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342 Commits
Author SHA1 Message Date
Mamadou Babaei 21b2e3371e bump the plugin version to v1.4.3 2023-06-01 23:30:53 +02:00
Mamadou Babaei 9eb818e867 update the changelog 2023-06-01 23:30:53 +02:00
Mamadou Babaei fee9657be4 fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:30:52 +02:00
Mamadou Babaei c276a6ef40 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:30:52 +02:00
Mamadou Babaei 698653c786 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:30:51 +02:00
Mamadou Babaei 4688c0690c bump the plugin version to v1.4.2 2023-06-01 21:46:06 +02:00
Mamadou Babaei ca07b6c6a9 update the changelog 2023-06-01 21:46:06 +02:00
Mamadou Babaei f1d0d77a13 fix the changelog typos and errors 2023-06-01 21:46:05 +02:00
Mamadou Babaei 3fd2421446 minor grammatical fix 2023-06-01 21:46:05 +02:00
Mamadou Babaei 738e1af1f9 update the changelog with unreleased changes 2023-06-01 21:46:04 +02:00
Mamadou Babaei d7c835ce79 fix an edit condition parsing failure that caused a bug in the settings
system where the virtual hand and the wrist tracker debug gizmos where
always drawn, regardless of chosen settings
2023-06-01 21:46:04 +02:00
Mamadou Babaei a245094c81 fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:46:04 +02:00
Mamadou Babaei dc1c3c7f7f fix typos in the changelog 2023-06-01 21:46:03 +02:00
Mamadou Babaei 1e78c68f1f fix a typo in the changelog 2023-06-01 21:46:03 +02:00
Mamadou Babaei 943f8c59b3 fix the changelog 2023-06-01 21:46:02 +02:00
Mamadou Babaei 4e9c141282 fix a typo in the changelog 2023-06-01 21:46:02 +02:00
Mamadou Babaei 4b1caccd10 minor fix in the changelog 2023-06-01 21:46:01 +02:00
Mamadou Babaei 1cc4dab31f bump the plugin version v1.4.1 2023-05-29 02:09:44 +02:00
Mamadou Babaei 76e39c26b6 log unreleased changes 2023-05-29 02:09:43 +02:00
Mamadou Babaei 66b8c5e254 remove dead gradle code from the android module 2023-05-29 02:09:43 +02:00
Mamadou Babaei d1583f97fe supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:09:42 +02:00
Mamadou Babaei 5d2abd62b9 bump the plugin version to v1.4.0 2023-05-19 19:02:10 +02:00
Mamadou Babaei a66185061f supress the build warning for ue 4.27 complaining about unknown target platform linux arm64 2023-05-19 18:44:30 +02:00
Mamadou Babaei 6fb1ccaee5 fix linux aarch64 build issues on ue 5.0 2023-05-19 18:36:15 +02:00
Mamadou Babaei c491c79e27 remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:36:15 +02:00
Mamadou Babaei 55e9a67592 implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:12:14 +02:00
Mamadou Babaei 9519d5e49b temporarily disable the debug gizmo for the virtual hand and the wrist tracker due to an esoteric bug in the settings system 2023-05-19 18:12:14 +02:00
Mamadou Babaei eaa5fbb1df remove commented code 2023-05-19 18:12:13 +02:00
Mamadou Babaei 50a0a81a0b increase the default finger tips collider sizes 2023-05-19 18:12:13 +02:00
Mamadou Babaei 818f926137 get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:12:12 +02:00
Mamadou Babaei 4453c2b61f fix a potential crash 2023-05-19 18:12:12 +02:00
Mamadou Babaei fc9a1fc0d7 stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:12:11 +02:00
Mamadou Babaei 955e5fee9b set the default attachment rotation rule to keep relative 2023-05-19 18:12:11 +02:00
Mamadou Babaei b33125dbbd set the default attachment scale rule to snap to target 2023-05-19 18:12:11 +02:00
Mamadou Babaei 8976e4c04d do not affect collision when grab/release 2023-05-19 18:12:10 +02:00
Mamadou Babaei fb7f42ed09 refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:12:10 +02:00
Mamadou Babaei 93f24493d6 refactor the grab/touch logic and data structure and also cache the component ready to be grabbed in order to affect its physics state 2023-05-19 18:12:09 +02:00
