugGizmoSettings::FSGDebugGizmoSettings(
const float InLength, const float InThickness,
const FColor& InXAxisColor, const FColor& InYAxisColor, const FColor& InZAxisColor,
const bool bInPersistentLines, const float InLifeTimeModifier, const uint8 InDepthPriority)
: Length(InLength),
Thickness(InThickness),
XAxisColor(InXAxisColor),
YAxisColor(InYAxisColor),
ZAxisColor(InZAxisColor),
bPersistentLines(bInPersistentLines),
LifeTimeModifier(InLifeTimeModifier),
DepthPriority(InDepthPriority)
{
}
@@ -0,0 +1,57 @@
/**
* @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 "SGSettings/SGDebugVirtualHandSettings.h"
FSGDebugVirtualHandSettings::FSGDebugVirtualHandSettings(
const ESGDebugVirtualHandDrawingMode InDrawingMode,
const FVector& InCubeExtent, const FColor& InCubeColor, const float InCubeThickness,
const float InGizmoLength, const float InGizmoThickness,
const FColor& InGizmoXAxisColor, const FColor& InGizmoYAxisColor, const FColor& InGizmoZAxisColor,
const bool bInPersistentLines, const float InLifeTimeModifier, const uint8 InDepthPriority)
: DrawingMode(InDrawingMode),
CubeExtent(InCubeExtent),
CubeColor(InCubeColor),
CubeThickness(InCubeThickness),
GizmoLength(InGizmoLength),
GizmoThickness(InGizmoThickness),
GizmoXAxisColor(InGizmoXAxisColor),
GizmoYAxisColor(InGizmoYAxisColor),
GizmoZAxisColor(InGizmoZAxisColor),
bPersistentLines(bInPersistentLines),
LifeTimeModifier(InLifeTimeModifier),
DepthPriority(InDepthPriority)
{
}
@@ -86,22 +86,20 @@ USGSettings::USGSettings()
Pimpl->ResetTrackingHardwareValuesToZero(); Pimpl->ResetTrackingHardwareValuesToZero();
bDrawDebugWristTrackerGizmo = false;
TrackingHardware = ESGPositionalTrackingHardware::None; TrackingHardware = ESGPositionalTrackingHardware::None;
TrackingHardwareLocationOffsetLeftHand = FVector::ZeroVector; TrackingHardwareLocationOffsetLeftHand = FVector::ZeroVector;
TrackingHardwareLocationOffsetRightHand = FVector::ZeroVector; TrackingHardwareLocationOffsetRightHand = FVector::ZeroVector;
TrackingHardwareRotationOffsetLeftHand = FRotator::ZeroRotator; TrackingHardwareRotationOffsetLeftHand = FRotator::ZeroRotator;
TrackingHardwareRotationOffsetRightHand = FRotator::ZeroRotator; TrackingHardwareRotationOffsetRightHand = FRotator::ZeroRotator;
bDrawDebugWristTrackerGizmo = false; bDrawWristTrackerDebugGizmo = false;
DebugWristTrackerGizmoLength = 1.0f; WristTrackerDebugGizmoSettings = FSGDebugGizmoSettings(
DebugWristTrackerGizmoXAxisColor = FColor(1.0f, 0.0f, 0.0f, 1.0f); 4.0f, 1.0f,
DebugWristTrackerGizmoYAxisColor = FColor(0.0f, 1.0f, 0.0f, 1.0f); FColor(255, 0, 0, 255),
DebugWristTrackerGizmoZAxisColor = FColor(0.0f, 0.0f, 1.0f, 1.0f); FColor(0, 255, 0, 255),
bDebugWristTrackerGizmoPersistentLines = false; FColor(0, 0, 255, 255),
DebugWristTrackerGizmoLifeTimeModifier = 1.1f; false, 1.1f, 0
DebugWristTrackerGizmoDepthPriority = 0; );
DebugWristTrackerGizmoThickness = 1.0f;
} }
const FVector& USGSettings::GetTrackingHardwareLocationOffsetLeftHand() const const FVector& USGSettings::GetTrackingHardwareLocationOffsetLeftHand() const
@@ -178,145 +176,22 @@ void USGSettings::SetTrackingHardwareRotationOffsetRightHand(
TrackingHardwareRotationOffsetRightHand = InTrackingHardwareRotationOffsetRightHand; TrackingHardwareRotationOffsetRightHand = InTrackingHardwareRotationOffsetRightHand;
} }
float USGSettings::GetDebugWristTrackerGizmoLength() const const FSGDebugGizmoSettings& USGSettings::GetWristTrackerDebugGizmoSettings() const
{ {
ensureAlwaysMsgf( ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(), GetDrawWristTrackerDebugGizmo(),
TEXT("Getting DebugWristTrackerGizmoLength is only permitted when bDrawDebugWristTrackerGizmo is enabled!"));
return DebugWristTrackerGizmoLength;
}
void USGSettings::SetDebugWristTrackerGizmoLength(const float InDebugWristTrackerGizmoLength)
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoLength is only permitted when bDrawDebugWristTrackerGizmo is enabled!"));
