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186 Commits
Author SHA1 Message Date
Mamadou Babaei 5742f7f315 bump the plugin version to v1.9.6 2024-02-14 14:55:49 +01:00
Mamadou Babaei e29c037198 fix the NovaGlove class instantiation methods to initialize a NovaGloveImpl instead of a SenseGloveImpl 2024-02-14 14:55:49 +01:00
Mamadou Babaei 4a96590460 bump the plugin version to v1.9.5 2024-02-09 10:53:09 +01:00
Mamadou Babaei 01f74dd141 fix a potential segfault inside SGDeviceModel::ParseFirmware 2024-02-09 10:53:09 +01:00
Mamadou Babaei e8ae0d9267 bump the plugin version to v1.9.4 2024-02-08 07:47:19 +01:00
Mamadou Babaei e6ae1da100 fix the bluprint parse fucntion signature to accept OutGloveInfo by reference 2024-02-08 07:47:19 +01:00
Mamadou Babaei 539855368f fix changelog formatting 2024-02-08 07:47:19 +01:00
Mamadou Babaei b6acf03c95 bump the plugin version to v1.9.3 2024-02-03 04:52:57 +01:00
Mamadou Babaei a0c4e96349 rephrase fixed changes 2024-02-03 04:52:57 +01:00
Mamadou Babaei 6251cb0d37 bump the copyright years 2024-02-03 04:52:57 +01:00
Mamadou Babaei dfda4f28fb minor changelog fixes 2024-02-03 04:52:56 +01:00
Mamadou Babaei 5054063a8a fix the wrong version numbers inside the paltform support matrix and the main .uplugin file 2024-02-03 04:52:56 +01:00
Mamadou Babaei c6294a1f16 apply a few critical fixes backported from the next major release 2024-02-03 04:52:56 +01:00
Mamadou Babaei 1cbe39fd5e a minor changelog fix 2024-02-03 04:52:56 +01:00
Mamadou Babaei f0db0b0846 bump the plugin version to v1.9.2 2023-11-03 18:35:09 +01:00
Mamadou Babaei 5e1cb6a637 fix a bug where released actor is going to be null whenever the OnActorReleased event fires 2023-11-03 18:35:08 +01:00
Mamadou Babaei eca69677b1 restructure the planned features completion status 2023-11-03 18:35:08 +01:00
Mamadou Babaei fbe415c7ae update the list of planned features and their completion status 2023-11-03 18:35:08 +01:00
Mamadou Babaei 0b052356ee update the list of planned features and their completion status 2023-11-03 18:35:07 +01:00
Mamadou Babaei 42316edb95 update the list of planned features and their completion status 2023-11-03 18:35:07 +01:00
Mamadou Babaei 932bdb26d4 add a list of planned features and their completion status to the main readme file 2023-11-03 18:35:07 +01:00
Mamadou Babaei 4fe5281cd8 bump the plugin version to v1.9.1 2023-10-11 17:02:50 +02:00
Mamadou Babaei dcbe1015f8 add the missing unreal header that defines ENGINE_*_VERSION macros in order to pass epic store builds for ue 5.3 2023-10-11 17:02:49 +02:00
Mamadou Babaei 6ebee2aa2f bump the plugin version to v1.9.0 2023-10-10 17:29:53 +02:00
Mamadou Babaei 7c8f26e978 change the ufunction specifier for sgpawn blueprint implementable events to blueprint native event in order to allow overrides from c++ as well 2023-10-10 17:29:53 +02:00
Mamadou Babaei bf234d720b add a missing release note fix for v1.8.0 to the changelog file 2023-10-10 17:29:52 +02:00
Mamadou Babaei 702fdf19fa bump the plugin version to v1.8.0 2023-10-10 16:12:51 +02:00
Mamadou Babaei 0364f67ae2 This single commit inroduces the following changes:
- Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.

- Fix a bug where the OnTouchStateUpdated event is mistakenly triggered instead of the OnGrabStateUpdated when the right thumb fingertip grab collider overlaps with a grabbable actor.
2023-10-10 16:12:50 +02:00
Mamadou Babaei 0efd382edb bump the plugin version to v1.7.0 2023-09-14 18:50:05 +02:00
Mamadou Babaei 28b88a5a72 bump senseglove headers and libraries for linux and android to v2.12.0-19c9854 2023-09-14 18:50:05 +02:00
Mamadou Babaei eab9892a5d bump senseglove libraries for windows to v2.12.0-19c9854 2023-09-14 18:50:04 +02:00
Mamadou Babaei da3449b7df move SGCoreImpl/SGPlatform to SGBuildHacks/SGPlatform and introduce SG_CPP20 and SG_CAPTURE_THIS 2023-09-14 18:50:04 +02:00
Mamadou Babaei 25e0d49eea update the changelog 2023-09-14 18:50:04 +02:00
Mamadou Babaei 01fe621704 update the changelog with unreleased changes 2023-09-14 18:50:04 +02:00
Mamadou Babaei ce325f1219 introduce senseglove backend and backend kismet modules in order to properly initialize the backend in order to avoid a bug where sgcoonect::init gets called every frame 2023-09-14 18:50:04 +02:00
Mamadou Babaei 8ce4caadc9 update the changelog with unreleased changes 2023-09-14 18:50:04 +02:00
Mamadou Babaei 2588eade1f remove a duplicate log 2023-09-14 18:50:04 +02:00
Mamadou Babaei 98921356cd add sggameinstance for future use 2023-09-14 18:50:04 +02:00
Mamadou Babaei 7a35364713 remove a duplicated slash in a header's path 2023-09-14 18:50:04 +02:00
Mamadou Babaei 1cac3a70e3 bump the plugin version to v1.6.1 2023-08-14 21:22:20 +02:00
Mamadou Babaei 083a1690e8 fix the platform support matrix 2023-08-14 21:22:19 +02:00
Mamadou Babaei c2244c8ff8 add a missing header that causes build issues on ue 5.0 2023-08-14 21:22:19 +02:00
Mamadou Babaei 8b7bcdd8b8 bump the plugin version to v1.6.0 2023-08-14 17:25:59 +02:00
Mamadou Babaei f0d67ce035 update the changelog 2023-08-14 17:25:59 +02:00
Mamadou Babaei 49bcfbc2d4 update the changelog 2023-08-14 17:25:58 +02:00
Mamadou Babaei 9ed0015db0 do not cache grabbed actors as overlapped actors 2023-08-14 17:25:58 +02:00
Mamadou Babaei 5951ac9c33 inline some pimpl methods in order to improve function call performance for regularly called methods 2023-08-14 17:25:57 +02:00
Mamadou Babaei be3647e310 cache all overlapped actors with the real/virtual hands 2023-08-14 17:25:57 +02:00
Mamadou Babaei 3e35246b39 initial working implementation of the separated virtual/real hand rendering 2023-08-14 17:25:56 +02:00
Mamadou Babaei 8087719bbb fix the wrong default gizmo colors when initialized using the default constructor. 2023-08-14 17:25:56 +02:00
Mamadou Babaei 5ca1da7730 fix ue 5.3 build issues 2023-08-14 17:25:55 +02:00
Mamadou Babaei 41196d69c1 add support for the upcoming unreal engine 5.3 and native toolchain v22 libs to the build system 2023-08-14 17:25:55 +02:00
Mamadou Babaei ead76bb4f5 bump senseglove libraries for windows to v2.11.0-b775a05 2023-08-14 17:25:54 +02:00
Mamadou Babaei 529e751e07 update the changelog 2023-08-14 17:25:53 +02:00
Mamadou Babaei 1b2300d18c remove any mention of msvc 2017 and ue 4.27 third-party libs from the readme file 2023-08-14 17:25:53 +02:00
Mamadou Babaei dbabec4583 bump senseglove headers and libraries for linux and android to v2.11.0-b775a05 2023-08-14 17:25:51 +02:00
Mamadou Babaei e1fea5d60b initial attempt at separating the hand rendering from the real hand 2023-08-14 17:25:50 +02:00
Mamadou Babaei 43bdec8601 alternative velocity calculation for released actors based on the hand's cached position history 2023-08-14 17:25:49 +02:00
Mamadou Babaei a5a8e7149f alternative velocity calculation for released actors based on a cached position history 2023-08-14 17:25:49 +02:00
Mamadou Babaei bb63748644 apply the hand's velocity to the grabbed actor after release 2023-08-14 17:25:48 +02:00
Mamadou Babaei d4e92546e3 bump the plugin version to v1.5.3 2023-07-19 18:22:49 +02:00
Mamadou Babaei daa4031e6b bump senseglove libraries for windows to v2.10.1-3b0e7c9 2023-07-19 18:22:48 +02:00
Mamadou Babaei bc39905bc6 a minor changelog fix 2023-07-19 18:22:47 +02:00
Mamadou Babaei 1fdb94d5c9 bump senseglove libraries for linux and android to v2.10.1-3b0e7c9 2023-07-19 18:22:47 +02:00
Mamadou Babaei 7c9e1b2462 bump the plugin version to v1.5.2 2023-07-19 01:19:59 +02:00
Mamadou Babaei ef6d5b6295 fix a build issue with android shipping builds 2023-07-19 01:13:21 +02:00
Mamadou Babaei 6794a36b0f whitespace fix 2023-07-19 01:13:20 +02:00
Mamadou Babaei 6c77fb0ca9 remove redundant whitespaces 2023-07-19 01:13:20 +02:00
Mamadou Babaei f5d9a02dab fix a grammatical error in the changelog 2023-07-19 01:13:19 +02:00
Mamadou Babaei 75eaea13a4 bump the plugin version to v1.5.1 2023-07-13 19:49:16 +02:00
Mamadou Babaei b2f89c4694 fix grab/release bug for the right hand 2023-07-13 17:27:28 +02:00
Mamadou Babaei b4e547f755 fix a wrist tracker bug where hands are getting tracked in reverse 2023-07-13 17:26:49 +02:00
Mamadou Babaei 8125ad2fc6 do checks against the right hand which is cleaner to read 2023-07-13 17:26:02 +02:00
Mamadou Babaei f7f997019d bump the plugin version to v1.5.0 2023-06-16 02:02:57 +02:00
Mamadou Babaei 914f0c34ac update the changelog 2023-06-16 02:02:56 +02:00
Mamadou Babaei 8e9b45ddc0 fix the motion source options crashes 2023-06-16 02:02:56 +02:00
Mamadou Babaei bf4e1f53f6 refactor the newly added motion source settings and off-load them from the wrist tracker to the settings system, though this causes crashes still 2023-06-16 02:02:55 +02:00
Mamadou Babaei 5c40592070 bump senseglove libraries for windows to v.2.10.0-12133ac 2023-06-16 02:02:55 +02:00
Mamadou Babaei 3fb66fa469 bump senseglove libraries for linux and android to v.2.10.0-12133ac 2023-06-16 02:02:53 +02:00
Mamadou Babaei c0c6d6b262 update the changelog with the latest changes 2023-06-16 02:02:53 +02:00
Mamadou Babaei 03e698de32 remove not yet implemented from ViveTracker and ViveFocus3WristTracker enums' names 2023-06-16 02:02:52 +02:00
Mamadou Babaei 4c0d886518 fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked. 2023-06-16 02:02:52 +02:00
Mamadou Babaei c63c182ab0 bump senseglove libraries and headers for linux and android to v2.9.0-21c54c5 2023-06-16 02:02:51 +02:00
Mamadou Babaei 51af76bf55 update the changelog to reflect the latest changes 2023-06-16 02:02:50 +02:00
Mamadou Babaei a95e067e85 bump senseglove libraries for windows to v2.9.0-21c54c5 2023-06-16 02:02:49 +02:00
Mamadou Babaei e05347f2a4 add (not implemented yet) to the blueprint display name for positional tracking hardware that is not implemented yet 2023-06-16 02:02:48 +02:00
Mamadou Babaei d85428a30f add support for vive focus 3 positional tracking hardwares 2023-06-16 02:02:48 +02:00
Mamadou Babaei 0f5e0e1c7f add support for oculus quest pro positional tracking hardwares 2023-06-16 02:02:47 +02:00
Mamadou Babaei a7efdb75c7 remove support for oculus touch, pico neo 2, and pico neo 3 positional tracking hardwares 2023-06-16 02:02:47 +02:00
Mamadou Babaei f849252dc8 fix ESGPositionalTrackingHardware enum display names and comments 2023-06-16 02:02:46 +02:00
Mamadou Babaei be76335a46 update the changelog 2023-06-16 02:02:46 +02:00