Mamadou Babaei 0ac79a81a1 try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:12:09 +02:00
Mamadou Babaei 1363e292cc add grab sucess/fail checks with error messages 2023-05-19 18:12:08 +02:00
Mamadou Babaei 2fbfbd3067 add ensure checks on the grab socket name 2023-05-19 18:12:08 +02:00
Mamadou Babaei 02a88d2977 move socket name to a temp var for easier debugging 2023-05-19 18:12:08 +02:00
Mamadou Babaei 8f50017365 move attachment rules to a temp var for easier debugging 2023-05-19 18:12:07 +02:00
Mamadou Babaei b03d8970ab fix a release-detection logic error 2023-05-19 18:12:07 +02:00
Mamadou Babaei 4cc2f8a110 clean up and simplify the touch callback lambda 2023-05-19 18:12:06 +02:00
Mamadou Babaei 98db0e32a5 update the changelog 2023-05-19 18:12:06 +02:00
Mamadou Babaei 1159fc845a force off haptic commands when collision ends 2023-05-19 18:12:05 +02:00
Mamadou Babaei 3185d7a6f2 only send force-feedback and buzz commands when they are not zero 2023-05-19 18:12:05 +02:00
Mamadou Babaei de19604e19 update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:12:05 +02:00
Mamadou Babaei 5fb888346f add a note about abi/api breaking changes 2023-05-19 18:12:04 +02:00
Mamadou Babaei 349b25988c bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:12:03 +02:00
Mamadou Babaei dd7d9e044d removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:12:03 +02:00
Mamadou Babaei 7c07a1e709 try to fix various build issues with the senseglove core types module 2023-05-19 18:12:02 +02:00
Mamadou Babaei b11a169b64 fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:12:02 +02:00
Mamadou Babaei 4eb69ea798 whitelist all modules for linuxarm64 target platform 2023-05-19 18:12:01 +02:00
Mamadou Babaei 8896d77b32 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:12:01 +02:00
Mamadou Babaei 8f9724b726 fix a build error where engine versions are < 5.2 2023-05-19 18:12:00 +02:00
Mamadou Babaei 56131693f0 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:11:59 +02:00
Mamadou Babaei 22af36b9ad fix a circular dependency build issue 2023-05-19 18:11:58 +02:00
Mamadou Babaei 472c014a5e add a missing dependency that causes packaging issues 2023-05-19 18:11:58 +02:00
Mamadou Babaei d6b821903a capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:11:57 +02:00
Mamadou Babaei 26f9305364 fix a crash due to uninitialized pimpl object 2023-05-19 18:11:57 +02:00
Mamadou Babaei b2a09ca7b8 fix lambda crashes and ensure logic bugs 2023-05-19 18:11:56 +02:00
Mamadou Babaei 77092ce04c complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:11:56 +02:00
Mamadou Babaei b93ca620b5 add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:11:55 +02:00
Mamadou Babaei 732894fbe2 expose the connected glove in the virtual hand's api 2023-05-19 18:11:55 +02:00
Mamadou Babaei 2ddfaecc0d add static get component methods for quickly accessing grab/touch components 2023-05-19 18:11:55 +02:00
Mamadou Babaei 912b9e0d39 remove the variable names from the grab/touch signatures 2023-05-19 18:11:54 +02:00
Mamadou Babaei ddb368440c add the grab/touch state update events 2023-05-19 18:11:54 +02:00
Mamadou Babaei 579cf55dc4 update the changelog 2023-05-19 18:11:53 +02:00
Mamadou Babaei ccd2ac2ad9 fix a crash by removing wrong delegate binds 2023-05-19 18:11:53 +02:00
Mamadou Babaei 897394fbf2 add a buzz timeout uproperty 2023-05-19 18:11:52 +02:00
Mamadou Babaei 0849a64a55 merge all properties inside the grab component into one group 2023-05-19 18:11:52 +02:00
Mamadou Babaei aca8c4c534 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:11:52 +02:00
Mamadou Babaei 90b5a886df Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:11:51 +02:00
Mamadou Babaei 1e0501966f move force-feedback properties from the touch component to the grab component 2023-05-19 18:11:51 +02:00