DebugWristTrackerGizmoLength = InDebugWristTrackerGizmoLength;
}
const FColor& USGSettings::GetDebugWristTrackerGizmoXAxisColor() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoXAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
return DebugWristTrackerGizmoXAxisColor;
}
void USGSettings::SetDebugWristTrackerGizmoXAxisColor(const FColor& InDebugWristTrackerGizmoXAxisColor)
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoXAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoXAxisColor = InDebugWristTrackerGizmoXAxisColor;
}
const FColor& USGSettings::GetDebugWristTrackerGizmoYAxisColor() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoYAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
return DebugWristTrackerGizmoXAxisColor;
}
void USGSettings::SetDebugWristTrackerGizmoYAxisColor(const FColor& InDebugWristTrackerGizmoYAxisColor)
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoYAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoYAxisColor = InDebugWristTrackerGizmoYAxisColor;
}
const FColor& USGSettings::GetDebugWristTrackerGizmoZAxisColor() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoZAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
return DebugWristTrackerGizmoZAxisColor;
}
void USGSettings::SetDebugWristTrackerGizmoZAxisColor(const FColor& InDebugWristTrackerGizmoZAxisColor)
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoZAxisColor is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoZAxisColor = InDebugWristTrackerGizmoZAxisColor;
}
bool USGSettings::GetDebugWristTrackerGizmoPersistentLines() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting bDebugWristTrackerGizmoPersistentLines is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
return !!bDebugWristTrackerGizmoPersistentLines;
}
void USGSettings::SetDebugWristTrackerGizmoPersistentLines(const bool bInDebugWristTrackerGizmoPersistentLines)
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting bDebugWristTrackerGizmoPersistentLines is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
bDebugWristTrackerGizmoPersistentLines = bInDebugWristTrackerGizmoPersistentLines;
}
float USGSettings::GetDebugWristTrackerGizmoLifeTimeModifier() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoLifeTimeModifier is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
return DebugWristTrackerGizmoLifeTimeModifier;
}
void USGSettings::SetDebugWristTrackerGizmoLifeTimeModifier(const float InDebugWristTrackerGizmoLifeTimeModifier)
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting DebugWristTrackerGizmoLifeTimeModifier is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
DebugWristTrackerGizmoLifeTimeModifier = InDebugWristTrackerGizmoLifeTimeModifier;
}
uint8 USGSettings::GetDebugWristTrackerGizmoDepthPriority() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoDepthPriority is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!"));
return DebugWristTrackerGizmoDepthPriority;
}
void USGSettings::SetDebugWristTrackerGizmoDepthPriority(const uint8 InDebugWristTrackerGizmoDepthPriority)
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Setting is only permitted when bDrawDebugWristTrackerGizmo is enabled!"));
DebugWristTrackerGizmoDepthPriority = InDebugWristTrackerGizmoDepthPriority;
}
float USGSettings::GetDebugWristTrackerGizmoThickness() const
{
ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(),
TEXT("Getting DebugWristTrackerGizmoThickness is only permitted when bDrawDebugWristTrackerGizmo is" TEXT("Getting DebugWristTrackerGizmoThickness is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!")); " enabled!"));
return DebugWristTrackerGizmoThickness; return WristTrackerDebugGizmoSettings;
} }
void USGSettings::SetDebugWristTrackerGizmoThickness(const float InDebugWristTrackerGizmoThickness) void USGSettings::SetWristTrackerDebugGizmoSettings(const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings)