Mamadou Babaei d6f1e21804 fully refactor the top-level configurations in the settings system into ustructs 2023-06-16 02:02:45 +02:00
Mamadou Babaei 08657ceda2 update the platform support matrix to reflect the latest support status 2023-06-16 02:02:45 +02:00
Mamadou Babaei 1f57ae7a8f bump senseglove libraries for windows v2.8.0-ff14904 2023-06-16 02:02:45 +02:00
Mamadou Babaei fcf9bdb0a5 bump senseglove libraries for linux and android to v2.8.0-ff14904 2023-06-16 02:02:43 +02:00
Mamadou Babaei 5cec1ac563 drop support for native toolchain v19, msvc v141 (2017), and thus ue 4.27 in the build system 2023-06-16 02:02:42 +02:00
Mamadou Babaei b6bd971bc8 bump the plugin version to v1.4.3 2023-06-01 23:30:20 +02:00
Mamadou Babaei 3088a60d5a update the changelog 2023-06-01 23:30:20 +02:00
Mamadou Babaei e22625ae34 fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:30:19 +02:00
Mamadou Babaei 30720e5bd5 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:30:19 +02:00
Mamadou Babaei a2b8e186b5 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:30:18 +02:00
Mamadou Babaei 882665e386 bump the plugin version to v1.4.2 2023-06-01 21:44:38 +02:00
Mamadou Babaei 265759e080 update the changelog 2023-06-01 21:44:38 +02:00
Mamadou Babaei cac1c475dc fix the changelog typos and errors 2023-06-01 21:44:37 +02:00
Mamadou Babaei 8478b7caf8 minor grammatical fix 2023-06-01 21:44:37 +02:00
Mamadou Babaei 6b2e5dbcf7 update the changelog with unreleased changes 2023-06-01 21:44:37 +02:00
Mamadou Babaei ae81b15c91 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 21:44:36 +02:00
Mamadou Babaei 5a8feb24ac fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:44:36 +02:00
Mamadou Babaei 418133432f fix typos in the changelog 2023-06-01 21:44:35 +02:00
Mamadou Babaei 0d5c2ee04e fix a typo in the changelog 2023-06-01 21:44:35 +02:00
Mamadou Babaei edad54bd36 fix the changelog 2023-06-01 21:44:34 +02:00
Mamadou Babaei bed8269eba fix a typo in the changelog 2023-06-01 21:44:34 +02:00
Mamadou Babaei 598b0942e4 minor fix in the changelog 2023-06-01 21:44:33 +02:00
Mamadou Babaei a1a36901ea bump the plugin version v1.4.1 2023-05-29 02:08:48 +02:00
Mamadou Babaei 1ee517f392 log unreleased changes 2023-05-29 02:08:48 +02:00
Mamadou Babaei 558e2ffcff remove dead gradle code from the android module 2023-05-29 02:08:47 +02:00
Mamadou Babaei b5452ff3a8 supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:08:47 +02:00
Mamadou Babaei 267e518f44 fix an android gradle build issue which happens when the games package name won't start with com.senseglove.* 2023-05-29 02:08:46 +02:00
Mamadou Babaei a6ae25e581 bump the plugin version to v1.4.0 2023-05-19 19:01:37 +02:00
Mamadou Babaei 946df25210 fix linux aarch64 build issues on ue 5.0 2023-05-19 18:35:44 +02:00
Mamadou Babaei 88a57106ff remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:35:44 +02:00
Mamadou Babaei a98e88d27f implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:04:47 +02:00
Mamadou Babaei 25e095ab11 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 18:04:46 +02:00
Mamadou Babaei 360c669dfd remove commented code 2023-05-19 18:04:46 +02:00
Mamadou Babaei 6fab1830f1 increase the default finger tips collider sizes 2023-05-19 18:04:46 +02:00
Mamadou Babaei 69e13a1de2 get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:04:45 +02:00
Mamadou Babaei b7416f1559 fix a potential crash 2023-05-19 18:04:45 +02:00
Mamadou Babaei 6c821bf80d stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:04:44 +02:00
Mamadou Babaei 318ba52835 set the default attachment rotation rule to keep relative 2023-05-19 18:04:44 +02:00
Mamadou Babaei 3a44a177fd set the default attachment scale rule to snap to target 2023-05-19 18:04:43 +02:00
Mamadou Babaei 7d4c839f9f do not affect collision when grab/release 2023-05-19 18:04:43 +02:00
Mamadou Babaei f17a7ecde8 refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:04:42 +02:00
Mamadou Babaei 783f1b317c 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 18:04:42 +02:00
Mamadou Babaei fcd038d2fc try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:04:42 +02:00
Mamadou Babaei c2f67fce2d add grab sucess/fail checks with error messages 2023-05-19 18:04:41 +02:00
Mamadou Babaei caf9340641 add ensure checks on the grab socket name 2023-05-19 18:04:41 +02:00
Mamadou Babaei 0906a60b66 move socket name to a temp var for easier debugging 2023-05-19 18:04:40 +02:00
Mamadou Babaei cb51f36d87 move attachment rules to a temp var for easier debugging 2023-05-19 18:04:40 +02:00
Mamadou Babaei 7a23dddbe0 fix a release-detection logic error 2023-05-19 18:04:39 +02:00
Mamadou Babaei db7433fe26 clean up and simplify the touch callback lambda 2023-05-19 18:04:39 +02:00
Mamadou Babaei 81a663ae91 update the changelog 2023-05-19 18:04:38 +02:00
Mamadou Babaei ce9590ae65 force off haptic commands when collision ends 2023-05-19 18:04:38 +02:00
Mamadou Babaei 072cf1ea86 only send force-feedback and buzz commands when they are not zero 2023-05-19 18:04:38 +02:00
Mamadou Babaei e5a378a9fa update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:04:37 +02:00
Mamadou Babaei e25004b9e9 add a note about abi/api breaking changes 2023-05-19 18:04:37 +02:00
Mamadou Babaei b9ca46a906 bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:04:36 +02:00
Mamadou Babaei 7e9d7d9a6b removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:04:35 +02:00
Mamadou Babaei bc485b9baf try to fix various build issues with the senseglove core types module 2023-05-19 18:04:35 +02:00
Mamadou Babaei 6be4ab7a5b fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:04:34 +02:00
Mamadou Babaei 66031095dd whitelist all modules for linuxarm64 target platform 2023-05-19 18:04:34 +02:00
Mamadou Babaei b4968ebd05 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:04:33 +02:00
Mamadou Babaei 79d292e159 fix a build error where engine versions are < 5.2 2023-05-19 18:04:33 +02:00
Mamadou Babaei f09bd379d8 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:04:32 +02:00
Mamadou Babaei 5de114f9a4 fix a circular dependency build issue 2023-05-19 18:04:31 +02:00
Mamadou Babaei a78e8cade7 add a missing dependency that causes packaging issues 2023-05-19 18:04:30 +02:00
Mamadou Babaei 65e1670974 capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:04:30 +02:00
Mamadou Babaei b2ddd29d4c fix a crash due to uninitialized pimpl object 2023-05-19 18:04:29 +02:00
Mamadou Babaei 43070d8ce3 fix lambda crashes and ensure logic bugs 2023-05-19 18:04:29 +02:00
Mamadou Babaei b9fe67814d complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:02:26 +02:00
Mamadou Babaei 67042c7466 add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:02:26 +02:00
Mamadou Babaei 684331075f expose the connected glove in the virtual hand's api 2023-05-19 18:02:25 +02:00
Mamadou Babaei 5f6641af12 add static get component methods for quickly accessing grab/touch components 2023-05-19 18:02:25 +02:00
Mamadou Babaei 77e62eba30 remove the variable names from the grab/touch signatures 2023-05-19 18:02:24 +02:00
Mamadou Babaei 48152dfcdd add the grab/touch state update events 2023-05-19 18:02:24 +02:00
Mamadou Babaei d7f55e1a78 update the changelog 2023-05-19 18:02:23 +02:00
Mamadou Babaei aa8e2f097e fix a crash by removing wrong delegate binds 2023-05-19 18:02:23 +02:00
Mamadou Babaei 4452b308f5 add a buzz timeout uproperty 2023-05-19 18:02:22 +02:00
Mamadou Babaei ffabc4159c merge all properties inside the grab component into one group 2023-05-19 18:02:22 +02:00
Mamadou Babaei 7941fca732 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:02:22 +02:00
Mamadou Babaei 2c0c3a2dbf Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:02:21 +02:00
Mamadou Babaei 9d92e2600b move force-feedback properties from the touch component to the grab component 2023-05-19 18:02:21 +02:00
Mamadou Babaei f3afbccb2b cache which finger can grab or touch objects 2023-05-19 18:02:20 +02:00
Mamadou Babaei b7ea384fd7 set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:02:20 +02:00
Mamadou Babaei 852f398755 add the api for getting/setting touch properties 2023-05-19 18:02:19 +02:00
Mamadou Babaei 933d75bd63 add the api for getting/setting grab properties 2023-05-19 18:02:19 +02:00
Mamadou Babaei 9721eaa275 add a grab socket uproperty, getters, and setters 2023-05-19 18:01:26 +02:00
Mamadou Babaei afb14d3b89 whitespace fix 2023-05-19 18:01:26 +02:00
Mamadou Babaei 2d77ee8b5d differentiate the default grab/touch socket names 2023-05-19 17:45:02 +02:00
Mamadou Babaei 4485d2b786 integrate the touch component and colliders and rename the grab ones 2023-05-19 17:45:02 +02:00
Mamadou Babaei 508ef0976e add a touch component intended to be used for force-feedback 2023-05-19 17:45:01 +02:00
Mamadou Babaei f45f2ea73d add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 17:45:01 +02:00
Mamadou Babaei 434bcf12c5 document the unreleased changes 2023-05-19 17:45:00 +02:00
Mamadou Babaei af18e5453d fix blueprint signatures and make all bp exposed functions static 2023-05-19 17:45:00 +02:00
Mamadou Babaei cb894ef7a8 formatting fix 2023-05-19 17:44:59 +02:00
Mamadou Babaei 75855bcca2 document a missing changelog item 2023-05-19 17:44:59 +02:00
Mamadou Babaei 380d83717c Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 17:44:59 +02:00
847 changed files with 8479 additions and 2155 deletions
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@@ -5,13 +5,256 @@ 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).
## [v1.3.1] - 2023-04-28 ## [1.9.6] - 2024-02-14
This is a bugfix release.
### Fixed
- Fix a few critical bugs inside the NovaGlove class where the higher levels of the API including constructors, Parse, and NewNovaGlove methods mistakenly instantiate a SenseGloveImpl class instead of a NovaGloveImpl class.
## [1.9.5] - 2024-02-09
This is a bugfix release.
### Fixed
- Fix a wrong type-casting inside SGDeviceModel::ParseFirmware where OutMainVersion and OutSubVersion arguments are getting passed to the lower levels of the API. This could potentially result in a segfault at the FFI boundary between lower and higher levels of the API.
## [1.9.4] - 2024-02-08
This is a bugfix release addressing mostly Blueprint API issues with ABI breaking changes inside the Blueprint layer, backported from the next major release of the plugin as documented below.
