Compare commits

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92 Commits
Author SHA1 Message Date
Mamadou Babaei 3c5773db0b bump the plugin version to v2.0.3 2024-05-15 04:41:20 +02:00
Mamadou Babaei d8ae5923d5 fix v2.0.2 UE 5.4 RunUAT build issues that mostly caused by missing headers 2024-05-15 04:34:46 +02:00
Mamadou Babaei befb07470e improve target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguish x64 builds from arm64 on windows 2024-05-15 04:34:38 +02:00
Mamadou Babaei b467c679de fix: asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64) 2024-05-15 04:34:30 +02:00
Mamadou Babaei 9afbd8e54f bump the plugin version to v2.0.2 2024-04-25 12:56:05 +02:00
Mamadou Babaei 4e0d01c3de bump the plugin version to v2.0.1 2024-04-15 15:03:17 +02:00
Mamadou Babaei 8681f78c22 do not call FSGHandLayer::ResetCalibration on every backend initialization 2024-04-15 14:52:20 +02:00
Mamadou Babaei 84e8f46d35 only instantiate the connected glove once instead of recreating and destroying it every frame 2024-04-15 14:52:14 +02:00
Mamadou Babaei 3f0dd4a5b9 bump senseglove libraries to v2.102.0-35d4de3f 2024-04-15 14:52:05 +02:00
Mamadou Babaei d0970504ce fix the wrong header file description sections for the header files 2024-04-15 14:51:58 +02:00
Mamadou Babaei 0c73eccc16 update the changelog with the unreleased changes 2024-04-15 14:51:52 +02:00
Mamadou Babaei f3b9155955 update the outdated platform support matrix remarks 2024-03-23 17:23:03 +01:00
Mamadou Babaei 45da7baa95 add ue 5.4 to the list of supported engines through azure devops 2024-03-23 16:57:47 +01:00
Mamadou Babaei 4550fda587 bump the plugin version to v2.0.0 2024-03-22 21:29:17 +01:00
Mamadou Babaei 560b9e65d3 update the changelog 2024-03-22 21:29:17 +01:00
Mamadou Babaei 8c8236c33c add missing modules to the directory structure 2024-03-22 21:29:17 +01:00
Mamadou Babaei 034d10355a update the planned features status 2024-03-22 20:57:53 +01:00
Mamadou Babaei 8127051da7 fix other build issues with non-unity builds 2024-03-22 20:57:53 +01:00
Mamadou Babaei 802a6b6d0b add the missing string header that causes build issues in non-unity builds 2024-03-22 20:57:53 +01:00
Mamadou Babaei 494f87f4cb remove the platform dependant build hacks inside FSGArrayUtils::FromStdVector as msvc is not able to deduce TArray<T>::SizeType 2024-03-22 20:57:52 +01:00
Mamadou Babaei def46777fa bump the senseglove libraries to v2.101.12-62b1be11 2024-03-22 20:57:52 +01:00
Mamadou Babaei d0c24aeda5 fix android build issue inside FSGArrayUtils::FromStdVector introduced by 0cdc7e03ac 2024-03-22 20:57:52 +01:00
Mamadou Babaei c0c5722f07 Revert "try to init/uninit the backend module at the module start/shutdown"
This reverts commit c45bcaf618.
2024-03-22 20:57:52 +01:00
Mamadou Babaei 8159c03526 fix a build issue inside FSGArrayUtils::FromStdVector introduced by newer msvc updates due to stricter implicit uint64 to int32 conversions 2024-03-22 20:57:51 +01:00
Mamadou Babaei 49eb2f2788 bump the senseglove backend libraries to v2.101.11-2d6fe9ce 2024-03-22 20:57:51 +01:00
Mamadou Babaei e0ea29ca18 correct the module logs grammars 2024-03-22 20:57:49 +01:00
Mamadou Babaei 17f5db48c6 try to init/uninit the backend module at the module start/shutdown 2024-03-22 20:57:49 +01:00
Mamadou Babaei d9647fc1c6 allow the c++ compiler the opportunity to perform rvo/nrvo if applicable 2024-03-22 20:57:48 +01:00
Mamadou Babaei 3995d6e0d9 bump senseglove libraries to v2.101.10-7e515114 2024-03-22 20:57:48 +01:00
Mamadou Babaei fe3bd91807 update the changelog with added quest 3 controllers support 2024-03-22 20:57:47 +01:00
Mamadou Babaei 3150bb6a8a integrate the virtual hand mesh from allbreaker 2024-03-22 20:57:45 +01:00
Mamadou Babaei b2c62b34a5 remove redundant headers 2024-03-22 20:54:55 +01:00
Mamadou Babaei 69bf6161f8 expose as little as dependencies as possible 2024-03-22 20:54:54 +01:00
Mamadou Babaei 560cb73db7 correct the hand mesh yaw rotation inside the sgpawn after the squat/sgvect3d changes 2024-03-22 20:54:54 +01:00
Mamadou Babaei b1ed6fa325 replace SupportedTargetPlatforms with PlatformAllowList 2024-03-22 20:54:53 +01:00
Mamadou Babaei 4bc0b6e6d3 clean up unsed unreal version headers 2024-03-22 20:54:53 +01:00
Mamadou Babaei d7fc6dd211 declare the openxr plugin as a dependency 2024-03-22 20:54:53 +01:00
Mamadou Babaei 8580c4a235 utilize UXRDeviceVisualizationComponent to display meshes on UE 5.2 onwards 2024-03-22 20:54:53 +01:00
Mamadou Babaei b11c329974 fix the changelog errors 2024-03-22 20:54:53 +01:00
Mamadou Babaei c098cade8c remove a changelog that is not valid anymore 2024-03-22 20:54:53 +01:00
Mamadou Babaei cbc3bcd1bd bump the senseglove libraries to v2.101.9-8abfc26d 2024-03-22 20:54:53 +01:00
Mamadou Babaei cb1c473136 bump the plugin version to v1.9.8 2024-03-22 20:54:49 +01:00
Mamadou Babaei 8f7148dd61 apply a temporary workaround in order to ameliorate the hand animation after sgquat, sgvect3d fixes 2024-03-22 20:54:49 +01:00
Mamadou Babaei 242eb35d16 make bones rotations a private field 2024-03-22 20:54:49 +01:00
Mamadou Babaei 5b7e2d5d1e update the changelog 2024-03-22 20:54:49 +01:00
Mamadou Babaei 4fc721fa55 proper angle conversions for vectors 2024-03-22 20:54:49 +01:00
Mamadou Babaei f138ab2ceb proper sgvect3d and squat conversions to fvector and fquat 2024-03-22 20:54:49 +01:00
Mamadou Babaei 68cc271461 apply senseglove/unreal angle conversions in the gloves' api 2024-03-22 20:54:49 +01:00
Mamadou Babaei 0a5553987f fix a crash when calling one of the SGHandInterpolatorImpl constructors which happens due to unintialized pimpl object 2024-03-22 20:54:43 +01:00