{ {
ensureAlwaysMsgf( ensureAlwaysMsgf(
GetDrawDebugWristTrackerGizmo(), GetDrawWristTrackerDebugGizmo(),
TEXT("Setting DebugWristTrackerGizmoThickness is only permitted when bDrawDebugWristTrackerGizmo is" TEXT("Setting DebugWristTrackerGizmoThickness is only permitted when bDrawDebugWristTrackerGizmo is"
" enabled!")); " enabled!"));
DebugWristTrackerGizmoThickness = InDebugWristTrackerGizmoThickness; WristTrackerDebugGizmoSettings = InWristTrackerDebugGizmoSettings;
} }
bool USGSettings::ShouldCreateSubsystem(UObject* Outer) const bool USGSettings::ShouldCreateSubsystem(UObject* Outer) const
@@ -0,0 +1,81 @@
/**
* @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 "SGDebugGizmoSettings.generated.h"
USTRUCT(BlueprintType)
struct SENSEGLOVESETTINGS_API FSGDebugGizmoSettings
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
float Length;
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
float Thickness;
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
FColor XAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
FColor YAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
FColor ZAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
uint8 bPersistentLines : 1;
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
float LifeTimeModifier;
UPROPERTY(EditAnywhere, Category = "Debug Gizmo Settings")
uint8 DepthPriority;
public:
explicit FSGDebugGizmoSettings(float InLength = 1.0f,
float InThickness = 1.0f,
const FColor& InXAxisColor = FColor(255, 0, 0, 255),
const FColor& InYAxisColor = FColor(0, 255, 0, 255),
const FColor& InZAxisColor = FColor(0, 0, 255, 255),
bool bInPersistentLines = false,
float InLifeTimeModifier = 1.1f,
uint8 InDepthPriority = 0);
};
@@ -0,0 +1,111 @@
/**
* @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 "SGTypes/SGDebugTypes.h"
#include "SGDebugVirtualHandSettings.generated.h"
USTRUCT(BlueprintType)
struct SENSEGLOVESETTINGS_API FSGDebugVirtualHandSettings
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings")
ESGDebugVirtualHandDrawingMode DrawingMode;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
FVector CubeExtent;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
FColor CubeColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
float CubeThickness;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
float GizmoLength;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
float GizmoThickness;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
FColor GizmoXAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
FColor GizmoYAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
FColor GizmoZAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
uint8 bPersistentLines : 1;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
float LifeTimeModifier;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
uint8 DepthPriority;
public:
explicit FSGDebugVirtualHandSettings(
ESGDebugVirtualHandDrawingMode InDrawingMode = ESGDebugVirtualHandDrawingMode::None,
const FVector& InCubeExtent = FVector(0.5f, 0.5f, 0.5f),
const FColor& InCubeColor = FColor(255, 0, 0, 255),
float InCubeThickness = 0.1f,
float InGizmoLength = 1.0f,
float InGizmoThickness = 0.2f,
const FColor& InGizmoXAxisColor = FColor(255, 0, 0, 255),
const FColor& InGizmoYAxisColor = FColor(0, 255, 0, 255),
const FColor& InGizmoZAxisColor = FColor(0, 0, 255, 255),
bool bInPersistentLines = false,
float InLifeTimeModifier = 1.1f,
uint8 InDepthPriority = 0);
};
@@ -42,6 +42,7 @@
#include "Templates/UniquePtr.h" #include "Templates/UniquePtr.h"
#include "UObject/ObjectMacros.h" #include "UObject/ObjectMacros.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "SGTypes/SGCoreTypes.h" #include "SGTypes/SGCoreTypes.h"
#include "SGSettings.generated.h" #include "SGSettings.generated.h"
@@ -104,63 +105,14 @@ private:
* If enabled, draws debug Wrist trackers where possible. * If enabled, draws debug Wrist trackers where possible.