### Fixed
- Fix the Blueprint Parse function signature for the NovaGloveInfoKismetLibrary where the OutGloveInfo passed by the caller was never actually assigned as it was not getting passed by reference.
- Changelog formatting.
## [1.9.3] - 2024-02-03
This is a hotfix release addressing a few critical issues that might result in crashes or malfunctions for users of the low-level SenseGlove API, backported from the next major release of the plugin as documented below.
### Fixed
- Fix a potential memory corruption inside one of the SGBasicHandModel constructors where the StartPositions parameter gets passed as the StartRotations parameter to lower levels of the API.
- Fix a potential memory corruption inside one of the SGSenseGloveInfo constructors where the StartPositions parameter gets passed as the Functions parameter to lower levels of the API.
- Fix a potential memory corruption where inside the SGHapticGloveCalibrationSequence::GetCurrentInstruction method, the return statement of the function is getting assigned to the const parameter NextStepKey, thus the return statement of the function will always be empty as well.
- Fix a potential memory corruption where inside one of the overloads of the SGSenseGloveImpl::GetGlovePose method, the out parameter of the method is getting passed as the SensorData parameter to the lower levels of the API.
- Fix multiple Equals methods for a few classes such as SGInterpolationSet, SGNovaGloveHandProfile, SGNovaGloveInfo, SGSenseGloveHandProfile, SenseGloveInfo, SenseGlovePose, where the Equal method compares the current instance against itself instead of the other instance passed to as the parameter to the method.
- Removed a redundant code statement inside the SGNovaGloveImpl::GetSubFirmwareVersion method.
- Some minor const correctness fixes.
- Some other minor code fixes and improvements.
- Fix the wrong version numbers inside the paltform support matrix and the main .uplugin file.
- Minor changelog fixes.
- Bumped the copyright years.
## [1.9.2] - 2023-11-03
### Added
- Added a list of planned features and their completion status to the main README file.
### Fixed
- A bug where the released actor is going to be NULL whenever the OnActorReleased event fires.
## [1.9.1] - 2023-10-11
### Fixed
- Add the missing Unreal Engine C++ header to files that rely on the ENGINE\_\*\_VERSION macros in order to fix the Epic Store build failures on UE 5.3.
## [1.9.0] - 2023-10-10
### Changed
- The BlueprintImplementableEvent UFUNCTION specifier for the OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events have been changed to BlueprintNativeEvent in order to allow them to be implemented from the child C++ classes as well. This won't break any existing Blueprint code that relies on the previous BlueprintImplementableEvent signature.
### Fixed
- Add a missing release note entry for the v1.8.0 release to the changelog file.
## [1.8.0] - 2023-10-10
### Added
- Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.
### Fixed
- Fix a bug where the OnTouchStateUpdated event is mistakenly triggered instead of the OnGrabStateUpdated when the right thumb fingertip grab collider overlaps with a grabbable actor.
- Fix the DECLARE_EVENT macro signature for OnGrabStateUpdated and OnTouchStateUpdated events.
## [1.7.0] - 2023-09-14
### Added
- Introduce SGGameInstance, a customized SenseGlove game instance for future use.
- Added the new SenseGloveBackend and SenseGloveBackendKismet modules.
- Added SG_CPP20 C++ macro for C++20 detection, which is now default from UE 5.3 onwards.
- Added SG_CAPTURE_THIS C++ macro as a workaround for error C4855: implicit capture of 'this' via '[=]' is deprecated in /std:c++20 in order to build the same lambda captures without extra #ifdefs on all supported engine versions.
### Changed
- SenseGlove libraries have been updated to v2.12.0-19c9854.
- SGCoreImpl/SGPlatform has been moved to SGBuildHacks/SGPlatform.
### Fixed
- Proper initialization of the SenseGlove backend in order to fix a bug in certain situations where SGConnect::Init() gets called every frame.
- Some other minor fixes and improvements.
## [1.6.1] - 2023-08-14
### Fixed
- Fix Unreal Engine 5.0 build issues.
- Minor documentation fixes.
## [1.6.0] - 2023-08-14
### Added
- Added support for the upcoming Unreal Engine 5.3.
- Now, the hand's velocity is applied to grabbed actors after being released from the hand.
- Introduce the real hands to the SenseGlove module (SGPawn) API.
- Added separation of the virtual and real hand rendering.
### Fixed
- Fix the wrong default debug virtual hand gizmo colors when initialized using the default constructor.
- Some minor performance fixes and improvements.
### Changed
- SenseGlove libraries have been updated to v2.11.0-b775a05.
## [1.5.3] - 2023-07-19
This is a hotfix release mostly addressing Android Bluetooth performance issues.
### Fixed
- Minor changelog fixes.
### Changed
- SenseGlove libraries have been updated to v2.10.1-3b0e7c9.
## [1.5.2] - 2023-07-19
This is a hotfix release mostly addressing Android-related issues.
### Fixed
- Fix a build issue with Android shipping builds due to sgconnect.jar not getting copied automatically in the AFSProject which is compiled for shipping builds when AndroidFileServer (AFS) is enabled.
- Minor changelog fixes and some source code formatting fixes.
## [1.5.1] - 2023-07-13
This is a hotfix release addressing a few critical issues introduced by the recent changes.
### Fixed
- Fix a wrist tracker bug where left and right hands' wrist trackers are mistakenly tracking the opposite hand's motion source.
- Fix a bug where the right hand is not able to do grab or release.
## [1.5.0] - 2023-06-16
This release breaks ABI/API compatibility with the previous versions in some areas as documented below.
### Added
- Added HTC VIVE Focus 3 positional tracking hardware enum.
- Added support for the Meta Quest Pro, HTC VIVE, and HTC VIVE Focus 3 positional tracking hardware.
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the SGPawn.
### Fixed
- Fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked.
### Changed
- Fully refactored the top-level configurations in the settings system into USTRUCTs.
- SenseGlove libraries have been updated to v2.10.0-12133ac.
### Removed
- Dropped support for the Epic Native Toolchain v19, MSVC v141 (Visual Studio 2017), and thus Unreal Engine 4.27 as it has been marked as deprecated since v1.4.x.
- Removed any kind of support for Oculus Touch (Oculus Rift S and Oculus Quest 1) positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 2 positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 3 positional tracking hardware, thus the enum as well.
## [1.4.3] - 2023-06-01
This is a hotfix release addressing a critical Android crash.
### Fixed
- Fix a critical Android crash that happens where the default development hand meshes are not found, which means almost always since we don't ship any default virtual hand mesh at the moment.
- Minor changelog release formatting fix in order to stay consistent.
## [1.4.2] - 2023-06-01
This is a hotfix release addressing a few critical issues.
### Fixed
- Fix build issues with certain compilers when the Unreal Engine version is older than 5.2.
- Reintroduced the Virtual Hand and the Wrist Tracker debug gizmos which have temporarily been disabled due to a bug in the settings system.
- Some minor changelog fixes.
## [1.4.1] - 2023-05-29
This is a bugfix release with a focus on Android build issues.
### Fixed
- Fix an Android Gradle build issue that happens when the game's package name won't start with com.senseglove.*.
- Suppress a grade warning for non-arm64 architectures when the build target is Android.
### Removed
- Remove dead Gradle code from the Android module.
## [1.4.0] - 2023-05-19
This release breaks ABI/API compatibility with the previous versions.
### Added
- Added support for the stable release of Unreal Engine 5.2 (the preview release has been supported since v1.2.0).
- Added Linux AArch64 platform support.
- Added a new Grab component that can turn any actor into a grabbable object.
- Added a new Touch component that enables haptic feedback such as Buzz and Force-Feedback commands.
- Added an optional feature in order to automatically stop all haptics on the EndPlay event, wherever the virtual hand component is used. By default, it's enabled.
### Fixed
- Fix Blueprint signatures for USGVirtualHandComponentKismetLibrary and make all the Blueprint exposed functions static.
### Changed
- SenseGlove libraries have been updated to v2.7.1-965f90c with support for Linux AArch64.
- The Virtual Hand and the Wrist Tracker debug gizmos (the intended use is only for SenseGlove developers for really low-level stuff; thus won't affect the users of the plugin at all) have been disabled and will be ignored due to an esoteric bug in the settings systems which has been scheduled to be fixed in the future releases.
### Removed
- Removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine.
### Deprecated
- This is the last release to support Unreal Engine 4.27 and please keep in mind that the current release is not obtainable through the Unreal Engine Marketplace. The latest published version on the Marketplace for 4.27 is v1.3.1. Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last 3 stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
## [1.3.1] - 2023-04-28
### Fixed ### Fixed
- Fix RunUAT build issues caused by missing headers. - Fix RunUAT build issues caused by missing headers.
- Minor documentation fixes.
## [v1.3.0] - 2023-04-28 ## [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. This release breaks ABI/API compatibility with the previous versions in addition to breaking coordinates systems conversions between Unreal Engine and the SenseGlove libraries.
@@ -22,7 +265,7 @@ This release breaks ABI/API compatibility with the previous versions in addition
### Fixed ### Fixed
- Fix the wrist tracker miscalculations for the Quest 2 controllers (other headsets might needs fixing as well, in that case future releases will address that). - 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 code improvement and fixes.
- Minor documentation fixes. - Minor documentation fixes.
@@ -32,13 +275,13 @@ This release breaks ABI/API compatibility with the previous versions in addition
- Breaking changes in the SenseGlove/Unreal coordinates systems conversions due to underlying changes in the SenseGlove Core Libraries. - 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. - SenseGlove libraries have been updated to v2.6.0-aac3d56.
## [v1.2.1] - 2023-03-30 ## [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.
@@ -62,7 +305,7 @@ 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.
@@ -94,7 +337,7 @@ 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
@@ -136,7 +379,7 @@ 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.
+1 -1
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@@ -5,7 +5,7 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the MIT
``` ```
MIT License MIT License
Copyright (c) 2020 - 2023 SenseGlove Copyright (c) 2020 - 2024 SenseGlove
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
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@@ -6,17 +6,18 @@ 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** | v1.3.x | v1.3.x | v1.3.x | v1.3.x | | v1.3.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** | ❌ | v1.3.x | v1.3.x | v1.3.x | | v1.3.x (r21e) | | **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **5.1** | ❌ | ✅ v1.3.x | ✅ v1.3.x | ✅ v1.3.x | | ✅ v1.3.x (r25b) | | **5.1** | ❌ | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x (r25b) | ✅ v1.9.6 | ✅ v1.9.6 |
| **5.2** | ❌ | ✅ v1.3.x | ✅ v1.3.x | ✅ v1.3.x | | ✅ v1.3.x (r25b) | | **5.2** | ❌ | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x (r25b) | ✅ v1.9.6 | ✅ v1.9.6 |
| **5.3** | ❌ | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x | ✅ v1.9.x (r25b) | ✅ v1.9.6 | ✅ v1.9.6 |
* <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 +25,7 @@ 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.
@@ -51,6 +53,52 @@ The following modules are intended to be used by the C++ users of this plugin:
Please note that modules postfixed with **Impl** are intended for interal use and are discouraged to be used by the users of the API. The modules postfixed with **Kismet** are exposing the functionality of the equivalent modules to Blueprints. For other modules descriptions, please see [the Directory Structure section](#directory-structure). Please note that modules postfixed with **Impl** are intended for interal use and are discouraged to be used by the users of the API. The modules postfixed with **Kismet** are exposing the functionality of the equivalent modules to Blueprints. For other modules descriptions, please see [the Directory Structure section](#directory-structure).
## Planned Features Completion Status
### Implemented as of v1.9.6
- [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint.
- [X] DK 1 Support.
- [X] Nova 1 Support.
- [X] Support for Microsoft Windows as a development platform.
- [X] Support for GNU/Linux as a development platform.
- [X] Support for Microsoft Windows as a deployment platform.
- [X] Support for GNU/Linux x64 as a deployment platform.
- [X] Support for GNU/Linux AArch64 as a deployment platform.
