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13 Commits
Author SHA1 Message Date
Mamadou Babaei 2dc4499984 bump the plugin version to v2.0.8 2024-07-15 22:22:21 +02:00
Mamadou Babaei e21d92a3ca fix a bug where the sgpawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at cdo initialization time 2024-07-15 22:15:23 +02:00
Mamadou Babaei 1db86d9778 bump the plugin version to v2.0.7 2024-05-29 12:47:33 +02:00
Mamadou Babaei 0de86b508a make the allbreaker assets compatible with ue 5.1+ again 2024-05-29 12:46:51 +02:00
Mamadou Babaei 65a96a462b bump the plugin version to v2.0.6 2024-05-29 11:40:07 +02:00
Mamadou Babaei 6b7c28c379 bump the plugin version to v2.0.5 2024-05-22 17:32:43 +02:00
Mamadou Babaei af0be8c1f7 fix the wrong palm bone names on the allbreaker virtual hand models 2024-05-22 17:31:58 +02:00
Mamadou Babaei 49a12f64a4 bump the plugin version to v2.0.4 2024-05-17 11:39:57 +02:00
Mamadou Babaei 76d03b1fe8 bump the plugin version to v2.0.3 2024-05-16 20:00:18 +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
79 changed files with 330 additions and 354 deletions
+69
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@@ -5,6 +5,75 @@ 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).
## [2.0.8] - 2024-07-15
This is a bugfix release that contains a somewhat important bugfix backported from the next release of the plugin as documented below.
### Fixed
- Fix a bug where the SGPawn right-hand grab colliders' default size is mistakenly set to the default value for the left-hand grab colliders at CDO initialization time.
## [2.0.7] - 2024-05-29
This is a bugfix release with no actual plugin code changes, only fixing issues with binary assets incompatible with UE versions earlier than 5.4.
### Fixed
- Make the Allbreaker assets compatible with UE5.1+ again as the v2.0.5 update breaks compatibility with UE versions earlier than 5.4, thus leaving the engine unable to load those assets.
## [2.0.6] - 2024-05-29
This is a bugfix release with no actual plugin code changes, only removing development/test assets from UE 5.3 that were never meant to be shipped.
### Removed
- Removed the dev/test virtual hand models that leaked into the 5.3 branch.
### Fixed
## [2.0.5] - 2024-05-22
This is a bugfix release with no actual plugin code changes, only focusing on fixing the Allbreaker virtual hand model issues.
### Fixed
- Fix the wrong palm bone names on the Allbreaker virtual hand models.
## [2.0.4] - 2024-05-17
This is a bugfix release with no actual plugin's code change.
### Fixed
- Fix our in-house Unreal Engine Marketplace submission tool's configurations where the Content folder (containing the Allbreaker hand model) is mistakenly ignored during the submission. This release reintroduces the Virtual Hand Model and its material missing from the previous release.
- Fix the SenseGlove.uproject's wrong versioning submitted to the Unreal Engine Marketplace.
## [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.
+15 -19
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@@ -8,10 +8,10 @@ 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** |
|----------|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:-----------------:|:--------------------------:|:------------------------:|
| **5.4** | ❌ | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | | ✅ v2.0.1 |
| **5.3** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.1 | ✅ v2.0.1 |
| **5.2** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.1 | ✅ v2.0.1 |
| **5.1** | ❌ | v2.0.x | v2.0.x | v2.0.x | v2.0.x | v2.0.x (r25b) | v2.0.1 | v2.0.1 |
| **5.4** | ❌ | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.8 | ✅ v2.0.8 |
| **5.3** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.8 | ✅ v2.0.8 |
| **5.2** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.8 | ✅ v2.0.8 |
| **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 |
| **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 |
@@ -54,7 +54,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
## Planned Features Completion Status
### Implemented as of v2.0.1
### Implemented as of v2.0.8
- [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint.
@@ -84,7 +84,15 @@ Please note that modules postfixed with **Impl** are intended for interal use an
### Upcoming features planned for the v2.1.0 release
- [ ] Hand tracking compatible with OpenXR (or other generic hand tracking format).
- [ ] A fallback to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
- [ ] 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.