*/ */
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug") UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug")
uint8 bDrawDebugWristTrackerGizmo : 1; uint8 bDrawWristTrackerDebugGizmo : 1;
/** /**
* Valid only if bDrawDebugWristTrackerGizmo is enabled. * Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/ */
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug", UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides)) meta=(EditCondition="bDrawWristTrackerDebugGizmo", EditConditionHides))
float DebugWristTrackerGizmoLength; FSGDebugGizmoSettings WristTrackerDebugGizmoSettings;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides))
FColor DebugWristTrackerGizmoXAxisColor;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides))
FColor DebugWristTrackerGizmoYAxisColor;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides))
FColor DebugWristTrackerGizmoZAxisColor;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides))
uint8 bDebugWristTrackerGizmoPersistentLines : 1;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides))
float DebugWristTrackerGizmoLifeTimeModifier;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides))
uint8 DebugWristTrackerGizmoDepthPriority;
/**
* Valid only if bDrawDebugWristTrackerGizmo is enabled.
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "Wrist Tracking Debug",
meta=(EditCondition="bDrawDebugWristTrackerGizmo", EditConditionHides))
float DebugWristTrackerGizmoThickness;
public: public:
USGSettings(); USGSettings();
@@ -188,39 +140,18 @@ public:
const FRotator& GetTrackingHardwareRotationOffsetRightHand() const; const FRotator& GetTrackingHardwareRotationOffsetRightHand() const;
void SetTrackingHardwareRotationOffsetRightHand(const FRotator& InTrackingHardwareRotationOffsetRightHand); void SetTrackingHardwareRotationOffsetRightHand(const FRotator& InTrackingHardwareRotationOffsetRightHand);
FORCEINLINE bool GetDrawDebugWristTrackerGizmo() const FORCEINLINE bool GetDrawWristTrackerDebugGizmo() const
{ {
return !!bDrawDebugWristTrackerGizmo; return !!bDrawWristTrackerDebugGizmo;
} }
void SetDrawDebugWristTrackerGizmo(const bool bInDrawDebugWristTrackerGizmo) void SetDrawWristTrackerDebugGizmo(const bool bInDrawWristTrackerDebugGizmo)
{ {
bDrawDebugWristTrackerGizmo = bInDrawDebugWristTrackerGizmo; bDrawWristTrackerDebugGizmo = bInDrawWristTrackerDebugGizmo;
} }
float GetDebugWristTrackerGizmoLength() const; const FSGDebugGizmoSettings& GetWristTrackerDebugGizmoSettings() const;
void SetDebugWristTrackerGizmoLength(float InDebugWristTrackerGizmoLength); void SetWristTrackerDebugGizmoSettings(const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings);
const FColor& GetDebugWristTrackerGizmoXAxisColor() const;
void SetDebugWristTrackerGizmoXAxisColor(const FColor& InDebugWristTrackerGizmoXAxisColor);
const FColor& GetDebugWristTrackerGizmoYAxisColor() const;
void SetDebugWristTrackerGizmoYAxisColor(const FColor& InDebugWristTrackerGizmoYAxisColor);
const FColor& GetDebugWristTrackerGizmoZAxisColor() const;
void SetDebugWristTrackerGizmoZAxisColor(const FColor& InDebugWristTrackerGizmoZAxisColor);
bool GetDebugWristTrackerGizmoPersistentLines() const;
void SetDebugWristTrackerGizmoPersistentLines(bool bInDebugWristTrackerGizmoPersistentLines);
float GetDebugWristTrackerGizmoLifeTimeModifier() const;
void SetDebugWristTrackerGizmoLifeTimeModifier(float InDebugWristTrackerGizmoLifeTimeModifier);
uint8 GetDebugWristTrackerGizmoDepthPriority() const;
void SetDebugWristTrackerGizmoDepthPriority(uint8 InDebugWristTrackerGizmoDepthPriority);
float GetDebugWristTrackerGizmoThickness() const;
void SetDebugWristTrackerGizmoThickness(float InDebugWristTrackerGizmoThickness);
public: public:
virtual bool ShouldCreateSubsystem(UObject* Outer) const override; virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