- [X] Support for Android as a deployment platform.
- [X] Support for Oculus Quest 2 and Oculus Quest Pro.
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3.
- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
- [X] On-device calibration for Android without the need for SenseCom.
- [X] Haptic feedback including force feedback, buzz, and thumper commands.
- [X] A customizable Grab component that could be added to any actor.
- [X] A customizable Touch component that could be added to any actor.
- [X] Ability to grab, release, and throw objects around.
- [X] Separation of the real and virtual hand rendering.
- [X] An out-of-the-box customizable SGPawn with the ability to be extended in C++ and Blueprint.
- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
- [X] A generic Settings module with the ability to override settings.
- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
### Upcoming features planned for the v2.0.0 release
- [ ] A default hand mesh rigged with the standard SenseGlove default hand pose.
- [ ] Hand tracking compatible with OpenXR (or other generic hand tracking format).
- [ ] Nova 2 Support.
### Planned features long-term
- [ ] Get tracking input from sources other than a SenseGlove device.
- [ ] Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
- [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprints (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog).
- [ ] Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
- [ ] Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
- [ ] Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place).
- [ ] Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands.
- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering).
## Directory Structure ## Directory Structure
``` ```
@@ -80,8 +128,6 @@ Please note that modules postfixed with **Impl** are intended for interal use an
├── 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) ├── SenseGloveDebug (a utility debug module)
├── SenseGloveEditor (the Editor module) ├── SenseGloveEditor (the Editor module)
@@ -122,8 +168,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
│ │ │ │
│ ├── 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
│ │ │ │ │ │ │ │
@@ -149,8 +194,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
│ │ │ │
│ └── 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
│ │ │ │ │ │
@@ -176,31 +220,49 @@ Please note that modules postfixed with **Impl** are intended for interal use an
├── linux ├── linux
│ │ │ │
│ ├── v19 (UE 4.27 Linux dependencies)
│ │ │
│ │ ├── 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)
│ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── v22 (UE 5.3 Linux dependencies)
│ │ │ │
│ ├── debug │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │ │ │
│ └── release │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │
│ ├── debug
│ │
│ └── release
└── win64 └── win64
├── msvc141 (Microsoft Visual Studio 2017 dependencies)
│ │
│ ├── debug
│ │
│ └── release
├── msvc142 (Microsoft Visual Studio 2019 dependencies) ├── msvc142 (Microsoft Visual Studio 2019 dependencies)
│ │ │ │
+41 -11
View File
@@ -1,7 +1,7 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"Version": 1, "Version": 1,
"VersionName": "1.3.1", "VersionName": "1.9.6",
"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",
@@ -27,6 +27,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -37,6 +38,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -47,6 +49,29 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveBackend",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveBackendKismet",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -57,6 +82,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -67,6 +93,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -77,6 +104,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -87,6 +115,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -97,6 +126,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -107,16 +137,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"Win64" "LinuxArm64",
]
},
{
"Name": "SenseGloveCoreTypes",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"Win64" "Win64"
] ]
}, },
@@ -127,6 +148,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -136,6 +158,7 @@
"LoadingPhase": "PostEngineInit", "LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -146,6 +169,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -156,6 +180,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -166,6 +191,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -176,6 +202,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -186,6 +213,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -196,6 +224,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
}, },
@@ -206,6 +235,7 @@
"WhitelistPlatforms": [ "WhitelistPlatforms": [
"Android", "Android",
"Linux", "Linux",
"LinuxArm64",
"Win64" "Win64"
] ]
} }
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -44,9 +44,9 @@
#include "Engine/SkeletalMesh.h" #include "Engine/SkeletalMesh.h"
#include "Math/Rotator.h" #include "Math/Rotator.h"
#include "Runtime/Launch/Resources/Version.h" #include "Runtime/Launch/Resources/Version.h"
#include "SGLog/SGLog.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h" #include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SGLog/SGLog.h"
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy() FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy()
: FAnimInstanceProxy() : FAnimInstanceProxy()
@@ -0,0 +1,127 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 - 2024 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;
}
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -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"
@@ -44,11 +45,9 @@
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h" #include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h" #include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGConnect/SGConnect.h" #include "SGBackend/SGBackend.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 "SGDebug/SGDebugVirtualHand.h" #include "SGDebug/SGDebugVirtualHand.h"
#include "SGLog/SGLog.h" #include "SGLog/SGLog.h"
@@ -113,6 +112,7 @@ 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;
@@ -121,11 +121,12 @@ struct USGVirtualHandComponent::FImpl
USkeleton* GetSkeleton() const; USkeleton* GetSkeleton() const;
const FReferenceSkeleton& GetRefSkeleton() const; const FReferenceSkeleton& GetRefSkeleton() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const; bool CheckGlove() const;
void SetVisibility(bool bInVisible) const; FORCEINLINE void SetVisibility(const bool bInVisible) const
{
Owner->SetVisibility(bInVisible, true);
}
void DrawDebugVirtualHand() const; void DrawDebugVirtualHand() const;
}; };
@@ -209,7 +210,27 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
bRight = true; bRight = true;
bHiddenInGameIfNoGloveDetected = false; bHiddenInGameIfNoGloveDetected = false;
bAutoStopAllHapticsOnEndPlay = true;
GrabSocketName = FName{TEXT("GrabPoint")};
DefaultFingertipsGrabColliderSize = FVector{0.08f, 0.08f, 0.08f};
ThumbFingertipGrabSocketName = FName{TEXT("GrabThumbFingertip")};
IndexFingertipGrabSocketName = FName{TEXT("GrabIndexFingertip")};
MiddleFingertipGrabSocketName = FName{TEXT("GrabMiddleFingertip")};
DefaultFingertipsTouchColliderSize = FVector{0.08f, 0.08f, 0.08f};
ThumbFingertipTouchSocketName = FName{TEXT("TouchThumbFingertip")};
IndexFingertipTouchSocketName = FName{TEXT("TouchIndexFingertip")};
MiddleFingertipTouchSocketName = FName{TEXT("TouchMiddleFingertip")};
RingFingertipTouchSocketName = FName{TEXT("TouchRingFingertip")};
PinkyFingertipTouchSocketName = FName{TEXT("TouchPinkyFingertip")};
DebugVirtualHandSettings = FSGDebugVirtualHandSettings{ DebugVirtualHandSettings = FSGDebugVirtualHandSettings{
false,
ESGDebugVirtualHandDrawingMode::None, ESGDebugVirtualHandDrawingMode::None,
FVector(0.5f, 0.5f, 0.5f), FVector(0.5f, 0.5f, 0.5f),
FColor(255, 0, 0, 255), FColor(255, 0, 0, 255),
@@ -222,7 +243,6 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
Super::SetSkeletalMesh(nullptr, true); Super::SetSkeletalMesh(nullptr, true);
bBackendInitialized = false;
Glove = nullptr; Glove = nullptr;
WristTracker = nullptr; WristTracker = nullptr;
} }
@@ -284,34 +304,34 @@ void USGVirtualHandComponent::InitializeComponent()
Pimpl->SetDefaultMesh(); Pimpl->SetDefaultMesh();
} }
if (Pimpl->InitializeBackend()) (void) Pimpl->CheckGlove();
{
(void) Pimpl->CheckGlove();
}
} }
void USGVirtualHandComponent::UninitializeComponent() void USGVirtualHandComponent::UninitializeComponent()
{ {
Super::UninitializeComponent(); Super::UninitializeComponent();
(void) Pimpl->UninitializeBackend(); if (IsValid(Glove) && AutoStopsAllHapticsOnEndPlay())
{
Glove->StopHaptics();
}
} }
void USGVirtualHandComponent::BeginPlay() void USGVirtualHandComponent::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
if (Pimpl->InitializeBackend()) (void) Pimpl->CheckGlove();
{
(void) Pimpl->CheckGlove();
}
} }
void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{ {
Super::EndPlay(EndPlayReason); Super::EndPlay(EndPlayReason);
(void) Pimpl->UninitializeBackend(); if (IsValid(Glove) && AutoStopsAllHapticsOnEndPlay())
{
Glove->StopHaptics();
}
} }
void USGVirtualHandComponent::TickComponent( void USGVirtualHandComponent::TickComponent(
@@ -488,6 +508,30 @@ 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()};
@@ -529,7 +573,14 @@ 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
@@ -557,101 +608,11 @@ const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
return Mesh->GetRefSkeleton(); return Mesh->GetRefSkeleton();
} }
bool USGVirtualHandComponent::FImpl::InitializeBackend() const
{
if (!Owner->bBackendInitialized)
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
// Do not pollute the logs!
//SGLOG_ERROR("Device Scanning is already running within this program.");
// We must return here in case there are two virtual hand components are present in the scene.
return true;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
Owner->bBackendInitialized = true;
return true;
}
return false;
}
bool USGVirtualHandComponent::FImpl::UninitializeBackend() const
{
// NOTE
// In Editor builds we should be avoiding dispose, since stopping the game in PIE mode, causes the virtual-hand
// to disappear in the editor as the plugin won't be able to retrieve the glove status anymore.
#if ! WITH_EDITOR
if (Owner->bBackendInitialized)
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
Owner->bBackendInitialized = false;
return true;
}
#endif /* ! WITH_EDITOR */
return false;
}
bool USGVirtualHandComponent::FImpl::CheckGlove() const bool USGVirtualHandComponent::FImpl::CheckGlove() const
{ {
if (!Owner->bBackendInitialized) if (!USGBackend::GetInstance()->IsBackendInitialized())
{ {
const bool bSucceeded = InitializeBackend(); const bool bSucceeded = USGBackend::GetInstance()->InitializeBackend();
if (!bSucceeded) if (!bSucceeded)
{ {
return false; return false;
@@ -700,11 +661,6 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
return bFoundGlove; return bFoundGlove;
} }
void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) const
{
Owner->SetVisibility(bInVisible, true);
}
void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const
{ {
const UWorld* World{Owner->GetWorld()}; const UWorld* World{Owner->GetWorld()};
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -40,10 +40,8 @@
#include "Engine/SkeletalMesh.h" #include "Engine/SkeletalMesh.h"
#include "UObject/ConstructorHelpers.h" #include "UObject/ConstructorHelpers.h"
#include "SGConnect/SGConnect.h" #include "SGBackend/SGBackend.h"
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHapticGlove.h" #include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGDebug/SGDebugGizmo.h" #include "SGDebug/SGDebugGizmo.h"
#include "SGLog/SGLog.h" #include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h" #include "SGSettings/SGSettings.h"
@@ -80,10 +78,9 @@ struct USGWristTrackerComponent::FImpl
bool IsEditor() const; bool IsEditor() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const; bool CheckGlove() const;
void UpdateMotionSource() const;
void UpdateWristTrackingData() const; void UpdateWristTrackingData() const;
void DrawDebugGizmo(); void DrawDebugGizmo();
}; };
@@ -106,165 +103,61 @@ USGWristTrackerComponent::USGWristTrackerComponent(const FObjectInitializer& Obj
SetReceivesDecals(false); SetReceivesDecals(false);
SetCanEverAffectNavigation(false); SetCanEverAffectNavigation(false);
SetRight(true);
bOverridePluginWristTrackingSettings = false; bOverridePluginWristTrackingSettings = false;
bDrawWristTrackerDebugGizmo = false; WristTrackingSettings = FSGWristTrackingSettings(
TrackingHardware = ESGPositionalTrackingHardware::None; ESGPositionalTrackingHardware::None,
TrackingHardwareLocationOffset = FVector::ZeroVector; FVector::ZeroVector,
TrackingHardwareLocationOffset = FVector::ZeroVector; FVector::ZeroVector,
FRotator::ZeroRotator,
bOverridePluginWristTrackingDebugSettings = false; FRotator::ZeroRotator,
bDrawWristTrackerDebugGizmo = false; EControllerHand::Left,
WristTrackerDebugGizmoSettings = FSGDebugGizmoSettings( EControllerHand::Right,
4.0f, 1.0f, false,
FColor(255, 0, 0, 255), FSGDebugGizmoSettings(
FColor(0, 255, 0, 255), 4.0f, 1.0f,
FColor(0, 0, 255, 255), FColor(255, 0, 0, 255),
false, 1.1f, 0 FColor(0, 255, 0, 255),
FColor(0, 0, 255, 255),
false, 1.1f, 0
)
); );
bDrawWristTrackerDebugGizmo = false;
bBackendInitialized = false; bRight = true;
Glove = nullptr; Glove = nullptr;
WristLocation = FVector::ZeroVector; WristLocation = FVector::ZeroVector;
WristRotation = FRotator::ZeroRotator; WristRotation = FRotator::ZeroRotator;
} }
void USGWristTrackerComponent::SetRight(const bool bRight) void USGWristTrackerComponent::SetRight(const bool bInRight)
{ {
SetTrackingSource(bRight ? EControllerHand::Right : EControllerHand::Left); bRight = bInRight;
Pimpl->UpdateMotionSource();
} }
ESGPositionalTrackingHardware USGWristTrackerComponent::GetTrackingHardware() const const FSGWristTrackingSettings& USGWristTrackerComponent::GetWristTrackingSettings() const
{ {
if (OverridesPluginWristTrackingSettings()) if (OverridesPluginWristTrackingSettings())
{ {
return TrackingHardware; return WristTrackingSettings;
} }
return USGSettings::GetInstance()->GetTrackingHardware(); const USGSettings* Settings{USGSettings::GetInstance()};
if (!ensureAlwaysMsgf(Settings, TEXT("The settings subsystem has not been initialized!")))