Mamadou Babaei 4a8812943b update the changelog 2024-03-22 20:54:43 +01:00
Mamadou Babaei a10b1ff034 bump senseglove libraries to v2.101.8-a2a2075b which resolves the android writehaptics crash 2024-03-22 20:54:42 +01:00
Mamadou Babaei b34c06eb00 update the change log with unreleased changes 2024-03-22 20:54:42 +01:00
Mamadou Babaei 73a4c79741 bump senseglove libraries to v2.101.7-3580cd9f 2024-03-22 20:54:41 +01:00
Mamadou Babaei 0c8d4ef350 bump senseglove libraries to v2.101.5-f0aff76b 2024-03-22 20:54:41 +01:00
Mamadou Babaei 88b337f066 bump senseglove libraries to v2.101.4-6c860c42 with android fixes and fix a android crash 2024-03-22 20:54:35 +01:00
Mamadou Babaei 310a4b148e bump senseglove libraries to v2.101.3-e583f6de 2024-03-22 20:54:34 +01:00
Mamadou Babaei 0061ea9cb6 implement the api updates and bump the senseglove libraries to v2.101.2-2eb7439f 2024-03-22 20:54:34 +01:00
Mamadou Babaei e2da098132 force glove recalibration on backend initialize 2024-03-22 20:54:16 +01:00
Mamadou Babaei c243525c0c add as*glove/device casting methods that resolves the sgpawn vibrotactile issues 2024-03-22 20:54:16 +01:00
Mamadou Babaei 86e283e700 use device impl casts 2024-03-22 20:54:16 +01:00
Mamadou Babaei a26f1d9e42 list nova 2 gloves in the get devices from the device list 2024-03-22 20:54:16 +01:00
Mamadou Babaei beadba4544 another attempt at improving the glove casts 2024-03-22 20:54:16 +01:00
Mamadou Babaei 40f27c227f try an alternative approach for glove instances upcasting at the lower levels of the api 2024-03-22 20:54:16 +01:00
Mamadou Babaei 5bc20edc25 try to add a solution for glove type-casting in higher levels of the api 2024-03-22 20:54:16 +01:00
Mamadou Babaei 4af682b617 fix the send custom waveform signature on the hand layer 2024-03-22 20:54:16 +01:00
Mamadou Babaei 5dbeef8627 fix a bug inside the ESGHapticLocation enum conversions 2024-03-22 20:54:16 +01:00
Mamadou Babaei da7e51e208 bump senseglove libraries for v2.101.1-edc1163a 2024-03-22 20:54:15 +01:00
Mamadou Babaei d83251a57c implement the nova2 api updates and bump the senseglove libraries to v2.101.0-3e1693fb 2024-03-22 20:54:09 +01:00
Mamadou Babaei 695d4f01ba bump the plugin version to v1.9.8 2024-03-12 20:31:34 +01:00
Mamadou Babaei 54e4db3ef6 make bones rotations a private field 2024-03-12 20:31:33 +01:00
Mamadou Babaei 2e653c2a81 fix a crash inside the USGHandPose::FromHandAngles in higher levels of the api 2024-03-12 20:31:33 +01:00
Mamadou Babaei 189c0e50df drop the prefix for internal typedefs 2024-03-12 20:31:32 +01:00
Mamadou Babaei 6eaac124ce add some performance optimizations by utilizing MoveTemp in return statements 2024-03-12 20:31:32 +01:00
Mamadou Babaei 6a5f200ee8 fix a bug where the right hand mesh is always hidden inside the game no matter whether the right glove is connected or not 2024-03-12 20:31:31 +01:00
Mamadou Babaei 5254a94441 fix a wrong variable name 2024-03-12 20:31:31 +01:00
Mamadou Babaei b087debc41 only include the sgconnect header if the build platform is android 2024-03-12 20:31:30 +01:00
Mamadou Babaei 3bae035ed3 bump the plugin version to v1.9.7 2024-02-18 20:29:14 +01:00
Mamadou Babaei 5ea2f1c5be apply vibrotactile and force-feedback fixes backported from next major release 2024-02-18 20:29:14 +01:00
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
1019 changed files with 24935 additions and 29293 deletions
+153 -2
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@@ -5,15 +5,166 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.0.3] - 2024-05-15
This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine 5.4.
### Fixed
- Fix UE 5.4 RunUAT build issue: "Asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64)", affecting SenseGloveConnectImpl and SenseGloveCoreImpl modues.
- Improved target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguishing the x64 builds from arm64 on Microsoft Windows.
- Fix other UE 5.4 RunUAT build issues, mostly caused by missing headers.
### Removed
- Removed support for Android armeabi-v7a and x86 architectures as they are no longer supported by the supported engine versions.
## [2.0.2] - 2024-04-25
This is a patch release with no code changes.
### Added
- Introduce official Unreal Engine 5.4 support to the Unreal Engine Marketplace.
### Changed
- Updated the Platform Support Matrix with the latest changes. This is the last release to support Unreal Engine 5.1 as we no longer are able to push updates for this release to the Unreal Engine Marketplace. The v2.0.1 release for Unreal Engine 5.1 can be obtained from the Unreal Engine Marketplace, and v2.0.2 through our Microsoft Azure DevOps repositories. Please note that there are no actual code changes between these two releases and in terms of functionality they are almost identical.
## [2.0.1] - 2024-04-15
This is a bugfix release.
### Fixed
- Fix a bug inside both SGVirtualHandComponent and SGWristTrackerComponent where the connected glove's UObject instance gets destroyed and re-instantiated every frame. With this fix now the glove instance will be created or destroyed only when a glove connects to or disconnects from the system.
- Update the outdated Platform Support Matrix and its remarks section to reflect the latest status information.
- Fix the wrong header file description sections for the header files inside <code>SenseGloveKismet/Public/SGKismet/</code>.
### Changed
- SenseGlove libraries have been updated to v2.102.0-35d4de3f.
- Together, SenseGlove libraries v2.102.0-35d4de3f and SenseCom v1.6.1 remove the need to call ResetCalibration every time and are able to store and load calibration profiles from disk.