@@ -97,101 +97,24 @@ void USGSettingsKismetLibrary::SetTrackingHardwareRotationOffsetRightHand(
Settings->SetTrackingHardwareRotationOffsetRightHand(InTrackingHardwareRotationOffsetRightHand); Settings->SetTrackingHardwareRotationOffsetRightHand(InTrackingHardwareRotationOffsetRightHand);
} }
bool USGSettingsKismetLibrary::GetDrawDebugWristTrackerGizmo(const USGSettings* Settings) bool USGSettingsKismetLibrary::GetDrawWristTrackerDebugGizmo(const USGSettings* Settings)
{ {
return Settings->GetDrawDebugWristTrackerGizmo(); return Settings->GetDrawWristTrackerDebugGizmo();
} }
void USGSettingsKismetLibrary::SetDrawDebugWristTrackerGizmo( void USGSettingsKismetLibrary::SetDrawWristTrackerDebugGizmo(
USGSettings* Settings, const bool bInDrawDebugWristTrackerGizmo) USGSettings* Settings, const bool bInDrawWristTrackerDebugGizmo)
{ {
Settings->SetDrawDebugWristTrackerGizmo(bInDrawDebugWristTrackerGizmo); Settings->SetDrawWristTrackerDebugGizmo(bInDrawWristTrackerDebugGizmo);
} }
float USGSettingsKismetLibrary::GetDebugWristTrackerGizmoLength(const USGSettings* Settings) const FSGDebugGizmoSettings& USGSettingsKismetLibrary::GetWristTrackerDebugGizmoSettings(const USGSettings* Settings)
{ {
return Settings->GetDebugWristTrackerGizmoLength(); return Settings->GetWristTrackerDebugGizmoSettings();
} }
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoLength( void USGSettingsKismetLibrary::SetWristTrackerDebugGizmoSettings(USGSettings* Settings,
USGSettings* Settings, const float InDebugWristTrackerGizmoLength) const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings)
{ {
Settings->SetDebugWristTrackerGizmoLength(InDebugWristTrackerGizmoLength); Settings->SetWristTrackerDebugGizmoSettings(InWristTrackerDebugGizmoSettings);
}
const FColor& USGSettingsKismetLibrary::GetDebugWristTrackerGizmoXAxisColor(const USGSettings* Settings)
{
return Settings->GetDebugWristTrackerGizmoXAxisColor();
}
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoXAxisColor(
USGSettings* Settings, const FColor& InDebugWristTrackerGizmoXAxisColor)
{
Settings->SetDebugWristTrackerGizmoXAxisColor(InDebugWristTrackerGizmoXAxisColor);
}
const FColor& USGSettingsKismetLibrary::GetDebugWristTrackerGizmoYAxisColor(const USGSettings* Settings)
{
return Settings->GetDebugWristTrackerGizmoYAxisColor();
}
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoYAxisColor(
USGSettings* Settings, const FColor& InDebugWristTrackerGizmoYAxisColor)
{
Settings->SetDebugWristTrackerGizmoYAxisColor(InDebugWristTrackerGizmoYAxisColor);
}
const FColor& USGSettingsKismetLibrary::GetDebugWristTrackerGizmoZAxisColor(const USGSettings* Settings)
{
return Settings->GetDebugWristTrackerGizmoZAxisColor();
}
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoZAxisColor(
USGSettings* Settings, const FColor& InDebugWristTrackerGizmoZAxisColor)
{
Settings->SetDebugWristTrackerGizmoZAxisColor(InDebugWristTrackerGizmoZAxisColor);
}
bool USGSettingsKismetLibrary::GetDebugWristTrackerGizmoPersistentLines(const USGSettings* Settings)
{
return Settings->GetDebugWristTrackerGizmoPersistentLines();
}
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoPersistentLines(
USGSettings* Settings, const bool bInDebugWristTrackerGizmoPersistentLines)
{
Settings->SetDebugWristTrackerGizmoPersistentLines(bInDebugWristTrackerGizmoPersistentLines);
}
float USGSettingsKismetLibrary::GetDebugWristTrackerGizmoLifeTimeModifier(const USGSettings* Settings)
{
return Settings->GetDebugWristTrackerGizmoLifeTimeModifier();
}
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoLifeTimeModifier(
USGSettings* Settings, const float InDebugWristTrackerGizmoLifeTimeModifier)
{
Settings->SetDebugWristTrackerGizmoLifeTimeModifier(InDebugWristTrackerGizmoLifeTimeModifier);