{
return WristTrackingSettings;
}
return Settings->GetWristTrackingSettings();
} }
void USGWristTrackerComponent::SetTrackingHardware(const ESGPositionalTrackingHardware InTrackingHardware) void USGWristTrackerComponent::SetWristTrackingSettings(const FSGWristTrackingSettings& InWristTrackingSettings)
{ {
ensureAlwaysMsgf( ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(), OverridesPluginWristTrackingSettings(),
TEXT( "Setting TrackingHardware is only permitted when bOverridePluginWristTrackingSettings is enabled!")); TEXT( "Setting WristTrackingSettings is only permitted when bOverridePluginWristTrackingSettings is enabled!"));
TrackingHardware = InTrackingHardware; WristTrackingSettings = InWristTrackingSettings;
}
const FVector& USGWristTrackerComponent::GetTrackingHardwareLocationOffset() const
{
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Getting TrackingHardwareLocationOffset is only permitted when TrackingHardware is set to Custom!"));
if (OverridesPluginWristTrackingSettings())
{
return TrackingHardwareLocationOffset;
}
return IsRight()
? USGSettings::GetInstance()->GetTrackingHardwareLocationOffsetRightHand()
: USGSettings::GetInstance()->GetTrackingHardwareLocationOffsetLeftHand();
}
void USGWristTrackerComponent::SetTrackingHardwareLocationOffset(const FVector& InTrackingHardwareLocationOffset)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT(
"Setting TrackingHardwareLocationOffset is only permitted when bOverridePluginWristTrackingSettings is enabled!"
));
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Setting TrackingHardwareLocationOffset is only permitted when TrackingHardware is set to Custom!"));
TrackingHardwareLocationOffset = InTrackingHardwareLocationOffset;
}
const FRotator& USGWristTrackerComponent::GetTrackingHardwareRotationOffset() const
{
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Getting TrackingHardwareRotationOffset is only permitted when TrackingHardware is set to Custom!"));
if (OverridesPluginWristTrackingSettings())
{
return TrackingHardwareRotationOffset;
}
return IsRight()
? USGSettings::GetInstance()->GetTrackingHardwareRotationOffsetRightHand()
: USGSettings::GetInstance()->GetTrackingHardwareRotationOffsetLeftHand();
}
void USGWristTrackerComponent::SetTrackingHardwareRotationOffset(const FRotator& InTrackingHardwareRotationOffset)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT(
"Setting TrackingHardwareRotationOffset is only permitted when bOverridePluginWristTrackingSettings is enabled!"
));
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT("Setting TrackingHardwareRotationOffsetRightHand is only permitted when TrackingHardware is set to Custom!"
));
TrackingHardwareRotationOffset = InTrackingHardwareRotationOffset;
}
bool USGWristTrackerComponent::GetDrawWristTrackerDebugGizmo() const
{
if (OverridesPluginWristTrackingDebugSettings())
{
return !!bDrawWristTrackerDebugGizmo;
}
return USGSettings::GetInstance()->GetDrawWristTrackerDebugGizmo();
}
void USGWristTrackerComponent::SetDrawWristTrackerDebugGizmo(const bool bInDrawWristTrackerDebugGizmo)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT( "Setting bDrawWristTrackerDebugGizmo is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!"));
bDrawWristTrackerDebugGizmo = bInDrawWristTrackerDebugGizmo;
}
const FSGDebugGizmoSettings& USGWristTrackerComponent::GetWristTrackerDebugGizmoSettings() const
{
ensureAlwaysMsgf(
GetDrawWristTrackerDebugGizmo(),
TEXT("Getting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return WristTrackerDebugGizmoSettings;
}
return USGSettings::GetInstance()->GetWristTrackerDebugGizmoSettings();
}
void USGWristTrackerComponent::SetWristTrackerDebugGizmoSettings(
const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!"));
ensureAlwaysMsgf(
GetDrawWristTrackerDebugGizmo(),
TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
WristTrackerDebugGizmoSettings = InWristTrackerDebugGizmoSettings;
} }
#if WITH_EDITOR #if WITH_EDITOR
@@ -286,34 +179,18 @@ void USGWristTrackerComponent::InitializeComponent()
{ {
Super::InitializeComponent(); Super::InitializeComponent();
if (Pimpl->InitializeBackend()) (void) Pimpl->CheckGlove();
{
(void) Pimpl->CheckGlove();
}
}
void USGWristTrackerComponent::UninitializeComponent() Pimpl->UpdateMotionSource();
{
Super::UninitializeComponent();
(void) Pimpl->UninitializeBackend();
} }
void USGWristTrackerComponent::BeginPlay() void USGWristTrackerComponent::BeginPlay()
{ {
Super::BeginPlay(); Super::BeginPlay();
if (Pimpl->InitializeBackend()) (void) Pimpl->CheckGlove();
{
(void) Pimpl->CheckGlove();
}
}
void USGWristTrackerComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) Pimpl->UpdateMotionSource();
{
Super::EndPlay(EndPlayReason);
(void) Pimpl->UninitializeBackend();
} }
void USGWristTrackerComponent::TickComponent( void USGWristTrackerComponent::TickComponent(
@@ -329,7 +206,7 @@ void USGWristTrackerComponent::TickComponent(
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (GetDrawWristTrackerDebugGizmo()) if (!!WristTrackingSettings.bDrawWristTrackerDebugGizmo)
{ {
Pimpl->DrawDebugGizmo(); Pimpl->DrawDebugGizmo();
} }
@@ -362,101 +239,11 @@ bool USGWristTrackerComponent::FImpl::IsEditor() const
return false; return false;
} }
bool USGWristTrackerComponent::FImpl::InitializeBackend() const
{
if (!Owner->bBackendInitialized)
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
// Do not pollute the logs!
//SGLOG_ERROR("Device Scanning is already running within this program.");
// We must return here in case two virtual hand components are present in the scene.
return true;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
Owner->bBackendInitialized = true;
return true;
}
return false;
}
bool USGWristTrackerComponent::FImpl::UninitializeBackend() const
{
// NOTE
// In Editor builds we should be avoiding dispose, since stopping the game in PIE mode, causes the virtual-hand
// to disappear in the editor as the plugin won't be able to retrieve the glove status anymore.
#if ! WITH_EDITOR
if (Owner->bBackendInitialized)
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
Owner->bBackendInitialized = false;
return true;
}
#endif /* ! WITH_EDITOR */
return false;
}
bool USGWristTrackerComponent::FImpl::CheckGlove() const bool USGWristTrackerComponent::FImpl::CheckGlove() const
{ {
if (!Owner->bBackendInitialized) if (!USGBackend::GetInstance()->IsBackendInitialized())
{ {
const bool bSucceeded = InitializeBackend(); const bool bSucceeded = USGBackend::GetInstance()->InitializeBackend();
if (!bSucceeded) if (!bSucceeded)
{ {
return false; return false;
@@ -480,6 +267,16 @@ bool USGWristTrackerComponent::FImpl::CheckGlove() const
return bFoundGlove; return bFoundGlove;
} }
void USGWristTrackerComponent::FImpl::UpdateMotionSource() const
{
if (GEngine)
{
Owner->SetTrackingSource(Owner->IsRight()
? Owner->GetWristTrackingSettings().RightHandMotionSource
: Owner->GetWristTrackingSettings().LeftHandMotionSource);
}
}
void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
{ {
ensureAlwaysMsgf(Owner->Glove, TEXT("Invalid Glove!")); ensureAlwaysMsgf(Owner->Glove, TEXT("Invalid Glove!"));
@@ -487,15 +284,23 @@ void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
FVector TrackerLocation{Owner->GetComponentLocation()}; FVector TrackerLocation{Owner->GetComponentLocation()};
FRotator TrackerRotation{Owner->GetComponentRotation()}; FRotator TrackerRotation{Owner->GetComponentRotation()};
ESGPositionalTrackingHardware TrackerHardware = Owner->GetTrackingHardware(); ESGPositionalTrackingHardware TrackerHardware = Owner->GetWristTrackingSettings().TrackingHardware;
if (TrackerHardware == ESGPositionalTrackingHardware::None) if (TrackerHardware == ESGPositionalTrackingHardware::None)
{ {
TrackerHardware = ESGPositionalTrackingHardware::Custom; TrackerHardware = ESGPositionalTrackingHardware::Custom;
} }
else if (TrackerHardware == ESGPositionalTrackingHardware::Custom) else if (TrackerHardware == ESGPositionalTrackingHardware::Custom)
{ {
TrackerLocation += Owner->GetTrackingHardwareLocationOffset(); if (Owner->IsRight())
TrackerRotation += Owner->GetTrackingHardwareRotationOffset(); {
TrackerLocation += Owner->GetWristTrackingSettings().TrackingHardwareLocationOffsetRightHand;
TrackerRotation += Owner->GetWristTrackingSettings().TrackingHardwareRotationOffsetRightHand;
}
else
{
TrackerLocation += Owner->GetWristTrackingSettings().TrackingHardwareLocationOffsetLeftHand;
TrackerRotation += Owner->GetWristTrackingSettings().TrackingHardwareRotationOffsetLeftHand;
}
} }
FVector NewWristLocation; FVector NewWristLocation;
@@ -537,10 +342,9 @@ void USGWristTrackerComponent::FImpl::DrawDebugGizmo()
const UWorld* World{Owner->GetWorld()}; const UWorld* World{Owner->GetWorld()};
const FVector& Location{Owner->GetComponentLocation()}; const FVector& Location{Owner->GetComponentLocation()};
const FRotator& Rotation{Owner->GetComponentRotation()}; const FRotator& Rotation{Owner->GetComponentRotation()};
const FSGDebugGizmoSettings& DebugGizmoSettings{Owner->GetWristTrackerDebugGizmoSettings()}; const FSGDebugGizmoSettings& DebugGizmoSettings{Owner->GetWristTrackingSettings().WristTrackerDebugGizmoSettings};
FSGDebugGizmo::Draw(World, Location, Rotation, DebugGizmoSettings); FSGDebugGizmo::Draw(World, Location, Rotation, DebugGizmoSettings);
//FSGDebugGizmo::Draw(World, Owner->WristLocation, Owner->WristRotation, DebugGizmoSettings);
} }
void USGWristTrackerComponent::FImplDeleter::operator()(const FImpl* P) const void USGWristTrackerComponent::FImplDeleter::operator()(const FImpl* P) const
@@ -0,0 +1,57 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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/Engine/SGGameInstance.h"
#include "SGLog/SGLog.h"
USGGameInstance::USGGameInstance(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void USGGameInstance::Init()
{
Super::Init();
SGLOG("Initializing the SenseGlove GameInstance...")