- SesenGloveBackend module is no longer calling FSGHandLayer::ResetCalibration on every backend initialization.
## [2.0.0] - 2024-03-22
This is the second major release of the SenseGlove Unreal Engine Plugin adding support for Nova 2 with enormous breaking changes to the current C++ and Blueprint APIs.
### Added
- Added support for the SenseGlove Nova 2 devices.
- Added support for Quest 3 controllers.
- Various classes have been added to the API in order to implement the new functionalities and features from the latest upstream SenseGlove libraries.
- Added initial support for the upcoming Unreal Engine 5.4 release.
- Added a pair of default production-ready virtual hand meshes for the left and right hands, courtesy of [Allbreaker LLC Columbia](https://www.allbreaker.co/). For usage and redistribution, please consult the [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md) file.
### Fixed
- A few critical bug fixes that have already been backported to the v1.x.x series through v1.9.3 to v1.9.8 releases.
- Revamped the way we do FVector <-> SGVect3D, FQuat <-> SGQuat, and SenseGlove <-> Unreal Engine angles conversions in order to properly translate between the SenseGlove and Unreal Engine coordinate systems.
- Allow the C++ compiler the opportunity to perform RVO/NRVO if applicable.
- Fix the modules' order inside the .uplugin file.
- Fix a build issue inside FSGArrayUtils::FromStdVector introduced by newer MVSC updates due to stricter implicit uint64 to int32 conversions.
- Fix a build issues inside FSGArrayUtils when performing non-Unity builds due to the missing <string> header.
- Fix other build issues in USGDevice, USGNovaGloveSensorData, FSGDeviceImpl, and FSGSenseGloveVarsImpl when performing non-Unity builds due to the missing relevant headers.
- Fix changelog formatting.
- Some other improverment and fixes.
### Changed
- SenseGlove libraries have been updated to v2.101.12-62b1be11.
- The SenseGlove Unreal Engine Plugin now declares the OpenXR plugin as a dependency, so that the OpenXR plugin will be enabled automatically as soon as the SenseGlove Unreal Engine Plugin gets enabled.
- Various classes and parts of the API have been changed in order to reflect and adhere to upstream SenseGlove libraries.
- Reverse the Platform Support Matrix order from newer Unreal Engine versions to the older ones.
- Clarify the engine support policy in the main readme file by adding the corresponding references from the Epic Marketplace Guidelines and a URL to their guidelines page.
- The SGTouchComponent uproperties BuzzDuration and BuzzLevel now utilize different different names in order to correspond to the underlying API changes. They have been renamed to VibrotactileDuration and VibrotacktileLevel.
- The SGTouchComponent uproperties ForceFeedbackLevel and BuzzLevel (now VibrotacktileLevel) parameters type have changed from int32 to float with the value range varying between 0.0f to 1.0f instead of 1 to 100 in order to correspond to the underlying API changes.
- The SGVirtualHandComponent now assumes the default grab point's name as GenericGrabPoint instead of GrabPoint as default if not specified in the Unreal Blueprint Editor.
- The SGPawn on UE 5.2+ now utilizes UXRDeviceVisualizationComponent in order to properly display the controller meshes shipped with Unreal Engine's OpenXR plugin, or a user-provided mesh. On UE 5.1 this could still be set on the WristTrackerLeft and WristTrackerRight components. Please note that despite the fact that on UE 5.2+ it's still possible to utilize the WristTrackerLeft and WristTrackerRight for setting the controller meshes, this has been deprecated in UE 5.2+ and is no longer supported.
### Removed
- Various classes and parts of the API have been removed in order to reflect and adhere to upstream SenseGlove libraries.
- Removed the redundant SGIC_int32_Ref interop type.
## [1.9.8] - 2024-03-12
This is a bugfix release that contains bugfixes backported from the next major release of the plugin as documented below.
### Fixed
- Fix a bug where the right-hand mesh is always hidden inside the game no matter whether the right glove is connected or not.
- Fix a crash inside the USGHandPose::FromHandAngles method.
- Some performance optimizations by utilizing MoveTemp in return statements.
- Some improvements applied to the source code.
- Some other minor fixes.
### Changed
- The BonesRotations TMap is no longer a public field of FSGVirtualHandAnimInstanceProxy and instead could be retrieved by calling the GetBonesRotations() method.
## [1.9.7] - 2024-02-18
This is a bugfix release that contains bugfixes backported from the next major release of the plugin as documented below.
### Fixed
- Fix various bugs inside the SGPlayerController which occur when the thumb and pinky fingers are simultaneously touching different SGTouchComponents, or only one of them is in touch with such a component. In this case pinky's buzz and force-feedback levels are determined from the SGTouchComponent that is in collision with the thumb instead of the one that is touched by the pinky. Or, the pinky could ignore the buzz and force-feedback level if the thumb is not in collision with an SGTouchComponent. Or, the pinky could have reacted with a buzz or force feedback while only the thumb is in contact with an SGTouchComponent.
- Fix the BuzzDuration UPROPERTY range in order not to get clamped at 100.0f and also use float values for ClampMin and UIMin specifiers instead of integer values.
## [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
- Added a list of planned features and their completion status to the main README file.
### Fixed
- A bug where released actor is going to be NULL whenever the OnActorReleased event fires.
- A bug where the released actor is going to be NULL whenever the OnActorReleased event fires.
## [1.9.1] - 2023-10-11
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+13
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@@ -85,3 +85,16 @@ 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.
```
## Allbreaker Virtual Hand Models
```
The virtual hand model mesh included in this plugin, situated within the
Contents/Meshes/Allbreaker folder, is graciously supplied by Allbreaker LLC
Colombia. This provision is made pursuant to an agreement between SenseGlove
B.V. and Allbreaker LLC. Users of this plugin are bound by the terms outlined in
the license agreement and are advised to review the terms and conditions
specified therein.
Please visit https://www.allbreaker.co/ to obtain information about the work of
Allbreaker.