}
uint8 USGSettingsKismetLibrary::GetDebugWristTrackerGizmoDepthPriority(const USGSettings* Settings)
{
return Settings->GetDebugWristTrackerGizmoDepthPriority();
}
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoDepthPriority(
USGSettings* Settings, const uint8 InDebugWristTrackerGizmoDepthPriority)
{
Settings->SetDebugWristTrackerGizmoDepthPriority(InDebugWristTrackerGizmoDepthPriority);
}
float USGSettingsKismetLibrary::GetDebugWristTrackerGizmoThickness(const USGSettings* Settings)
{
return Settings->GetDebugWristTrackerGizmoThickness();
}
void USGSettingsKismetLibrary::SetDebugWristTrackerGizmoThickness(
USGSettings* Settings, const float InDebugWristTrackerGizmoThickness)
{
Settings->SetDebugWristTrackerGizmoThickness(InDebugWristTrackerGizmoThickness);
} }
@@ -38,6 +38,8 @@
#include "SGKismet/SGBlueprintFunctionLibrary.h" #include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTypes/SGCoreTypes.h" #include "SGTypes/SGCoreTypes.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "SGSettingsKismetLibrary.generated.h" #include "SGSettingsKismetLibrary.generated.h"
class USGSettings; class USGSettings;
@@ -55,95 +57,47 @@ public:
static ESGPositionalTrackingHardware GetTrackingHardware(const USGSettings* Settings); static ESGPositionalTrackingHardware GetTrackingHardware(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings") UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetTrackingHardware(UPARAM(ref) USGSettings* Settings, ESGPositionalTrackingHardware InTrackingHardware); static void SetTrackingHardware(UPARAM(ref) USGSettings* Settings,
ESGPositionalTrackingHardware InTrackingHardware);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings") UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static const FVector& GetTrackingHardwareLocationOffsetLeftHand(const USGSettings* Settings); static const FVector& GetTrackingHardwareLocationOffsetLeftHand(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings") UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetTrackingHardwareLocationOffsetLeftHand(UPARAM(ref) USGSettings* Settings, static void SetTrackingHardwareLocationOffsetLeftHand(UPARAM(ref) USGSettings* Settings,
const FVector& InTrackingHardwareLocationOffsetLeftHand); const FVector& InTrackingHardwareLocationOffsetLeftHand);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings") UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static const FVector& GetTrackingHardwareLocationOffsetRightHand(const USGSettings* Settings); static const FVector& GetTrackingHardwareLocationOffsetRightHand(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings") UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetTrackingHardwareLocationOffsetRightHand(UPARAM(ref) USGSettings* Settings, static void SetTrackingHardwareLocationOffsetRightHand(UPARAM(ref) USGSettings* Settings,
const FVector& InTrackingHardwareLocationOffsetRightHand); const FVector& InTrackingHardwareLocationOffsetRightHand);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings") UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static const FRotator& GetTrackingHardwareRotationOffsetLeftHand(const USGSettings* Settings); static const FRotator& GetTrackingHardwareRotationOffsetLeftHand(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings") UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetTrackingHardwareRotationOffsetLeftHand(UPARAM(ref) USGSettings* Settings, static void SetTrackingHardwareRotationOffsetLeftHand(UPARAM(ref) USGSettings* Settings,