}
void USGGameInstance::Shutdown()
{
Super::Shutdown();
SGLOG("Shutting down the SenseGlove GameInstance...")
}
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -33,7 +33,7 @@
*/ */
#include "SenseGlove/GameFramework//SGGameModeBase.h" #include "SenseGlove/GameFramework/SGGameModeBase.h"
#include "SenseGlove/GameFramework/SGPawn.h" #include "SenseGlove/GameFramework/SGPawn.h"
#include "SenseGlove/GameFramework/SGPlayerController.h" #include "SenseGlove/GameFramework/SGPlayerController.h"
File diff suppressed because it is too large Load Diff
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -35,12 +35,341 @@
#include "SenseGlove/GameFramework/SGPlayerController.h" #include "SenseGlove/GameFramework/SGPlayerController.h"
#include "Runtime/Launch/Resources/Version.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 "SGBuildHacks/SGPlatform.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, [= SG_CAPTURE_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, [= SG_CAPTURE_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([= SG_CAPTURE_THIS]()-> 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;
} }
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -35,6 +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, FVector::Zero(), {}, nullptr, nullptr, nullptr, nullptr);
TouchState = FSGTouchState(VirtualHand, nullptr, nullptr, nullptr, nullptr, nullptr);
} }
void ASGVirtualHandActor::BeginPlay() void ASGVirtualHandActor::BeginPlay()
@@ -103,6 +271,17 @@ void ASGVirtualHandActor::BeginPlay()
{ {
VirtualHand->SetWorldRotation(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 +1,68 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SenseGlove/Haptics/SGGrabState.h"
#include "GameFramework/Actor.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGGrabState::FSGGrabState()
: Hand(nullptr),
PreviousHandLocation(FVector::Zero()),
HandVelocityHistory{},
ActorThumbCanGrab(nullptr),
ActorIndexCanGrab(nullptr),
ActorMiddleCanGrab(nullptr),
GrabbedActor(nullptr)
{
}
FSGGrabState::FSGGrabState(USGVirtualHandComponent* InHand,
const FVector& InPreviousHandLocation,
const TArray<FVector>& InHandVelocityHistory,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor)
: Hand(InHand),
PreviousHandLocation(InPreviousHandLocation),
HandVelocityHistory(InHandVelocityHistory),
ActorThumbCanGrab(InActorThumbCanGrab),
ActorIndexCanGrab(InActorIndexCanGrab),
ActorMiddleCanGrab(InActorMiddleCanGrab),
GrabbedActor(InGrabbedActor)
{
}
@@ -0,0 +1,65 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SenseGlove/Haptics/SGTouchState.h"
#include "GameFramework/Actor.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
FSGTouchState::FSGTouchState()
: Hand(nullptr),
ActorThumbTouching(nullptr),
ActorIndexTouching(nullptr),
ActorMiddleTouching(nullptr),
ActorRingTouching(nullptr),
ActorPinkyTouching(nullptr)
{
}
FSGTouchState::FSGTouchState(USGVirtualHandComponent* InHand,
AActor* InActorThumbTouching,
AActor* InActorIndexTouching,
AActor* InActorMiddleTouching,
AActor* InActorRingTouching,
AActor* InActorPinkyTouching)
: Hand(InHand),
ActorThumbTouching(InActorThumbTouching),
ActorIndexTouching(InActorIndexTouching),
ActorMiddleTouching(InActorMiddleTouching),
ActorRingTouching(InActorRingTouching),
ActorPinkyTouching(InActorPinkyTouching)
{
}
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -0,0 +1,199 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 - 2024 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;
}
};
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -49,6 +49,7 @@
#include "SGVirtualHandComponent.generated.h" #include "SGVirtualHandComponent.generated.h"
class USphereComponent;
class USkeletalMesh; class USkeletalMesh;
class USGHandPose; class USGHandPose;
@@ -86,14 +87,46 @@ private:
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bHiddenInGameIfNoGloveDetected : 1; uint8 bHiddenInGameIfNoGloveDetected : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove", UPROPERTY(EditAnywhere, Category="SenseGlove | Haptics", meta=(AllowPrivateAccess="false"))
meta=(AllowPrivateAccess="false", EditCondition="bDrawDebugVirtualHand", EditConditionHides)) uint8 bAutoStopAllHapticsOnEndPlay : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName GrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FVector DefaultFingertipsGrabColliderSize;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName ThumbFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName IndexFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Grab", meta=(AllowPrivateAccess="false"))
FName MiddleFingertipGrabSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FVector DefaultFingertipsTouchColliderSize;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName ThumbFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName IndexFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName MiddleFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName RingFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove | Touch", meta=(AllowPrivateAccess="false"))
FName PinkyFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
FSGDebugVirtualHandSettings DebugVirtualHandSettings; FSGDebugVirtualHandSettings DebugVirtualHandSettings;
private: private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient) UPROPERTY(Transient)
USGHapticGlove* Glove; USGHapticGlove* Glove;
@@ -113,6 +146,126 @@ public:
void SetRight(const bool bInRight); void SetRight(const bool bInRight);
FORCEINLINE const FName& GetMiddleFingertipTouchSocketName() const
{
return MiddleFingertipTouchSocketName;
}
FORCEINLINE void SetMiddleFingertipTouchSocketName(const FName& SocketName)
{
MiddleFingertipTouchSocketName = SocketName;
}
FORCEINLINE bool AutoStopsAllHapticsOnEndPlay() const
{
return !!bAutoStopAllHapticsOnEndPlay;
}
FORCEINLINE void SetAutoStopAllHapticsOnEndPlay(const bool bInAutoStopAllHapticsOnEndPlay)
{
bAutoStopAllHapticsOnEndPlay = bInAutoStopAllHapticsOnEndPlay;
}
FORCEINLINE const FName& GetGrabSocketName() const
{
return GrabSocketName;
}
FORCEINLINE const FVector& GetDefaultFingertipsGrabColliderSize() const
{
return DefaultFingertipsGrabColliderSize;
}
FORCEINLINE const FName& GetThumbFingertipGrabSocketName() const
{
return ThumbFingertipGrabSocketName;
}
FORCEINLINE void SetThumbFingertipGrabSocketName(const FName& SocketName)
{
ThumbFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FName& GetIndexFingertipGrabSocketName() const
{
return IndexFingertipGrabSocketName;
}
FORCEINLINE void SetIndexFingertipGrabSocketName(const FName& SocketName)
{
IndexFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FName& GetMiddleFingertipGrabSocketName() const
{
return MiddleFingertipGrabSocketName;
}
FORCEINLINE void SetMiddleFingertipGrabSocketName(const FName& SocketName)
{
MiddleFingertipGrabSocketName = SocketName;
}
FORCEINLINE const FVector& GetDefaultFingertipsTouchColliderSize() const
{
return DefaultFingertipsTouchColliderSize;
}
FORCEINLINE const FName& GetThumbFingertipTouchSocketName() const
{
return ThumbFingertipTouchSocketName;
}
FORCEINLINE void SetThumbFingertipTouchSocketName(const FName& SocketName)
{
ThumbFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetIndexFingertipTouchSocketName() const
{
return IndexFingertipTouchSocketName;
}
FORCEINLINE void SetIndexFingertipTouchSocketName(const FName& SocketName)
{
IndexFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetRingFingertipTouchSocketName() const
{
return RingFingertipTouchSocketName;
}
FORCEINLINE void SetRingFingertipTouchSocketName(const FName& SocketName)
{
RingFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetPinkyFingertipTouchSocketName() const
{
return PinkyFingertipTouchSocketName;
}
FORCEINLINE void SetPinkyFingertipTouchSocketName(const FName& SocketName)
{
PinkyFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FSGDebugVirtualHandSettings& GetDebugVirtualHandSettings() const
{
return DebugVirtualHandSettings;
}
FORCEINLINE FSGDebugVirtualHandSettings& GetDebugVirtualHandSettings()
{
return DebugVirtualHandSettings;
}
FORCEINLINE void SetDebugVirtualHandSettings(const FSGDebugVirtualHandSettings& InDebugVirtualHandSettings)
{
DebugVirtualHandSettings = InDebugVirtualHandSettings;
}
FORCEINLINE bool IsHiddenInGameIfNoGloveDetected() const FORCEINLINE bool IsHiddenInGameIfNoGloveDetected() const
{ {
return !!bHiddenInGameIfNoGloveDetected; return !!bHiddenInGameIfNoGloveDetected;
@@ -131,7 +284,7 @@ public:
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;
@@ -158,6 +311,12 @@ protected:
public: public:
bool IsGloveConnected() const; bool IsGloveConnected() const;
FORCEINLINE USGHapticGlove* GetConnectedGlove() const
{
return Glove;
}
USGHandPose* GetHandPose(); USGHandPose* GetHandPose();
public: public:
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -41,7 +41,7 @@
#include "MotionControllerComponent.h" #include "MotionControllerComponent.h"
#include "Templates/UniquePtr.h" #include "Templates/UniquePtr.h"
#include "SGSettings/SGDebugGizmoSettings.h" #include "SGSettings/SGWristTrackingSettings.h"
#include "SGTypes/SGCoreTypes.h" #include "SGTypes/SGCoreTypes.h"
#include "SGWristTrackerComponent.generated.h" #include "SGWristTrackerComponent.generated.h"
@@ -94,56 +94,23 @@ private:
FImplDeleter PimplDeleter; FImplDeleter PimplDeleter;
private: private:
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings") UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bRight : 1;
/**
* Determines whether to override the plugin's wrist tracking settings or not.
*/
UPROPERTY(EditAnywhere, Category = "SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bOverridePluginWristTrackingSettings : 1; uint8 bOverridePluginWristTrackingSettings : 1;
/** /**
* If set to Custom, any desired location and rotation can be specified. * Overrides the plugin's wrist tracking settings.