```
+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
Copyright (c) 2020 - 2023 SenseGlove
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
+28 -59
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@@ -8,16 +8,17 @@ This repository relies on Git LFS for storing binary blobs (e.g. third-party lib
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Android (NDK)** | **UE Marketplace Version** | **Azure DevOps Version** |
|----------|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:-----------------:|:--------------------------:|:------------------------:|
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | | ❌ | | ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | | | ⚠️ v1.0.4 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ | | ⚠️ v1.0.4 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
| **5.4** | | ❌ | v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.3 | v2.0.3 |
| **5.3** | | v2.0.x | ✅ v2.0.x | v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.3 | v2.0.3 |
| **5.2** | | v2.0.x | ✅ v2.0.x | v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.3 | v2.0.3 |
| **5.1** | | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ⚠️ v2.0.1 | ⚠️ v2.0.2 |
| **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** | | v1.9.x | v1.9.x | v1.9.x | v1.9.x | v1.9.x (r25b) | v1.9.1 | v1.9.1 |
| **5.2** | | v1.9.x | ✅ v1.9.x | v1.9.x | ✅ v1.9.x | ✅ v1.9.x (r25b) | ✅ v1.9.1 | v1.9.1 |
| **5.3** | | v1.9.x | ✅ v1.9.x | v1.9.x | ✅ v1.9.x | ✅ v1.9.x (r25b) | ✅ v1.9.2 | v1.9.2 |
| **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 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ | | ⚠️ v1.0.4 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | | ⚠️ v1.0.x | | ❌ | | ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
* <code>✅</code> Supported
* <code>⚠️</code> Not supported by the latest release and might be lacking features
@@ -25,12 +26,10 @@ This repository relies on Git LFS for storing binary blobs (e.g. third-party lib
* <code>❓</code> Unknown or untested
Remarks:
* Per Epic's Marketplace policy regarding Code Plugins, we are only able to distribute or update the SenseGlove plugin for the last 3 stable versions of Unreal Engine. As a result, we won't be able to publish updates or bug fixes for the older versions of the Engine except on rare occasions and only through our official repository on Microsoft Azure DevOps.
* Microsoft Visual Studio 2022 is not supported by Unreal Engine 4.22 through 4.26.
* Per [Epic's Marketplace Guidelines](https://www.unrealengine.com/en-US/marketplace-guidelines) in regards to Code Plugins (sections 2.6.3.d and 3.1.b), 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.
* 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.
* The Unreal Engine 4.27+ support is provided for Android/Oculus development.
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level 28+ in order to be built successfully, thus some older NDKs such as r14b.
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level 28+ in order to be built successfully.
* All third-party libraries target Android NDK API Level 29, thus any project relying on the plug-in should be build with the same NDK API Level.
## Changelog
@@ -55,12 +54,13 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Planned Features Completion Status
### Implemented as of v1.9.2
### Implemented as of v2.0.3
- [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] Nova 2 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.
@@ -80,12 +80,15 @@ Please note that modules postfixed with **Impl** are intended for interal use an
- [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.
- [X] A default hand mesh rigged with the standard SenseGlove default hand pose.
### Upcoming features planned for the v2.0.0 release
### Upcoming features planned for the v2.1.0 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.
- [ ] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
- [ ] FXRMotionControllerData compatible hand animation system.
- [ ] FXRMotionControllerData compatible wrist tracking system.
- [ ] FXRMotionControllerData compatible hand interaction manipulation system.
- [ ] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
### Planned features long-term
@@ -114,6 +117,10 @@ Please note that modules postfixed with **Impl** are intended for interal use an
├── SenseGloveAndroid (the Android-specific module)
├── SenseGloveBackend (responsible for initialization and deinitialization of the backend libraries)
├── SenseGloveBackendKismet (exposes Blueprints-specific functionality from the SenseGloveBackend module)
├── SenseGloveBuildHacks (uses Exceptions and RTTI, internally used for compiler-specific build hacks)
├── SenseGloveConnect (exposes part of the SGConnect low-level API to C++)
@@ -166,32 +173,6 @@ Please note that modules postfixed with **Impl** are intended for interal use an
├── android
│ │
│ ├── r21e (Android NDK r21e dependencies for UE 4.27 and 5.0)
│ │ │
│ │ ├── arm64 (64-bit ARM variant of Android)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── armv7 (32-bit ARM variant of Android)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ ├── x64 (64-bit x86-64 variant of Android)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86 (32-bit x86 variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── r25b (Android NDK r21b dependencies for UE 5.1)
│ │
│ ├── arm64 (64-bit ARM variant of Android)
@@ -200,19 +181,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
│ │ │
│ │ └── release
│ │
── armv7 (32-bit ARM variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── x64 (64-bit x86-64 variant of Android)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── x86 (32-bit x86 variant of Android)
── x64 (64-bit x86-64 variant of Android)
│ │
│ ├── debug
│ │
@@ -285,4 +254,4 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the [MIT
### Third-Party Licenses
Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please.
Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please.
+24 -13
View File
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.9.1",
"VersionName": "2.0.2",
"FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality",
@@ -42,17 +42,6 @@
"Win64"
]
},
{
"Name": "SenseGloveBuildHacks",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveBackend",
"Type": "Runtime",
@@ -75,6 +64,17 @@
"Win64"
]
},
{
"Name": "SenseGloveBuildHacks",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveConnect",
"Type": "Runtime",
@@ -239,5 +239,16 @@
"Win64"
]
}
],
"Plugins": [
{
"Name": "OpenXR",
"Enabled": true,
"PlatformAllowList": [
"Android",
"Linux",
"Win64"
]
}
]
}
}
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -35,6 +35,8 @@
#include "SenseGlove/Components/SGGrabComponent.h"
#include "GameFramework/Actor.h"
struct USGGrabComponent::FImpl
{
/************************
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -35,6 +35,8 @@
#include "SenseGlove/Components/SGTouchComponent.h"
#include "GameFramework/Actor.h"
struct USGTouchComponent::FImpl
{
/************************
@@ -99,10 +101,10 @@ USGTouchComponent::USGTouchComponent(const FObjectInitializer& ObjectInitializer
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
BuzzLevel = 0;
BuzzDuration = 0.25f;
ForceFeedbackLevel = 1.0f;
ForceFeedbackLevel = 100;
VibrotactileDuration = 0.25f;
VibrotactileLevel = 0.0f;
}
USGTouchComponent::FImpl::FImpl(USGTouchComponent* InOwner)
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -36,11 +36,9 @@
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Animation/Skeleton.h"
#include "Components/SphereComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "Kismet/GameplayStatics.h"
#include "Runtime/Launch/Resources/Version.h"
#include "Templates/UnrealTypeTraits.h"
#include "UObject/ConstructorHelpers.h"
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
@@ -59,29 +57,29 @@ struct USGVirtualHandComponent::FImpl