const FRotator& InTrackingHardwareRotationOffsetLeftHand); const FRotator& InTrackingHardwareRotationOffsetLeftHand);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings") UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static const FRotator& GetTrackingHardwareRotationOffsetRightHand(const USGSettings* Settings); static const FRotator& GetTrackingHardwareRotationOffsetRightHand(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings") UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetTrackingHardwareRotationOffsetRightHand(UPARAM(ref) USGSettings* Settings, static void SetTrackingHardwareRotationOffsetRightHand(UPARAM(ref) USGSettings* Settings,
const FRotator& InTrackingHardwareRotationOffsetRightHand); const FRotator& InTrackingHardwareRotationOffsetRightHand);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings") UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static bool GetDrawDebugWristTrackerGizmo(const USGSettings* Settings); static bool GetDrawWristTrackerDebugGizmo(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings") UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDrawDebugWristTrackerGizmo(UPARAM(ref) USGSettings* Settings, bool bInDrawDebugWristTrackerGizmo); static void SetDrawWristTrackerDebugGizmo(UPARAM(ref) USGSettings* Settings, bool bInDrawWristTrackerDebugGizmo);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings") UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static float GetDebugWristTrackerGizmoLength(const USGSettings* Settings); static const FSGDebugGizmoSettings& GetWristTrackerDebugGizmoSettings(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings") UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoLength(UPARAM(ref) USGSettings* Settings, static void SetWristTrackerDebugGizmoSettings(UPARAM(ref) USGSettings* Settings,
float InDebugWristTrackerGizmoLength); const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static const FColor& GetDebugWristTrackerGizmoXAxisColor(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoXAxisColor(UPARAM(ref) USGSettings* Settings,
const FColor& InDebugWristTrackerGizmoXAxisColor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static const FColor& GetDebugWristTrackerGizmoYAxisColor(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoYAxisColor(UPARAM(ref) USGSettings* Settings,
const FColor& InDebugWristTrackerGizmoYAxisColor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static const FColor& GetDebugWristTrackerGizmoZAxisColor(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoZAxisColor(UPARAM(ref) USGSettings* Settings,
const FColor& InDebugWristTrackerGizmoZAxisColor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static bool GetDebugWristTrackerGizmoPersistentLines(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoPersistentLines(UPARAM(ref) USGSettings* Settings,
bool bInDebugWristTrackerGizmoPersistentLines);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static float GetDebugWristTrackerGizmoLifeTimeModifier(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoLifeTimeModifier(UPARAM(ref) USGSettings* Settings,
float InDebugWristTrackerGizmoLifeTimeModifier);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static uint8 GetDebugWristTrackerGizmoDepthPriority(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoDepthPriority(UPARAM(ref) USGSettings* Settings,
uint8 InDebugWristTrackerGizmoDepthPriority);
UFUNCTION(BlueprintPure, Category="SenseGlove | Settings")
static float GetDebugWristTrackerGizmoThickness(const USGSettings* Settings);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Settings")
static void SetDebugWristTrackerGizmoThickness(UPARAM(ref) USGSettings* Settings,
float InDebugWristTrackerGizmoThickness);
}; };
@@ -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 "SGTypes/SGDebugTypes.h"
@@ -0,0 +1,55 @@
/**
* @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 "CoreTypes.h"
#include "UObject/ObjectMacros.h"
/**
* Determines the debug virtual hand drawing mode.