*/ */
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings", UPROPERTY(EditAnywhere, Category = "SenseGlove",
meta=(EditCondition="bOverridePluginWristTrackingSettings", EditConditionHides)) meta=(AllowPrivateAccess="false", EditCondition="bOverridePluginWristTrackingSettings", EditConditionHides))
ESGPositionalTrackingHardware TrackingHardware; FSGWristTrackingSettings WristTrackingSettings;
/**
* Valid only if TrackingHardware is set to Custom.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition=
"bOverridePluginWristTrackingSettings && TrackingHardware == ESGPositionalTrackingHardware::Custom",
EditConditionHides))
FVector TrackingHardwareLocationOffset;
/**
* Valid only if TrackingHardware is set to Custom.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition=
"bOverridePluginWristTrackingSettings && TrackingHardware == ESGPositionalTrackingHardware::Custom",
EditConditionHides))
FRotator TrackingHardwareRotationOffset;
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings")
uint8 bOverridePluginWristTrackingDebugSettings : 1;
/**
* If enabled, draws debug Wrist trackers where possible.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings", EditConditionHides))
uint8 bDrawWristTrackerDebugGizmo : 1;
/**
* Valid only if bDrawWristTrackerDebugGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawWristTrackerDebugGizmo",
EditConditionHides))
FSGDebugGizmoSettings WristTrackerDebugGizmoSettings;
private: private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient) UPROPERTY(Transient)
USGHapticGlove* Glove; USGHapticGlove* Glove;
@@ -154,6 +121,18 @@ private:
FRotator WristRotation; FRotator WristRotation;
public: public:
FORCEINLINE bool IsLeft() const
{
return !IsRight();
}
FORCEINLINE bool IsRight() const
{
return !!bRight;
}
void SetRight(const bool bInRight);
FORCEINLINE bool OverridesPluginWristTrackingSettings() const FORCEINLINE bool OverridesPluginWristTrackingSettings() const
{ {
return !!bOverridePluginWristTrackingSettings; return !!bOverridePluginWristTrackingSettings;
@@ -164,42 +143,8 @@ public:
bOverridePluginWristTrackingSettings = bInOverridePluginWristTrackingSettings; bOverridePluginWristTrackingSettings = bInOverridePluginWristTrackingSettings;
} }
ESGPositionalTrackingHardware GetTrackingHardware() const; const FSGWristTrackingSettings& GetWristTrackingSettings() const;
void SetTrackingHardware(ESGPositionalTrackingHardware InTrackingHardware); void SetWristTrackingSettings(const FSGWristTrackingSettings& InWristTrackingSettings);
const FVector& GetTrackingHardwareLocationOffset() const;
void SetTrackingHardwareLocationOffset(const FVector& InTrackingHardwareLocationOffset);
const FRotator& GetTrackingHardwareRotationOffset() const;
void SetTrackingHardwareRotationOffset(const FRotator& InTrackingHardwareRotationOffset);
FORCEINLINE bool OverridesPluginWristTrackingDebugSettings() const
{
return !!bOverridePluginWristTrackingDebugSettings;
}
FORCEINLINE void OverridePluginWristTrackingDebugSettings(const bool bInOverridePluginWristTrackingDebugSettings)
{
bOverridePluginWristTrackingDebugSettings = bInOverridePluginWristTrackingDebugSettings;
}
bool GetDrawWristTrackerDebugGizmo() const;
void SetDrawWristTrackerDebugGizmo(bool bInDrawWristTrackerDebugGizmo);
const FSGDebugGizmoSettings& GetWristTrackerDebugGizmoSettings() const;
void SetWristTrackerDebugGizmoSettings(const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings);
FORCEINLINE bool IsLeft() const
{
return GetTrackingSource() == EControllerHand::Left;
}
FORCEINLINE bool IsRight() const
{
return GetTrackingSource() == EControllerHand::Right;
}
void SetRight(const bool bRight);
FORCEINLINE const FVector& GetWristLocation() const FORCEINLINE const FVector& GetWristLocation() const
{ {
@@ -218,12 +163,8 @@ public:
virtual void InitializeComponent() override; virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime, virtual void TickComponent(float DeltaTime,
enum ELevelTick TickType, enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override; FActorComponentTickFunction* ThisTickFunction) override;
@@ -0,0 +1,50 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 "Engine/GameInstance.h"
#include "SGGameInstance.generated.h"
UCLASS(config=Game, Transient, BlueprintType, Blueprintable)
class SENSEGLOVE_API USGGameInstance : public UGameInstance
{
GENERATED_UCLASS_BODY()
public:
virtual void Init() override;
virtual void Shutdown() override;
};
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -35,12 +35,19 @@
#pragma once #pragma once
#include "Containers/Array.h"
#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 +57,57 @@ class SENSEGLOVE_API ASGPawn : public APawn
{ {
GENERATED_UCLASS_BODY() GENERATED_UCLASS_BODY()
public:
DECLARE_EVENT_OneParam(ASGPawn, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
FGrabStateUpdatedEvent& OnGrabStateUpdated()
{
return GrabStateUpdatedEvent;
};
DECLARE_EVENT_OneParam(ASGPawn, FTouchStateUpdatedEvent, const FSGTouchState& TouchState)
FTouchStateUpdatedEvent& OnTouchStateUpdated()
{
return TouchStateUpdatedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorGrabbedEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorGrabbedEvent& OnGrabbed()
{
return ActorGrabbedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorReleasedEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorReleasedEvent& OnReleased()
{
return ActorReleasedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorBeginTouchEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorBeginTouchEvent& OnActorBeginTouch()
{
return ActorBeginTouchEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorEndTouchEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorEndTouchEvent& OnActorEndTouch()
{
return ActorEndTouchEvent;
};
private:
FGrabStateUpdatedEvent GrabStateUpdatedEvent;
FTouchStateUpdatedEvent TouchStateUpdatedEvent;
FActorGrabbedEvent ActorGrabbedEvent;
FActorReleasedEvent ActorReleasedEvent;
FActorBeginTouchEvent ActorBeginTouchEvent;
FActorEndTouchEvent ActorEndTouchEvent;
private: private:
struct FImpl; struct FImpl;
@@ -71,15 +129,110 @@ 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"))
USGWristTrackerComponent* WristTrackerRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandLeft; USGVirtualHandComponent* HandLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandLeft;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftPinkyFingertipTouchCollider;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false")) UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandRight; USGVirtualHandComponent* HandRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandRight;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightPinkyFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
int32 MaxNumberOfHandVelocitySamples;
private:
UPROPERTY(Transient)
FSGGrabState LeftHandGrabState;
UPROPERTY(Transient)
FSGTouchState LeftHandTouchState;
UPROPERTY(Transient)
FSGGrabState RightHandGrabState;
UPROPERTY(Transient)
FSGTouchState RightHandTouchState;
UPROPERTY(Transient)
TArray<const AActor*> LeftHandOverlappedActors;
UPROPERTY(Transient)
TArray<const AActor*> RightHandOverlappedActors;
protected:
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnGrabStateUpdated(const FSGGrabState& GrabState);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnTouchStateUpdated(const FSGTouchState& TouchState);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorGrabbed(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorReleased(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
public: public:
FORCEINLINE UCameraComponent* GetCamera() const FORCEINLINE UCameraComponent* GetCamera() const
{ {
@@ -91,22 +244,490 @@ public:
return WristTrackerLeft; return WristTrackerLeft;
} }
FORCEINLINE USGWristTrackerComponent* GetWristTrackerRight() const
{
return WristTrackerRight;
}
FORCEINLINE USGVirtualHandComponent* GetHandLeft() const FORCEINLINE USGVirtualHandComponent* GetHandLeft() const
{ {
return HandLeft; return HandLeft;
} }
FORCEINLINE USGVirtualHandComponent* GetRealHandLeft() const
{
return RealHandLeft;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipGrabCollider() const
{
return LeftThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipGrabCollider() const
{
return LeftIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipGrabCollider() const
{
return LeftMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipTouchCollider() const
{
return LeftThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipTouchCollider() const
{
return LeftIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipTouchCollider() const
{
return LeftMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftRingFingertipTouchCollider() const
{
return LeftRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftPinkyFingertipTouchCollider() const
{
return LeftPinkyFingertipTouchCollider;
}
FORCEINLINE USGWristTrackerComponent* GetWristTrackerRight() const
{
return WristTrackerRight;
}
FORCEINLINE USGVirtualHandComponent* GetHandRight() const FORCEINLINE USGVirtualHandComponent* GetHandRight() const
{ {
return HandRight; return HandRight;
} }
FORCEINLINE USGVirtualHandComponent* GetRealHandRight() const
{
return RealHandRight;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipGrabCollider() const
{
return RightThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipGrabCollider() const
{
return RightIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipGrabCollider() const
{
return RightMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipTouchCollider() const
{
return RightThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipTouchCollider() const
{
return RightIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipTouchCollider() const
{
return RightMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightRingFingertipTouchCollider() const
{
return RightRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightPinkyFingertipTouchCollider() const
{
return RightPinkyFingertipTouchCollider;
}
FORCEINLINE int32 GetMaxNumberOfHandVelocitySamples() const
{
return MaxNumberOfHandVelocitySamples;
}
FORCEINLINE void SetMaxNumberOfHandVelocitySamples(const int32 InMaxNumberOfHandVelocitySamples)
{
MaxNumberOfHandVelocitySamples = InMaxNumberOfHandVelocitySamples;
}
public: public:
virtual void BeginPlay() override; virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaSeconds) override;
virtual void PreInitializeComponents() override; virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
protected:
UFUNCTION()
virtual void OnRealLeftHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealLeftHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRealRightHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealRightHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
public:
FORCEINLINE bool CanLeftHandGrab(const AActor* Actor) const
{
return !IsLeftHandGrabbing() && ((IsValid(Actor) && Actor == LeftHandGrabState.ActorThumbCanGrab)
&& (Actor == LeftHandGrabState.ActorIndexCanGrab || Actor == LeftHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsLeftHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && LeftHandGrabState.GrabbedActor == Actor;
}
bool IsLeftHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool IsLeftHandGrabbing() const
{
return IsValid(LeftHandGrabState.GrabbedActor);
}
FORCEINLINE bool CanRightHandGrab(const AActor* Actor) const
{
return !IsRightHandGrabbing() && ((IsValid(Actor) && Actor == RightHandGrabState.ActorThumbCanGrab)
&& (Actor == RightHandGrabState.ActorIndexCanGrab || Actor == RightHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsRightHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && RightHandGrabState.GrabbedActor == Actor;
}
FORCEINLINE bool IsRightHandGrabbing() const
{
return IsValid(RightHandGrabState.GrabbedActor);
}
bool IsRightHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool CanGrab(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? CanRightHandGrab(Actor) : CanLeftHandGrab(Actor);
}
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? IsRightHandGrabbing(Actor) : IsLeftHandGrabbing(Actor);
}
bool IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const;
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand) const
{
return Hand == HandRight ? IsRightHandGrabbing() : IsLeftHandGrabbing();
}
public:
FORCEINLINE void GrabLeft(AActor* Actor)
{
Grab(HandLeft, Actor);
}
FORCEINLINE void GrabRight(AActor* Actor)
{
Grab(HandRight, Actor);
}
void Grab(USGVirtualHandComponent* Hand, AActor* Actor);
void ReleaseLeft();
void ReleaseRight();
FORCEINLINE void Release(const USGVirtualHandComponent* Hand)
{
return Hand == HandRight ? ReleaseRight() : ReleaseLeft();
}
}; };
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -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;
}; };
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -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 +1,86 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "Containers/Array.h"
#include "Math/Vector.h"
#include "UObject/ObjectMacros.h"
#include "SGGrabState.generated.h"
class AActor;
class UPrimitiveComponent;
class USGVirtualHandComponent;
USTRUCT(BlueprintType)
struct SENSEGLOVE_API FSGGrabState
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
USGVirtualHandComponent* Hand;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
FVector PreviousHandLocation;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
TArray<FVector> HandVelocityHistory;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorThumbCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorIndexCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorMiddleCanGrab;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* GrabbedActor;
public:
FSGGrabState();
explicit FSGGrabState(USGVirtualHandComponent* InHand,
const FVector& InPreviousHandLocation,
const TArray<FVector>& InHandVelocityHistory,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor);
};
@@ -0,0 +1,79 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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);
};
+10 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -56,6 +56,8 @@ public class SenseGlove : ModuleRules
"CoreUObject", "CoreUObject",
"Engine", "Engine",
"HeadMountedDisplay", "HeadMountedDisplay",
"InputCore",
"SenseGloveBackend",
"SenseGloveConnect", "SenseGloveConnect",
"SenseGloveCore", "SenseGloveCore",
"SenseGloveDebug", "SenseGloveDebug",
@@ -64,5 +66,12 @@ public class SenseGlove : ModuleRules
"SenseGloveTypes", "SenseGloveTypes",
} }
); );
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"SenseGloveBuildHacks",
}
);
} }
} }
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
(The MIT License) (The MIT License)
Copyright (c) 2020 - 2023 SenseGlove Copyright (c) 2020 - 2024 SenseGlove
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
@@ -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">
@@ -59,68 +59,47 @@
<log text="SenseGloveAndroid [WARN]: this architecture is not supported!"/> <log text="SenseGloveAndroid [WARN]: this architecture is not supported!"/>
</false> </false>
</if> </if>
<setBoolFromProperty result="bCreateAFSProject" ini="Engine" section="/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings" property="bEnablePlugin" default="true"/>
</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>
<gradleCopies>
<if condition="bCreateAFSProject">
<true>
<!-- Also copy into AFSProject -->
<!--
We have a dependency in the buildGradleAdditions which
isn't in the AFSProject which is compiled for shipping
builds when AndroidFileServer (AFS) is enabled. To keep
the size of the AFS APK small it doesn't automatically
copy all the libs over.