FORCEINLINE static const FString& GetDefaultLeftHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left'")};
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Left.SK_Allbreaker_VirtualHand_Left'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultLeftHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left")};
static const FString Path{TEXT("/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Left.SK_Allbreaker_VirtualHand_Left")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right'")};
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Right.SK_Allbreaker_VirtualHand_Right'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right")};
static const FString Path{TEXT("/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Right.SK_Allbreaker_VirtualHand_Right")};
return Path;
}
@@ -213,7 +211,7 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
bAutoStopAllHapticsOnEndPlay = true;
GrabSocketName = FName{TEXT("GrabPoint")};
GrabSocketName = FName{TEXT("GenericGrabPoint")};
DefaultFingertipsGrabColliderSize = FVector{0.08f, 0.08f, 0.08f};
@@ -259,7 +257,7 @@ void USGVirtualHandComponent::SetRight(const bool bInRight)
void USGVirtualHandComponent::SetAnimClass(UClass* NewClass)
{
ensureAlwaysMsgf(Cast<USGVirtualHandAnimInstance>(NewClass),
ensureAlwaysMsgf((TIsDerivedFrom<decltype(NewClass), USGVirtualHandAnimInstance>::IsDerived),
TEXT("The AnimInstance class must be a subclass of USGVirtualHandAnimInstance!"));
Super::SetAnimClass(NewClass);
@@ -389,13 +387,7 @@ USGHandPose* USGVirtualHandComponent::GetHandPose()
if (IsValid(Glove))
{
#if ! PLATFORM_ANDROID
Glove->GetHandPose(this, HandPose);
#else /* ! PLATFORM_ANDROID */
const UWorld* World{GetWorld()};
const float DeltaTime = UGameplayStatics::GetWorldDeltaSeconds(World);
Glove->GetHandPose(this, DeltaTime, HandPose);
#endif /* ! PLATFORM_ANDROID */
}
return HandPose;
@@ -431,8 +423,8 @@ const FTransform& USGVirtualHandComponent::GetFingerBoneRefTransform(const int32
FRotator USGVirtualHandComponent::GetFingerBoneRefRotation(const int32 Finger, const int32 Joint) const
{
const FTransform BoneTransform{GetFingerBoneRefTransform(Finger, Joint)};
FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
return MoveTemp(BoneRotation);
const FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
return BoneRotation;
}
TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
@@ -441,16 +433,16 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
if (!IsGloveConnected())
{
return MoveTemp(Rotations);
return Rotations;
}
const USGHandPose* HandPose = GetHandPose();
if (!IsValid(HandPose))
{
return MoveTemp(Rotations);
return Rotations;
}
const TArray<TArray<FVector>> HandAngles{HandPose->GetHandAngles()};
const TArray<TArray<FVector>>& HandAngles{HandPose->GetHandAngles()};
for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
{
@@ -459,7 +451,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
{
const FVector& JointAngle{FingerJointAngles[JointIndex]};
const FQuat JointRotation{FQuat::MakeFromEuler(JointAngle)};
const FQuat JointRotation{FQuat::MakeFromEuler(FVector{-JointAngle.Y, -JointAngle.X, -JointAngle.Z})};
const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};
@@ -471,7 +463,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
}
}
return MoveTemp(Rotations);
return Rotations;
}
USGVirtualHandComponent::FImpl::FImpl(USGVirtualHandComponent* InOwner)
@@ -505,7 +497,7 @@ FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
SkeletalMeshPath = GetDefaultLeftHandMeshPath();
}
return MoveTemp(SkeletalMeshPath);
return SkeletalMeshPath;
}
bool USGVirtualHandComponent::FImpl::IsUsingDefaultMesh() const
@@ -573,25 +565,12 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
{
// FIXME
// Since we dont ship a default virtual hand mesh at the moment, calling SetDefaultMesh causes the following failed
// assertion due the fact that the engine won't be able to find the asset at the default location:
// Assertion failed: IsInGameThread()
// Unable to load /SenseGlove/Meshes/SK_SenseGlove_VirtualHand_*. Objects and Packages can only be loaded from the
// One workaround would be disabling the async loading or as an alternative simply disabling this portion of the
// code should be a good-enough fix until we address this issue in it's own time.
//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
}
USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
{
return Owner->
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
GetSkeletalMeshAsset()
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
SkeletalMesh
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
;
return Owner->GetSkeletalMeshAsset();
}
USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
@@ -619,13 +598,18 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
}
}
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
bool bGloveConnected;
if (!IsValid(Owner->Glove) || !Owner->Glove->IsConnected())
{
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
bGloveConnected = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bGloveConnected)
{
Owner->Glove = nullptr;
}
}
else
{
bGloveConnected = true;
}
const bool bIsEditor = IsEditor();
@@ -634,7 +618,7 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
const bool bIsVisible = Owner->IsVisible();
if (Owner->bHiddenInGameIfNoGloveDetected)
{
if (bFoundGlove)
if (bGloveConnected)
{
if (!bIsVisible)
{
@@ -658,7 +642,7 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
}
}
return bFoundGlove;
return bGloveConnected;
}
void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -250,21 +250,22 @@ bool USGWristTrackerComponent::FImpl::CheckGlove() const
}
}
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
bool bGloveConnected;
if (!IsValid(Owner->Glove) || !Owner->Glove->IsConnected())
{
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
bGloveConnected = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bGloveConnected)
{
Owner->Glove = nullptr;
}
}
if (bFoundGlove)
else
{
bGloveConnected = true;
UpdateWristTrackingData();
}
return bFoundGlove;
return bGloveConnected;
}
void USGWristTrackerComponent::FImpl::UpdateMotionSource() const
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -39,7 +39,9 @@
#include "Components/PrimitiveComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/KismetMathLibrary.h"
#include "Runtime/Launch/Resources/Version.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
#include "XRDeviceVisualizationComponent.h"
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
#include "UObject/UObjectGlobals.h"
#include "SenseGlove/Components/SGGrabComponent.h"
@@ -48,6 +50,8 @@
#include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGLog/SGLog.h"
static constexpr float SG_HAND_MESH_YAW_CORRECTION_OFFSET = -90.0f;
struct ASGPawn::FImpl
{
/************************
@@ -173,6 +177,15 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
WristTrackerLeft->SetupAttachment(GetRootComponent());
WristTrackerLeft->SetRight(false);
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
ControllerVisualizerLeft = ObjectInitializer.CreateDefaultSubobject<UXRDeviceVisualizationComponent>(
this, TEXT("ControllerVisualizerLeft"));
ControllerVisualizerLeft->SetupAttachment(WristTrackerLeft);
ControllerVisualizerLeft->SetDisplayModelSource(FName("OpenXR"));
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
WristTrackerLeft->SetDisplayModelSource(FName("OpenXR"));
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
HandLeft = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("HandLeft"));
HandLeft->SetupAttachment(GetRootComponent());
HandLeft->SetCanEverAffectNavigation(false);
@@ -190,7 +203,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
HandLeft->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
HandLeft->SetRight(false);
HandLeft->SetHiddenIfNoGloveDetected(true);
HandLeft->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
HandLeft->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