- [ ] The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
- [ ] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
- [ ] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
### Planned features long-term
@@ -177,19 +185,7 @@ 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
│ │
+1 -1
View File
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.0.1",
"VersionName": "2.0.8",
"FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality",
@@ -35,6 +35,8 @@
#include "SenseGlove/Components/SGGrabComponent.h"
#include "GameFramework/Actor.h"
struct USGGrabComponent::FImpl
{
/************************
@@ -35,6 +35,8 @@
#include "SenseGlove/Components/SGTouchComponent.h"
#include "GameFramework/Actor.h"
struct USGTouchComponent::FImpl
{
/************************
@@ -468,7 +468,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RightThumbFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightThumbFingertipGrabCollider"));
RightThumbFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
RightThumbFingertipGrabCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsGrabColliderSize());
RightThumbFingertipGrabCollider->SetupAttachment(HandRight, HandRight->GetThumbFingertipGrabSocketName());
RightThumbFingertipGrabCollider->SetCastShadow(false);
RightThumbFingertipGrabCollider->bCastDynamicShadow = false;
@@ -488,7 +488,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RightIndexFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightIndexFingertipGrabCollider"));
RightIndexFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
RightIndexFingertipGrabCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsGrabColliderSize());
RightIndexFingertipGrabCollider->SetupAttachment(HandRight, HandRight->GetIndexFingertipGrabSocketName());
RightIndexFingertipGrabCollider->SetCastShadow(false);
RightIndexFingertipGrabCollider->bCastDynamicShadow = false;
@@ -508,7 +508,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RightMiddleFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("RightMiddleFingertipGrabCollider"));
RightMiddleFingertipGrabCollider->SetRelativeScale3D(HandLeft->GetDefaultFingertipsGrabColliderSize());
RightMiddleFingertipGrabCollider->SetRelativeScale3D(HandRight->GetDefaultFingertipsGrabColliderSize());
RightMiddleFingertipGrabCollider->SetupAttachment(HandRight, HandRight->GetMiddleFingertipGrabSocketName());
RightMiddleFingertipGrabCollider->SetCastShadow(false);
RightMiddleFingertipGrabCollider->bCastDynamicShadow = false;
@@ -50,6 +50,8 @@
#include "SGInterop/SGIC_JNIEnv_Ptr.h"
#endif /* PLATFORM_ANDROID */
#include "SGLog/SGLog.h"
int32 FSGConnectJNI::Initialize()
{
int32 Result = -999999;
@@ -37,6 +37,8 @@
#include <string>
#include "Containers/StringConv.h"
#include "SGBuildHacks/SGInclude_Connect_SGConnect.h"
int32 FSGConnectImpl::Init()
@@ -35,6 +35,7 @@
#include "SGConnectImpl/SGExportedFunctions.h"
#include "Containers/StringConv.h"
#include "Templates/UnrealTemplate.h"
#if PLATFORM_ANDROID
@@ -81,70 +81,28 @@ public class SenseGloveConnectImpl : ModuleRules
string SourceDirectory = Path.GetFullPath(Path.Combine(PluginRootDirectory, "Source"));
string ThirdPartyDirectory = Path.GetFullPath(Path.Combine(SourceDirectory, "ThirdParty"));
string LibraryPath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "lib"));
string LibraryPathAnroidArm64 = "";
string LibraryPathAnroidx64 = "";
string LibraryName = "sgconnect";
if (Target.Platform == UnrealTargetPlatform.Android)
bool bIsAndroid = Target.IsInPlatformGroup(UnrealPlatformGroup.Android);
bool bIsLinux = Target.Platform == UnrealTargetPlatform.Linux;
bool bIsLinuxArm64 = Target.Platform == UnrealTargetPlatform.LinuxArm64;
bool bIsWin64 = Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) &&
Target.WindowsPlatform.Architecture == UnrealArch.X64;
bool bIsDebugBuild = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "android"));
#if UE_5_1_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r25b"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r21e"));
#else
Debug.Assert(false, "Developing for Android on UE versions older than 5.0 is not supported!");
#endif
#if UE_5_2_OR_LATER
if (Target.Architecture == UnrealArch.Arm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
}
else if (Target.Architecture == UnrealArch.X64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
}
else
{
Debug.Assert(false, "Unsupported Android architecture!");
}
#else
IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
List<string> Architectures = ToolChain.GetAllArchitectures();
foreach (string Arch in Architectures)
{
if (Arch == "-arm64")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
break;
}
else if (Arch == "-armv7")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "armv7"));
break;
}
else if (Arch == "-x64")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
break;
}
else if (Arch == "-86")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86"));
break;
}
else
{
Debug.Assert(false, "Unsupported Android architecture!");
break;
}
}
#endif
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
LibraryName = string.Format("lib{0}.a", LibraryName);
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
else if (bIsLinux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
@@ -161,11 +119,7 @@ public class SenseGloveConnectImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
#if UE_5_0_OR_LATER
else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
#else
else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
#endif