Mamadou Babaei 18ec23251c cache which finger can grab or touch objects 2023-05-19 18:11:50 +02:00
Mamadou Babaei c9ef501868 set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:11:50 +02:00
Mamadou Babaei 4dad555486 add the api for getting/setting touch properties 2023-05-19 18:11:49 +02:00
Mamadou Babaei 7a83ad5877 add the api for getting/setting grab properties 2023-05-19 18:11:49 +02:00
Mamadou Babaei 708d35fd59 add a grab socket uproperty, getters, and setters 2023-05-19 18:11:49 +02:00
Mamadou Babaei d6e53d45bd whitespace fix 2023-05-19 18:11:48 +02:00
Mamadou Babaei a4176fbca7 differentiate the default grab/touch socket names 2023-05-19 18:11:48 +02:00
Mamadou Babaei ea29e1020e integrate the touch component and colliders and rename the grab ones 2023-05-19 18:11:47 +02:00
Mamadou Babaei 5a697e567e add a touch component intended to be used for force-feedback 2023-05-19 18:11:47 +02:00
Mamadou Babaei 9a40ee4fcd add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 18:11:46 +02:00
Mamadou Babaei 8e945ecb2a document the unreleased changes 2023-05-19 18:11:46 +02:00
Mamadou Babaei c43efc6f59 fix blueprint signatures and make all bp exposed functions static 2023-05-19 18:11:46 +02:00
Mamadou Babaei 031abc5845 formatting fix 2023-05-19 18:11:45 +02:00
Mamadou Babaei 1980a8da54 document a missing changelog item 2023-05-19 18:11:45 +02:00
Mamadou Babaei b2cd582813 Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 18:11:44 +02:00
Mamadou Babaei 5e787278dd bump the plugin version to v1.3.1 2023-04-28 02:13:19 +02:00
Mamadou Babaei 66efa0b0de temporarily revert changes that are not part of the v1.3.1 release 2023-04-28 02:13:19 +02:00
Mamadou Babaei 43c41dbdcb fix runuat rocket build issues by adding the missing headers 2023-04-28 02:13:19 +02:00
Mamadou Babaei 4000682362 document the senseglove debug module 2023-04-28 02:13:18 +02:00
Mamadou Babaei 89d1288ec2 document unreleased changes 2023-04-28 02:13:18 +02:00
Mamadou Babaei 0a505e3211 Revert "temporarily revert changes that are not part of the v1.3.0 release"
This reverts commit 6a0f2a00a1.
2023-04-28 02:13:17 +02:00
Mamadou Babaei 9dd6b8c096 bump the plugin version to v1.3.0 2023-04-28 01:21:22 +02:00
Mamadou Babaei 14c026e1ff temporarily revert changes that are not part of the v1.3.0 release 2023-04-28 01:21:22 +02:00
Mamadou Babaei 3adbe0f0ee bump senseglove libraries for linux and android to v2.6.0-aac3d56 2023-04-28 01:21:21 +02:00
Mamadou Babaei fb3704f25d bump the senseglove libraries for windows/msvc to v2.6.0-aac3d56 2023-04-28 01:21:20 +02:00
Mamadou Babaei 8e63d9987e document recent changes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 1edd20004c document the senseglove libraries bump in the changelog 2023-04-28 01:21:20 +02:00
Mamadou Babaei 71b0334a60 adjust senseglove/unreal coordinate system conversions according to changes in the recent sgcore release 2023-04-28 01:21:20 +02:00
Mamadou Babaei 2014f3a035 fix a gramatical error 2023-04-28 01:21:20 +02:00
Mamadou Babaei 42e210af45 add a debug virtual hand and some other fixes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 7b233c6476 fix the hand right hand offset 2023-04-28 01:21:20 +02:00
Mamadou Babaei 93f4f47afe remove redundant headers 2023-04-28 01:21:20 +02:00
Mamadou Babaei 52fc61df7f fix debug gizmo default colors 2023-04-28 01:21:20 +02:00
Mamadou Babaei d027f8564b refactor the debug gizmo draw method 2023-04-28 01:21:20 +02:00
Mamadou Babaei 61e2f6a6ba update the changelog with unreleased changes 2023-04-28 01:21:20 +02:00
Mamadou Babaei 6e49d38907 refactor the wrist tracker's debug gzmo settings into a ustruct in order to be re-used 2023-04-28 01:21:20 +02:00