false, nullptr, ETeleportType::None);
HandLeft->SetRelativeLocation(FVector{30.0f, -20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -214,7 +227,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RealHandLeft->SetRight(false);
Pimpl->SetVisibility(RealHandLeft, false);
RealHandLeft->SetHiddenIfNoGloveDetected(true);
RealHandLeft->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
RealHandLeft->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
false, nullptr, ETeleportType::None);
RealHandLeft->SetRelativeLocation(FVector{30.0f, -20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -391,6 +404,15 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
WristTrackerRight->SetupAttachment(GetRootComponent());
WristTrackerRight->SetRight(true);
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
ControllerVisualizerRight = ObjectInitializer.CreateDefaultSubobject<UXRDeviceVisualizationComponent>(
this, TEXT("ControllerVisualizerRight"));
ControllerVisualizerRight->SetupAttachment(WristTrackerRight);
ControllerVisualizerRight->SetDisplayModelSource(FName("OpenXR"));
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
WristTrackerRight->SetDisplayModelSource(FName("OpenXR"));
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
HandRight = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("HandRight"));
HandRight->SetupAttachment(GetRootComponent());
HandRight->SetCanEverAffectNavigation(false);
@@ -407,9 +429,8 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
HandRight->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
HandRight->SetRight(true);
HandRight->SetHiddenInGame(true);
HandRight->SetHiddenIfNoGloveDetected(true);
HandRight->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
HandRight->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
false, nullptr, ETeleportType::None);
HandRight->SetRelativeLocation(FVector{30.0f, 20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -433,7 +454,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RealHandRight->SetRight(true);
Pimpl->SetVisibility(RealHandRight, false);
RealHandRight->SetHiddenIfNoGloveDetected(true);
RealHandRight->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
RealHandRight->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
false, nullptr, ETeleportType::None);
RealHandRight->SetRelativeLocation(FVector{30.0f, 20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -1810,20 +1831,24 @@ void ASGPawn::FImpl::UpdateHandRotation(const bool bRight, const FRotator& Rotat
void ASGPawn::FImpl::UpdateLeftHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand)
{
static const FQuat Offset{FQuat::MakeFromEuler(FVector{0.0f, 0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET})};
const FQuat NewRotation{Rotation.Quaternion() * Offset};
if (bUpdateVirtualHand)
{
Owner->HandLeft->SetWorldRotation(Rotation);
Owner->HandLeft->SetWorldRotation(NewRotation);
}
Owner->RealHandLeft->SetWorldRotation(Rotation);
Owner->RealHandLeft->SetWorldRotation(NewRotation);
}
void ASGPawn::FImpl::UpdateRightHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand)
{
static const FQuat Offset{FQuat::MakeFromEuler(FVector{0.0f, 0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET})};
const FQuat NewRotation{Rotation.Quaternion() * Offset};
if (bUpdateVirtualHand)
{
Owner->HandRight->SetWorldRotation(Rotation);
Owner->HandRight->SetWorldRotation(NewRotation);
}
Owner->RealHandRight->SetWorldRotation(Rotation);
Owner->RealHandRight->SetWorldRotation(NewRotation);
}
void ASGPawn::FImpl::UpdateHandLocationAndRotation(
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -45,14 +45,12 @@
#include "TimerManager.h"
#include "SenseGlove/Components/SGGrabComponent.h"
#include "SenseGlove/Components/SGTouchComponent.h"
#include "SenseGlove/Components/SGVirtualHandComponent.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
@@ -61,18 +59,32 @@ 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 float GetForceFeedbackLevel(const AActor* Actor);
static int32 GetForceFeedbackLevel(const AActor* Actor);
static float GetVibrotactileDuration(const AActor* ActorThumbTouching, const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching, const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching);
static float GetVibrotactileLevel(const AActor* Actor);
static TArray<float> GetForceFeedbackLevels(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching);
static TArray<float> GetVibrotactileLevels(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching);
/************************
* Member variables
************************/
FTimerHandle TouchBuzzStopTimer;
FTimerHandle TouchVibrotactileStopTimer;
/************************
* Owner object
@@ -98,96 +110,137 @@ struct ASGPlayerController::FImpl
* 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)
float ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (TouchComponent)
if (IsValid(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 TouchComponent->GetForceFeedbackLevel();
}
}
return 0.0f;
}
int32 ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
float ASGPlayerController::FImpl::GetVibrotactileDuration(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 (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorIndexTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorIndexTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorMiddleTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorMiddleTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorRingTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorRingTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorPinkyTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorPinkyTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
return 0.0f;
}
float ASGPlayerController::FImpl::GetVibrotactileLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (TouchComponent)
if (IsValid(TouchComponent))
{
return TouchComponent->GetForceFeedbackLevel();
return TouchComponent->GetVibrotactileLevel();
}
}
return 0;
return 0.0f;
}
TArray<float> ASGPlayerController::FImpl::GetForceFeedbackLevels(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching)
{
const float ThumbForceFeedbackLevel = GetForceFeedbackLevel(ActorThumbTouching);
const float IndexForceFeedbackLevel = GetForceFeedbackLevel(ActorIndexTouching);
const float MiddleForceFeedbackLevel = GetForceFeedbackLevel(ActorMiddleTouching);
const float RingForceFeedbackLevel = GetForceFeedbackLevel(ActorRingTouching);
const float PinkyForceFeedbackLevel = GetForceFeedbackLevel(ActorPinkyTouching);
const TArray<float> ForceFeedbackLevels{
ThumbForceFeedbackLevel,
IndexForceFeedbackLevel,
MiddleForceFeedbackLevel,
RingForceFeedbackLevel,
PinkyForceFeedbackLevel,
};
return ForceFeedbackLevels;
}
TArray<float> ASGPlayerController::FImpl::GetVibrotactileLevels(
const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching)
{
const float ThumbVibrotactileLevel = GetVibrotactileLevel(ActorThumbTouching);
const float IndexVibrotactileLevel = GetVibrotactileLevel(ActorIndexTouching);
const float MiddleVibrotactileLevel = GetVibrotactileLevel(ActorMiddleTouching);
const float RingVibrotactileLevel = GetVibrotactileLevel(ActorRingTouching);
const float PinkyVibrotactileLevel = GetVibrotactileLevel(ActorPinkyTouching);
const TArray<float> ForceFeedbackLevels{
ThumbVibrotactileLevel,
IndexVibrotactileLevel,
MiddleVibrotactileLevel,
RingVibrotactileLevel,
PinkyVibrotactileLevel,
};
return ForceFeedbackLevels;
}
ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
@@ -251,69 +304,10 @@ ASGPlayerController::FImpl::FImpl(ASGPlayerController* 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)
{
static const TArray<float> VibrotactileOffCommand{0.0f, 0.0f, 0.0, 0.0, 0.0f};
if (!IsValid(TouchState.Hand))
{
return;
@@ -325,48 +319,44 @@ void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& Touc
return;
}
const USGBuzzCommand* BuzzCommand{
GetBuzzCommand(
// Queue the Force-Feedback command...