else if (bIsLinuxArm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
@@ -182,7 +136,7 @@ public class SenseGloveConnectImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
else if (bIsWin64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "win64"));
switch (Target.WindowsPlatform.Compiler)
@@ -209,21 +163,42 @@ public class SenseGloveConnectImpl : ModuleRules
Debug.Assert(false, "Unsupported platform!");
}
bool bDebug = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bDebug)
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
if (bIsDebugBuild)
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "debug"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "debug"));
}
else
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "release"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "release"));
}
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, LibraryName));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, LibraryName));
PublicAdditionalLibraries.Add(LibraryPathAnroidArm64);
PublicAdditionalLibraries.Add(LibraryPathAnroidx64);
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
if (bIsDebugBuild)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
PublicAdditionalLibraries.Add(LibraryPath);
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
PublicAdditionalLibraries.Add(LibraryPath);
}
private void AddSerialLibrary(ReadOnlyTargetRules Target)
@@ -232,70 +207,28 @@ public class SenseGloveConnectImpl : ModuleRules
string SourceDirectory = Path.GetFullPath(Path.Combine(PluginRootDirectory, "Source"));
string ThirdPartyDirectory = Path.GetFullPath(Path.Combine(SourceDirectory, "ThirdParty"));
string LibraryPath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "lib"));
string LibraryPathAnroidArm64 = "";
string LibraryPathAnroidx64 = "";
string LibraryName = "serial";
if (Target.Platform == UnrealTargetPlatform.Android)
bool bIsAndroid = Target.IsInPlatformGroup(UnrealPlatformGroup.Android);
bool bIsLinux = Target.Platform == UnrealTargetPlatform.Linux;
bool bIsLinuxArm64 = Target.Platform == UnrealTargetPlatform.LinuxArm64;
bool bIsWin64 = Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) &&
Target.WindowsPlatform.Architecture == UnrealArch.X64;
bool bIsDebugBuild = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "android"));
#if UE_5_1_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r25b"));
#elif UE_4_5_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r21e"));
#else
Debug.Assert(false, "Developing for Android on UE versions older than 5.0 is not supported!");
#endif
#if UE_5_2_OR_LATER
if (Target.Architecture == UnrealArch.Arm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
}
else if (Target.Architecture == UnrealArch.X64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
}
else
{
Debug.Assert(false, "Unsupported Android architecture!");
}
#else
IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
List<string> Architectures = ToolChain.GetAllArchitectures();
foreach (string Arch in Architectures)
{
if (Arch == "-arm64")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
break;
}
else if (Arch == "-armv7")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "armv7"));
break;
}
else if (Arch == "-x64")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
break;
}
else if (Arch == "-86")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86"));
break;
}
else
{
Debug.Assert(false, "Unsupported Android architecture!");
break;
}
}
#endif
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
LibraryName = string.Format("lib{0}.a", LibraryName);
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
else if (bIsLinux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
@@ -312,11 +245,7 @@ public class SenseGloveConnectImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
#if UE_5_0_OR_LATER
else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
#else
else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
#endif
else if (bIsLinuxArm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
@@ -333,7 +262,7 @@ public class SenseGloveConnectImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
else if (bIsWin64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "win64"));
switch (Target.WindowsPlatform.Compiler)
@@ -360,20 +289,41 @@ public class SenseGloveConnectImpl : ModuleRules
Debug.Assert(false, "Unsupported platform!");
}
bool bDebug = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bDebug)
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
if (bIsDebugBuild)
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "debug"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "debug"));
}
else
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "release"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "release"));
}
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, LibraryName));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, LibraryName));
PublicAdditionalLibraries.Add(LibraryPathAnroidArm64);
PublicAdditionalLibraries.Add(LibraryPathAnroidx64);
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
if (bIsDebugBuild)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
PublicAdditionalLibraries.Add(LibraryPath);
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
PublicAdditionalLibraries.Add(LibraryPath);
}
}
@@ -35,6 +35,8 @@
#include "SGCore/SGDeviceList.h"
#include "Templates/SubclassOf.h"
#include "SGCore/SGBetaDevice.h"
#include "SGCore/SGDevice.h"
#include "SGCore/SGDeviceImplCast.h"
@@ -80,70 +80,28 @@ public class SenseGloveCoreImpl : ModuleRules