Mamadou Babaei 890378a0df fix gizmo drawing issue happens due to a null world object 2023-04-28 01:21:20 +02:00
Mamadou Babaei fb2503a8db add a new generic senseglove debug module 2023-04-28 01:21:20 +02:00
Mamadou Babaei 5b1dd49da2 add the base implementation for the senseglove grab component 2023-04-28 01:21:20 +02:00
Mamadou Babaei 3c49dcf658 increase the default DebugWristTrackerGizmoLength value in the plugin's settings 2023-04-28 01:21:20 +02:00
Mamadou Babaei 2d2cef372d increase the default DebugWristTrackerGizmoLength value on the wrist tracker 2023-04-28 01:21:20 +02:00
Mamadou Babaei 56afd24b4b document unreleased changes 2023-04-28 01:21:19 +02:00
Mamadou Babaei a2465e017b fix the wrong hand offset calculations 2023-04-28 01:21:19 +02:00
Mamadou Babaei cfef8fa303 fix the wrong tracker origin calculations 2023-04-28 01:21:19 +02:00
Mamadou Babaei e788117eaf fix the platform support matrix for unreal versions >= 5.0 2023-04-20 15:55:58 +02:00
Mamadou Babaei c020ee8e30 minor code improvements and clean up 2023-04-20 15:55:57 +02:00
Mamadou Babaei b5ecede76f fix the directory structure 2023-04-11 21:06:00 +02:00
Mamadou Babaei cca67f9967 remove the development virtual hand mesh from master and all the release branches 2023-04-11 20:58:58 +02:00
Mamadou Babaei 18ce1d32ac bump the plugin version to v1.2.1 2023-03-30 06:43:21 +02:00
Mamadou Babaei 8d868c4b4c add the engine settings module into the private include paths for the senseglove settings module in order to solve run uat build issues 2023-03-30 06:22:48 +02:00
Mamadou Babaei 6102133433 remove the engine settings module from the senseglove module's private dependencies list 2023-03-30 06:15:57 +02:00
Mamadou Babaei 70a674b51c remove the launch and settings from the android module's private includes 2023-03-30 06:07:49 +02:00
Mamadou Babaei b33a0c3a04 bump the plugin version to v1.2.0 2023-03-28 21:39:34 +02:00
Mamadou Babaei 16abee7e30 add the new dev/test hand model (this hand mesh is not meant to be published) 2023-03-28 18:29:06 +02:00
Mamadou Babaei e978383a7c alternative approach to constructor helpers in order to set the default hand mesh as it won't causes annoying ue pop-up cdo messages 2023-03-28 18:29:06 +02:00
Mamadou Babaei ace4d935bc remove the old virtual hand model mesh 2023-03-28 18:29:06 +02:00
Mamadou Babaei d8ce1e41cf fix the hand animation implementation and angle conversions to work with the standard ue5.1+ hand from epic 2023-03-28 18:29:05 +02:00
Mamadou Babaei 139d2ede99 add missing paths headers that causes uat build issues 2023-03-28 11:48:35 +02:00
Mamadou Babaei 1d74105bd3 add missing vershon headers and clean up unused headers 2023-03-28 11:48:34 +02:00
Mamadou Babaei badd49612e fix uat errors C4458 when building the virtual hand component 2023-03-28 11:23:10 +02:00
Mamadou Babaei ed91c07786 remove SGContentBrowserExtension_SKeleton and clean up the editor module 2023-03-28 10:37:57 +02:00
Mamadou Babaei 45dcf00bfa remove SGAssetTypeActions_Skeleton, SGSkeletonEditor, and SGSkeletonEditorCommands classes 2023-03-28 10:37:57 +02:00
Mamadou Babaei bbc737100d add a content browser extension as an alternative to modify the ref pose 2023-03-28 10:37:57 +02:00
Mamadou Babaei 8bcdbabc8b add log template specialization for ftransform 2023-03-28 10:37:57 +02:00
Mamadou Babaei ade21e02e5 add new experiments with the SGAssetTypeActions_Skeleton 2023-03-28 10:37:57 +02:00
Mamadou Babaei 6405fb2345 add custom asset type actions for skeletons 2023-03-28 10:37:57 +02:00
Mamadou Babaei 3605b5e029 add a message dialog and instruct the user to use the context menu in order to save the skeleton asset 2023-03-28 10:37:57 +02:00
Mamadou Babaei 8aeda537ab fix a deprecation warning on ue5 2023-03-28 10:37:57 +02:00
Mamadou Babaei e977af1fd5 minor changelog fix 2023-03-28 10:37:56 +02:00