TArray<float> ForceFeedbackLevels{
GetForceFeedbackLevels(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState.ActorRingTouching,TouchState.ActorPinkyTouching)
TouchState.ActorRingTouching, TouchState.ActorPinkyTouching)
};
if (IsValid(BuzzCommand))
{
Glove->SendHaptics(BuzzCommand);
Glove->QueueForceFeedbackLevels(MoveTemp(ForceFeedbackLevels));
const float Duration = FImpl::GetBuzzDuration(
// Queue the Vibrotactile command...
TArray<float> VibrotactileLevels{
GetVibrotactileLevels(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState. ActorRingTouching, TouchState.ActorPinkyTouching);
TouchState.ActorRingTouching, TouchState.ActorPinkyTouching)
};
Glove->QueueVibroLevels(MoveTemp(VibrotactileLevels));
Owner->GetWorldTimerManager().ClearTimer(TouchBuzzStopTimer);
// Send the haptics commands!
Glove->SendHaptics();
FTimerDelegate TouchBuzzStopHandler;
TouchBuzzStopHandler.BindLambda([= SG_CAPTURE_THIS]()-> void
// Stop the Vibrotactile command after the timeout if a.
const float VibrotactileDuration = FImpl::GetVibrotactileDuration(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState.ActorRingTouching, TouchState.ActorPinkyTouching);
Owner->GetWorldTimerManager().ClearTimer(TouchVibrotactileStopTimer);
FTimerDelegate TouchVibrotactileStopHandler;
TouchVibrotactileStopHandler.BindLambda([= SG_CAPTURE_THIS]()-> void
{
if (IsValid(Glove))
{
Glove->SendHaptics(USGBuzzCommand::Off(Owner));
});
Glove->QueueVibroLevels(VibrotactileOffCommand);
Glove->SendHaptics();
}
});
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));
}
Owner->GetWorldTimerManager().SetTimer(
TouchVibrotactileStopTimer, TouchVibrotactileStopHandler, VibrotactileDuration, false, -1.0f);
}
void ASGPlayerController::FImplDeleter::operator()(const FImpl* P) const
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -40,12 +40,12 @@
void FSenseGloveModule::StartupModule()
{
SGLOG("Starting up SenseGlove module...");
SGLOG("Starting up the SenseGlove module...");
}
void FSenseGloveModule::PreUnloadCallback()
{
SGLOG("Unloading SenseGlove module...");
SGLOG("Unloading the SenseGlove module...");
}
void FSenseGloveModule::PostLoadCallback()
@@ -55,7 +55,7 @@ void FSenseGloveModule::PostLoadCallback()
void FSenseGloveModule::ShutdownModule()
{
SGLOG("Shutting down SenseGlove module...");
SGLOG("Shutting down the SenseGlove module...");
}
#undef LOCTEXT_NAMESPACE
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -46,13 +46,19 @@ struct SENSEGLOVE_API FSGVirtualHandAnimInstanceProxy : public FAnimInstanceProx
{
GENERATED_USTRUCT_BODY()
public:
private:
TMap<FName, FRotator> BonesRotations;
public:
FSGVirtualHandAnimInstanceProxy();
FSGVirtualHandAnimInstanceProxy(UAnimInstance* Instance);
public:
FORCEINLINE const TMap<FName, FRotator>& GetBonesRotations() const
{
return BonesRotations;
}
protected:
virtual void PreEvaluateAnimation(UAnimInstance* InAnimInstance) override;
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -54,16 +54,15 @@ public:
private:
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
int32 BuzzLevel;
meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float ForceFeedbackLevel;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false", ClampMin = "0.0", UIMin = "0.0"))
float VibrotactileDuration;
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;
meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "100.0", UIMin = "0.0", UIMax = "100.0"))
float VibrotactileLevel;
private:
struct FImpl;
@@ -77,33 +76,32 @@ private:
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
FORCEINLINE float GetForceFeedbackLevel() const
{
return ForceFeedbackLevel;
}
FORCEINLINE void SetForceFeedbackLevel(const int32 Level)
FORCEINLINE void SetForceFeedbackLevel(const float Level)
{
ForceFeedbackLevel = Level;
}
FORCEINLINE float GetVibrotactileDuration() const
{
return VibrotactileDuration;
}
FORCEINLINE void SetVibrotactileDuration(const float Duration)
{
VibrotactileDuration = Duration;
}
FORCEINLINE float GetVibrotactileLevel() const
{
return VibrotactileLevel;
}
FORCEINLINE void SetVibrotactileLevel(const float Level)
{
VibrotactileLevel = Level;
}
};
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -37,7 +37,7 @@
#include "Containers/Array.h"
#include "GameFramework/Pawn.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Runtime/Launch/Resources/Version.h"
#include "Templates/UniquePtr.h"
#include "SenseGlove/Haptics/SGGrabState.h"
@@ -48,6 +48,7 @@
class UCameraComponent;
class UPrimitiveComponent;
class USphereComponent;
class UXRDeviceVisualizationComponent;
class USGVirtualHandComponent;
class USGWristTrackerComponent;
@@ -129,6 +130,9 @@ private:
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
UXRDeviceVisualizationComponent* ControllerVisualizerLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandLeft;
@@ -162,6 +166,9 @@ private:
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
UXRDeviceVisualizationComponent* ControllerVisualizerRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandRight;
@@ -244,6 +251,13 @@ public:
return WristTrackerLeft;
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
FORCEINLINE UXRDeviceVisualizationComponent* GetControllerVisualizerLeft() const
{
return ControllerVisualizerLeft;
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
FORCEINLINE USGVirtualHandComponent* GetHandLeft() const
{
return HandLeft;
@@ -299,6 +313,13 @@ public:
return WristTrackerRight;
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
FORCEINLINE UXRDeviceVisualizationComponent* GetControllerVisualizerRight() const
{
return ControllerVisualizerLeft;
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
FORCEINLINE USGVirtualHandComponent* GetHandRight() const
{
return HandRight;
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
+10 -9
View File
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -42,21 +42,22 @@ public class SenseGlove : ModuleRules
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"AnimGraphRuntime",
"Core",
"CoreUObject",
"Engine",
"HeadMountedDisplay",
"InputCore",
// NOTE
// UE 5.3+ provides UXRDeviceVisualizationComponent as part of the XRBase plugin.