*/
UENUM(BlueprintType)
enum class ESGDebugVirtualHandDrawingMode : uint8
{
/** Do not draw any debug virtual hands. */
None UMETA(DisplayName = "None"),
/** Draw a debug virtual hand with cubic joints. */
CubicJoints UMETA(DisplayName = "Cubic Joints"),
/** Draw a debug virtual hand with gizmo joints. */
GizmoJoints UMETA(DisplayName = "Gizmo Joints"),
};
@@ -50,18 +50,18 @@ public:
static FORCEINLINE float TransformToSenseGlove(const int32 Movement, const float Direction) static FORCEINLINE float TransformToSenseGlove(const int32 Movement, const float Direction)
{ {
// 0 = twist, 1 = flexion/extension, 2 = abduction // 0 = twist, 1 = flexion/extension, 2 = abduction
return FMath::DegreesToRadians(Movement != 1 ? Direction * -1.0f : Direction); return FMath::DegreesToRadians(Movement != 1 ? -Direction : Direction);
} }
static FORCEINLINE FVector TransformToSenseGlove(const FVector& Vector) static FORCEINLINE FVector TransformToSenseGlove(const FVector& Vector)
{ {
return FMath::DegreesToRadians(FVector(Vector.Y * -1.0f, Vector.X, Vector.Z)); return FMath::DegreesToRadians(FVector(-Vector.Y, Vector.X, Vector.Z));
} }
template<typename V> template<typename V>
static FORCEINLINE V TransformToSenseGlove(const FVector& Vector) static FORCEINLINE V TransformToSenseGlove(const FVector& Vector)
{ {
return FMath::DegreesToRadians(V(Vector.Y * -1.0f, Vector.X, Vector.Z)); return FMath::DegreesToRadians(V(-Vector.Y, Vector.X, Vector.Z));
} }
static FORCEINLINE float TransformToUnreal(const float Radians) static FORCEINLINE float TransformToUnreal(const float Radians)
@@ -75,7 +75,7 @@ public:
/// values require validation. /// values require validation.
// 0 = twist, 1 = flexion/extension, 2 = abduction // 0 = twist, 1 = flexion/extension, 2 = abduction
return Movement != 1 ? Direction * -1.0f : Direction; return Movement != 1 ? -Direction : Direction;
} }
static FORCEINLINE constexpr float TransformToUnreal(const ESGFingerMovement Movement, const float Direction) static FORCEINLINE constexpr float TransformToUnreal(const ESGFingerMovement Movement, const float Direction)
@@ -90,7 +90,7 @@ public:
/// Which flexions should be ignored? /// Which flexions should be ignored?
return (Movement != ESGFingerMovement::McpFlexion && Movement != ESGFingerMovement::PipFlexion && Movement != return (Movement != ESGFingerMovement::McpFlexion && Movement != ESGFingerMovement::PipFlexion && Movement !=
ESGFingerMovement::PipFlexion) ESGFingerMovement::PipFlexion)
? Direction * -1.0f ? -Direction
: Direction; : Direction;
} }
@@ -108,19 +108,19 @@ public:
Movement != ESGThumbMovement::CmcFlexion Movement != ESGThumbMovement::CmcFlexion
&& Movement != ESGThumbMovement::McpFlexion && Movement != ESGThumbMovement::McpFlexion
&& Movement != ESGThumbMovement::IpFlexion && Movement != ESGThumbMovement::IpFlexion
? Direction * -1.0f ? -Direction
: Direction); : Direction);
} }
static FORCEINLINE FVector TransformToUnreal(const FVector& Vector) static FORCEINLINE FVector TransformToUnreal(const FVector& Vector)
{ {
return FMath::RadiansToDegrees(FVector(Vector.Y * -1.0f, Vector.X, Vector.Z)); return FMath::RadiansToDegrees(FVector(-Vector.Y, Vector.X, Vector.Z));
} }
template<typename V> template<typename V>
static FORCEINLINE FVector TransformToUnreal(const V& Vector) static FORCEINLINE FVector TransformToUnreal(const V& Vector)
{ {
return FMath::RadiansToDegrees(FVector(Vector.GetY() * -1.0f, Vector.GetX(), Vector.GetZ())); return FMath::RadiansToDegrees(FVector(-Vector.GetY(), Vector.GetX(), Vector.GetZ()));
} }
public: public:
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