string SourceDirectory = Path.GetFullPath(Path.Combine(PluginRootDirectory, "Source"));
string ThirdPartyDirectory = Path.GetFullPath(Path.Combine(SourceDirectory, "ThirdParty"));
string LibraryPath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "lib"));
string LibraryPathAnroidArm64 = "";
string LibraryPathAnroidx64 = "";
string LibraryName = "sgcore";
if (Target.Platform == UnrealTargetPlatform.Android)
bool bIsAndroid = Target.IsInPlatformGroup(UnrealPlatformGroup.Android);
bool bIsLinux = Target.Platform == UnrealTargetPlatform.Linux;
bool bIsLinuxArm64 = Target.Platform == UnrealTargetPlatform.LinuxArm64;
bool bIsWin64 = Target.IsInPlatformGroup(UnrealPlatformGroup.Windows) &&
Target.WindowsPlatform.Architecture == UnrealArch.X64;
bool bIsDebugBuild = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "android"));
#if UE_5_1_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r25b"));
#elif UE_5_0_OR_LATER
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "r21e"));
#else
Debug.Assert(false, "Developing for Android on UE versions older than 5.0 is not supported!");
#endif
#if UE_5_2_OR_LATER
if (Target.Architecture == UnrealArch.Arm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
}
else if (Target.Architecture == UnrealArch.X64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
}
else
{
Debug.Assert(false, "Unsupported Android architecture!");
}
#else
IAndroidToolChain ToolChain = AndroidExports.CreateToolChain(Target.ProjectFile);
List<string> Architectures = ToolChain.GetAllArchitectures();
foreach (string Arch in Architectures)
{
if (Arch == "-arm64")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
break;
}
else if (Arch == "-armv7")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "armv7"));
break;
}
else if (Arch == "-x64")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
break;
}
else if (Arch == "-86")
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86"));
break;
}
else
{
Debug.Assert(false, "Unsupported Android architecture!");
break;
}
}
#endif
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPath, "arm64"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPath, "x64"));
LibraryName = string.Format("lib{0}.a", LibraryName);
}
else if (Target.Platform == UnrealTargetPlatform.Linux)
else if (bIsLinux)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
@@ -160,11 +118,7 @@ public class SenseGloveCoreImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "x86-64"));
}
#if UE_5_0_OR_LATER
else if (Target.Platform == UnrealTargetPlatform.LinuxArm64)
#else
else if (Target.Platform == UnrealTargetPlatform.LinuxAArch64)
#endif
else if (bIsLinuxArm64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "linux"));
LibraryName = string.Format("lib{0}.a", LibraryName);
@@ -181,7 +135,7 @@ public class SenseGloveCoreImpl : ModuleRules
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "aarch64"));
}
else if (Target.Platform == UnrealTargetPlatform.Win64)
else if (bIsWin64)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "win64"));
switch (Target.WindowsPlatform.Compiler)
@@ -200,6 +154,7 @@ public class SenseGloveCoreImpl : ModuleRules
Debug.Assert(false, "Unsupported engine version or compiler!");
break;
}
LibraryName = string.Format("{0}.lib", LibraryName);
}
else
@@ -207,20 +162,41 @@ public class SenseGloveCoreImpl : ModuleRules
Debug.Assert(false, "Unsupported platform!");
}
bool bDebug = (Target.Configuration == UnrealTargetConfiguration.Debug);
if (bDebug)
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
if (bIsAndroid)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
if (bIsDebugBuild)
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "debug"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "debug"));
}
else
{
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, "release"));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, "release"));
}
LibraryPathAnroidArm64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidArm64, LibraryName));
LibraryPathAnroidx64 = Path.GetFullPath(Path.Combine(LibraryPathAnroidx64, LibraryName));
PublicAdditionalLibraries.Add(LibraryPathAnroidArm64);
PublicAdditionalLibraries.Add(LibraryPathAnroidx64);
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
if (bIsDebugBuild)
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "debug"));
}
else
{
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, "release"));
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
PublicAdditionalLibraries.Add(LibraryPath);
}
LibraryPath = Path.GetFullPath(Path.Combine(LibraryPath, LibraryName));
string IncludePath = Path.GetFullPath(Path.Combine(ThirdPartyDirectory, "include"));
PrivateIncludePaths.Add(IncludePath);
PublicAdditionalLibraries.Add(LibraryPath);
}
}
@@ -35,6 +35,8 @@
#pragma once
#include "HAL/Platform.h"
#if PLATFORM_ANDROID
#include "Android/AndroidJavaEnv.h"
@@ -35,6 +35,8 @@
#pragma once
#include "HAL/Platform.h"
#if PLATFORM_ANDROID
#include "Android/AndroidJavaEnv.h"
@@ -35,6 +35,8 @@
#pragma once
#include "HAL/Platform.h"
#if PLATFORM_ANDROID
#include "Android/AndroidJavaEnv.h"
@@ -37,6 +37,7 @@
#include "ISettingsModule.h"
#include "ISettingsSection.h"
#include "Modules/ModuleManager.h"
#include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h"
@@ -41,6 +41,9 @@
#include "SGAngles.h"
#include "Containers/Array.h"
#include "Containers/StringConv.h"
#include "Math/Quat.h"
#include "Math/Rotator.h"
#include "Math/Vector.h"
#include "Templates/UnrealTemplate.h"
#include "SGUtils/SGUnits.h"
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