// UE 5.2 provides UXRDeviceVisualizationComponent as part of the HeadMountDisplay module.
// UE 5.1 does not provide the UXRDeviceVisualizationComponent type.
#if UE_5_3_OR_LATER
"XRBase",
#endif
"SenseGloveBackend",
"SenseGloveConnect",
"SenseGloveCore",
@@ -74,4 +75,4 @@ public class SenseGlove : ModuleRules
}
);
}
}
}
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -50,6 +50,8 @@
#include "SGInterop/SGIC_JNIEnv_Ptr.h"
#endif /* PLATFORM_ANDROID */
#include "SGLog/SGLog.h"
int32 FSGConnectJNI::Initialize()
{
int32 Result = -999999;
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -117,7 +117,7 @@ int32 FSGCoreJNI::Initialize()
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'WriteHaptics'...");
jmethodID WriteHapticsMethodID = Env->GetStaticMethodID(Class, "WriteHaptics", "(ILjava/lang/String;)I");
jmethodID WriteHapticsMethodID = Env->GetStaticMethodID(Class, "WriteHaptics", "(IILjava/lang/String;)I");
FAndroidApplication::CheckJavaException();
if (!WriteHapticsMethodID)
{
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -43,7 +43,7 @@
void FSenseGloveAndroidModule::StartupModule()
{
SGLOG("Starting up SenseGloveAndroid module...");
SGLOG("Starting up the SenseGloveAndroid module...");
#if PLATFORM_ANDROID
const int32 R1 = FSGConnectJNI::Initialize();
@@ -59,17 +59,17 @@ void FSenseGloveAndroidModule::StartupModule()
void FSenseGloveAndroidModule::PreUnloadCallback()
{
SGLOG("Unloading SenseGloveAndroid module...");
SGLOG("Unloading the SenseGloveAndroid module...");
}
void FSenseGloveAndroidModule::PostLoadCallback()
{
SGLOG("Loading SenseGloveAndroid module has succeeded!");
SGLOG("Loading the SenseGloveAndroid module has succeeded!");
}
void FSenseGloveAndroidModule::ShutdownModule()
{
SGLOG("Shutting down SenseGloveAndroid module...");
SGLOG("Shutting down the SenseGloveAndroid module...");
}
#undef LOCTEXT_NAMESPACE
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -43,25 +43,25 @@ public class SenseGloveAndroid : ModuleRules
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"SenseGloveConnectImpl",
"SenseGloveCoreImpl",
"SenseGloveInterop",
"SenseGloveLog",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"SenseGloveInterop",
}
);
if (Target.Platform == UnrealTargetPlatform.Android)
{
AdditionalPropertiesForReceipt.Add("AndroidPlugin",
@@ -7,7 +7,7 @@
(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
of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -37,9 +37,12 @@
#include "Engine/Engine.h"
#if PLATFORM_ANDROID
#include "SGConnect/SGConnect.h"
#endif /* PLATFORM_ANDROID */
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGCore/SGHandLayer.h"
#include "SGLog/SGLog.h"
struct USGBackend::FImpl
@@ -115,9 +118,6 @@ bool USGBackend::InitializeBackend()
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
bBackendInitialized = true;
return true;
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -42,16 +42,10 @@ public class SenseGloveBackend : ModuleRules
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -41,12 +41,12 @@
void FSenseGloveBackendKismetModule::StartupModule()
{
SGLOG("Starting up SenseGloveBackendKismet module...");
SGLOG("Starting up the SenseGloveBackendKismet module...");
}
void FSenseGloveBackendKismetModule::PreUnloadCallback()
{
SGLOG("Unloading SenseGloveBackendKismet module...");
SGLOG("Unloading the SenseGloveBackendKismet module...");
}
void FSenseGloveBackendKismetModule::PostLoadCallback()
@@ -56,7 +56,7 @@ void FSenseGloveBackendKismetModule::PostLoadCallback()
void FSenseGloveBackendKismetModule::ShutdownModule()
{
SGLOG("Shutting down SenseGloveBackendKismet module...");
SGLOG("Shutting down the SenseGloveBackendKismet module...");
}
#undef LOCTEXT_NAMESPACE
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -42,16 +42,10 @@ public class SenseGloveBackendKismet : ModuleRules
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"SenseGloveBackend",
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -33,4 +33,4 @@
*/
#include "SGBuildHacks/SGInclude_Core_SensorRange.h"
#include "SGBuildHacks/SGInclude_Core_CustomWaveform.h"
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 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 "SGBuildHacks/SGInclude_Core_HandLayer.h"
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 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 "SGBuildHacks/SGInclude_Core_HapticChannelInfo.h"
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -1,36 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveCalibrationCheck.h"
@@ -1,36 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveCalibrationSequence.h"
@@ -1,36 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveCommandBuffer.h"
@@ -1,36 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveHandProfiles.h"
@@ -1,36 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveQuickCalibration.h"
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 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 "SGBuildHacks/SGInclude_Core_NormalizationState.h"
@@ -0,0 +1,36 @@
/**
* @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 "SGBuildHacks/SGInclude_Core_Nova2Glove.h"
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -33,4 +33,4 @@
*/
#include "SGBuildHacks/SGInclude_Core_CalibrationDataPoint.h"
#include "SGBuildHacks/SGInclude_Core_Nova2GloveSensorData.h"
@@ -7,7 +7,7 @@
*
* (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
* of this software and associated documentation files (the "Software"), to deal
@@ -1,36 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_NovaGloveCalibration.h"
@@ -1,36 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_NovaGloveHandProfile.h"

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