-->
<copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/AFSProject/app/libs/sgconnect.jar" />
</true>
</if>
</gradleCopies>
<gradleProperties> <gradleProperties>
<insert> <insert>
<!--android.useAndroidX=true
android.enableJetifier=true-->
kapt.incremental.apt=true kapt.incremental.apt=true
</insert> </insert>
</gradleProperties> </gradleProperties>
<proguardAdditions> <proguardAdditions>
<insert> <insert>
<!-- Disable obfuscation for SenseGlove classes --> <!-- Disable obfuscation for SenseGlove classes -->
-dontwarn com.senseglove.** -dontwarn com.senseglove.**
-keep class com.senseglove.** { *; } -keep class com.senseglove.** { *; }
-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 -->
<loopElements tag="activity"> <loopElements tag="activity">
<setStringFromAttribute result="activityName" tag="$" name="android:name"/> <setStringFromAttribute result="activityName" tag="$" name="android:name"/>
@@ -132,28 +111,12 @@
</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"/>
<addPermission android:name="android.permission.ACCESS_FINE_LOCATION"/> <addPermission android:name="android.permission.ACCESS_FINE_LOCATION"/>
</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 {
@@ -174,7 +137,6 @@
dependencies { dependencies {
implementation files('libs/sgconnect.jar') implementation files('libs/sgconnect.jar')
} }
</insert> </insert>
</buildGradleAdditions> </buildGradleAdditions>
@@ -189,21 +151,4 @@
</insert> </insert>
</baseBuildGradleAdditions> </baseBuildGradleAdditions>
<buildscriptGradleAdditions>
</buildscriptGradleAdditions>
<gradleCopies>
</gradleCopies>
<buildXmlPropertyAdditions>
</buildXmlPropertyAdditions>
<minimumSDKAPI>
</minimumSDKAPI>
<gameActivityImportAdditions>
<insert>
import com.senseglove.*;
</insert>
</gameActivityImportAdditions>
</root> </root>
@@ -0,0 +1,223 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 "SGBackend/SGBackend.h"
#include "Engine/Engine.h"
#include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGLog/SGLog.h"
struct USGBackend::FImpl
{
/************************
* Owner object
************************/
USGBackend* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGBackend* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
};
USGBackend* USGBackend::GetInstance()
{
if (!ensureAlwaysMsgf(GEngine, TEXT("The engine has not been initialized!")))
{
return nullptr;
}
USGBackend* Instance{GEngine->GetEngineSubsystem<USGBackend>()};
return Instance;
}
USGBackend::USGBackend()
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
bBackendInitialized = false;
}
bool USGBackend::InitializeBackend()
{
if (!IsBackendInitialized())
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("Device Scanning is already running within this program.");
return false;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
bBackendInitialized = true;
return true;
}
return false;
}
bool USGBackend::UninitializeBackend()
{
if (IsBackendInitialized())
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
bBackendInitialized = false;
return true;
}
return false;
}
bool USGBackend::ShouldCreateSubsystem(UObject* Outer) const
{
return true;
}
void USGBackend::Initialize(FSubsystemCollectionBase& Collection)
{
SGLOG("Initializing the SenseGlove Backend singleton with the engine lifetime...");
Super::Initialize(Collection);
SGLOG("Initializing the SenseGlove Backend singleton with the engine lifetime...");
if (InitializeBackend())
{
SGLOG("The bridge to the SenseGlove Backend has been initialized successfully!")
}
else
{
SGLOG_ERROR("Failed to initialize the bridge to the SenseGlove Backend!")
}
SGLOG("The SenseGlove Backend singleton has been successfully initialized with the engine lifetime!");
}
void USGBackend::Deinitialize()
{
SGLOG("De-initializing the SenseGlove Backend singleton due to the engine lifetime expiration...");
Super::Deinitialize();
if (UninitializeBackend())
{
SGLOG("The bridge to the SenseGlove Backend has been uninitialized successfully!")
}
else
{
SGLOG_ERROR("Failed to uninitialize the bridge to the SenseGlove Backend!")
}
(void)Pimpl.Release();
SGLOG("The SenseGlove Backend singleton has been successfully de-initialized!");
}
USGBackend::FImpl::FImpl(USGBackend* InOwner)
: Owner(InOwner)
{
}
USGBackend::FImpl::~FImpl() = default;
void USGBackend::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -33,8 +33,8 @@
*/ */
#include "SenseGloveCoreTypes.h" #include "SenseGloveBackend.h"
#include "Modules/ModuleManager.h" #include "Modules/ModuleManager.h"
#include "SenseGloveCoreTypesModule.h" #include "SenseGloveBackendModule.h"
IMPLEMENT_MODULE(FSenseGloveCoreTypesModule, SenseGloveCoreTypes) IMPLEMENT_MODULE(FSenseGloveBackendModule, SenseGloveBackend)
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -0,0 +1,63 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 "SenseGloveBackendModule.h"
#include "SGLog/SGLog.h"
#include "SGBackend/SGBackend.h"
#define LOCTEXT_NAMESPACE "FSenseGloveBackendModule"
void FSenseGloveBackendModule::StartupModule()
{
SGLOG("Starting up SenseGloveBackend module...");
}
void FSenseGloveBackendModule::PreUnloadCallback()
{
SGLOG("Unloading SenseGloveBackend module...");
}
void FSenseGloveBackendModule::PostLoadCallback()
{
SGLOG("Loading of SenseGloveBackend module has succeeded!");
}
void FSenseGloveBackendModule::ShutdownModule()
{
SGLOG("Shutting down SenseGloveBackend module...");
}
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,51 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "Modules/ModuleInterface.h"
#define LOCTEXT_NAMESPACE "SenseGloveBackend"
class FSenseGloveBackendModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void PreUnloadCallback() override;
virtual void PostLoadCallback() override;
virtual void ShutdownModule() override;
};
#undef LOCTEXT_NAMESPACE
@@ -0,0 +1,87 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 "Math/Color.h"
#include "Math/Rotator.h"
#include "Math/Vector.h"
#include "Subsystems/EngineSubsystem.h"
#include "Templates/UniquePtr.h"
#include "UObject/ObjectMacros.h"
#include "SGBackend.generated.h"
UCLASS(config = SenseGloveBackend)
class SENSEGLOVEBACKEND_API USGBackend : public UEngineSubsystem
{
GENERATED_BODY()
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
public:
static USGBackend* GetInstance();
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
public:
USGBackend();
public:
FORCEINLINE bool IsBackendInitialized() const
{
return !!bBackendInitialized;
}
bool InitializeBackend();
bool UninitializeBackend();
public:
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
};
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -36,9 +36,9 @@
using System; using System;
using UnrealBuildTool; using UnrealBuildTool;
public class SenseGloveCoreTypes : ModuleRules public class SenseGloveBackend : ModuleRules
{ {
public SenseGloveCoreTypes(ReadOnlyTargetRules Target) : base(Target) public SenseGloveBackend(ReadOnlyTargetRules Target) : base(Target)
{ {
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
@@ -53,15 +53,12 @@ public class SenseGloveCoreTypes : ModuleRules
new string[] new string[]
{ {
"CoreUObject", "CoreUObject",
"Engine",
"InputCore",
"SenseGloveConnect",
"SenseGloveCore", "SenseGloveCore",
"SenseGloveLog", "SenseGloveLog",
} "SenseGloveTypes",
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"SenseGloveCore",
} }
); );
} }
@@ -0,0 +1,58 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 "SGBackendKismet/SGBackendKismetLibrary.h"
#include "SGBackend/SGBackend.h"
USGBackend* USGBackendKismetLibrary::GetInstance()
{
return USGBackend::GetInstance();
}
bool USGBackendKismetLibrary::IsBackendInitialized(const USGBackend* Backend)
{
return Backend->IsBackendInitialized();
}
bool USGBackendKismetLibrary::InitializeBackend(USGBackend* Backend)
{
return Backend->InitializeBackend();
}
bool USGBackendKismetLibrary::UninitializeBackend(USGBackend* Backend)
{
return Backend->UninitializeBackend();
}
@@ -0,0 +1,40 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 "SenseGloveBackendKismet.h"
#include "Modules/ModuleManager.h"
#include "SenseGloveBackendKismetModule.h"
IMPLEMENT_MODULE(FSenseGloveBackendKismetModule, SenseGloveBackendKismet)
@@ -0,0 +1,38 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "CoreMinimal.h"
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -33,29 +33,30 @@
*/ */
#include "SenseGloveCoreTypesModule.h" #include "SenseGloveBackendKismetModule.h"
#include "SGLog/SGLog.h" #include "SGLog/SGLog.h"
#define LOCTEXT_NAMESPACE "FSenseGloveCoreTypesModule" #define LOCTEXT_NAMESPACE "FSenseGloveBackendKismetModule"
void FSenseGloveCoreTypesModule::StartupModule() void FSenseGloveBackendKismetModule::StartupModule()
{ {
SGLOG("Starting up SenseGloveCoreTypes module..."); SGLOG("Starting up SenseGloveBackendKismet module...");
} }
void FSenseGloveCoreTypesModule::PreUnloadCallback() void FSenseGloveBackendKismetModule::PreUnloadCallback()
{ {
SGLOG("Unloading SenseGloveCoreTypes module..."); SGLOG("Unloading SenseGloveBackendKismet module...");
} }
void FSenseGloveCoreTypesModule::PostLoadCallback() void FSenseGloveBackendKismetModule::PostLoadCallback()
{ {
SGLOG("Loading of SenseGloveCoreTypes module has succeeded!"); SGLOG("Loading of SenseGloveBackendKismet module has succeeded!");
} }
void FSenseGloveCoreTypesModule::ShutdownModule() void FSenseGloveBackendKismetModule::ShutdownModule()
{ {
SGLOG("Shutting down SenseGloveCoreTypes module..."); SGLOG("Shutting down SenseGloveBackendKismet module...");
} }
#undef LOCTEXT_NAMESPACE #undef LOCTEXT_NAMESPACE
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -37,9 +37,9 @@
#include "Modules/ModuleInterface.h" #include "Modules/ModuleInterface.h"
#define LOCTEXT_NAMESPACE "SenseGloveCoreTypes" #define LOCTEXT_NAMESPACE "SenseGloveBackendKismet"
class FSenseGloveCoreTypesModule : public IModuleInterface class FSenseGloveBackendKismetModule : public IModuleInterface
{ {
public: public:
virtual void StartupModule() override; virtual void StartupModule() override;
@@ -0,0 +1,61 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGBackendKismetLibrary.generated.h"
class USGBackend;
UCLASS(meta=(ScriptName = "SesneGloveBackendKismetLibrary"))
class SENSEGLOVEBACKENDKISMET_API USGBackendKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Backend")
static USGBackend* GetInstance();
UFUNCTION(BlueprintPure, Category="SenseGlove | Backend")
static bool IsBackendInitialized(const USGBackend* Backend);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Backend")
bool InitializeBackend(UPARAM(ref) USGBackend* Backend);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Backend")
bool UninitializeBackend(UPARAM(ref) USGBackend* Backend);
};
@@ -0,0 +1,64 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
using System;
using UnrealBuildTool;
public class SenseGloveBackendKismet : ModuleRules
{
public SenseGloveBackendKismet(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"SenseGloveBackend",
"SenseGloveLog",
"SenseGloveKismet",
"SenseGloveTypes",
}
);
}
}
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2023 SenseGlove * Copyright (c) 2020 - 2024 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal

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