Mamadou Babaei 5823c41576 document the android calibration in the changelog 2023-03-28 10:37:56 +02:00
Mamadou Babaei da09d43307 add virtual destructors 2023-03-28 10:37:56 +02:00
Mamadou Babaei 456a270bed fix the skeleton editor crash with a working button from senseglove on the toolbar 2023-03-28 10:37:56 +02:00
Mamadou Babaei 9c27b51df4 first attemp at extending the skeleton editor that also crashes the editor once opened 2023-03-28 10:37:56 +02:00
Mamadou Babaei 330a158f64 add missing header that causes build issues on ue 4.27 2023-03-28 10:37:56 +02:00
Mamadou Babaei 29fdcc51c7 update the changelog 2023-03-28 10:37:56 +02:00
Mamadou Babaei fe58b440a9 clean up editor code from the virtual hand actor in order to fix wrist tracking issues 2023-03-28 10:37:56 +02:00
Mamadou Babaei d962804a49 force the wrist tracker to track the right hand on init/begin/construct 2023-03-28 10:37:56 +02:00
Mamadou Babaei 1340bc875c add event handler lambdas for wrist tracker component of the virtual ahnd actor 2023-03-28 10:37:56 +02:00
Mamadou Babaei ef8d77043f functional wrist tracker component 2023-03-28 10:37:56 +02:00
Mamadou Babaei 9ea59a4197 add an almost complete wrist tracker component implementation 2023-03-28 10:37:56 +02:00
Mamadou Babaei 75185406da fix multiple issues with the virtual hand component and the plugin settings 2023-03-28 10:37:56 +02:00
Mamadou Babaei e85488c217 explicitly assign motion controllers to the proper hands 2023-03-28 10:37:56 +02:00
Mamadou Babaei a5c441230a bump senseglove libraries windows/msvc to v2.5.0-8069342 2023-03-28 10:37:56 +02:00
Mamadou Babaei c0dc9e4183 bump senseglove libraries and headers for linux and android to v2.5.0-8069342 2023-03-28 10:37:54 +02:00
Mamadou Babaei 56f26a3532 add new settings accessors for c++ and blueprints 2023-03-28 10:37:54 +02:00
Mamadou Babaei 2882b577e2 add wrist tracking debug settings 2023-03-28 10:37:54 +02:00
Mamadou Babaei bcb84edf59 allow setting custom hardware offset through the plugin settings 2023-03-28 10:37:53 +02:00
Mamadou Babaei 672c63b51f add missing engine module that causes build issues on android 2023-03-28 10:37:53 +02:00
Mamadou Babaei 02f27b7ac0 move the pimpl initialization to the constructor 2023-03-28 10:37:53 +02:00
Mamadou Babaei 6c2ff82176 move the defaults to the constructor 2023-03-28 10:37:53 +02:00
Mamadou Babaei 7634328e44 make the senseglove settings a singleton with engine subsystem lifetime and fix the blueprint accessors 2023-03-28 10:37:53 +02:00
Mamadou Babaei 12daff0a1b add the senseglove settings kismet module 2023-03-28 10:37:53 +02:00
Mamadou Babaei 18159ec740 some improvements for the settings module 2023-03-28 10:37:53 +02:00
Mamadou Babaei ba459504e0 minor fixes in the settings module 2023-03-28 10:37:53 +02:00
Mamadou Babaei 15b1389fad add a senseglove settings manager module 2023-03-28 10:37:53 +02:00
Mamadou Babaei bb41b195e2 fix the changelog typos and errors 2023-03-28 10:37:53 +02:00
Mamadou Babaei 528b97390b whitespace fix 2023-03-28 10:37:53 +02:00
Mamadou Babaei db38deff27 add special android directory methods and initialization args 2023-03-28 10:37:52 +02:00
Mamadou Babaei c665b65512 initial attempt at implementing android calibration 2023-03-28 10:37:52 +02:00
Mamadou Babaei 1f957a056b bump senseglove libraries and headers for linux and android to v2.4.3-2eceacb 2023-03-28 10:37:52 +02:00
Mamadou Babaei 3c34c5c493 virtual hand fixes especially for android 2023-03-28 10:37:51 +02:00
Mamadou Babaei 1266ca5feb fix virtual hand crashes and editor visibility issues 2023-03-28 10:37:51 +02:00
Mamadou Babaei 244d2d91fe fix comments 2023-03-28 10:37:51 +02:00
Mamadou Babaei f000901b35 fix android architecture detection issues on ue 5.2 2023-03-28 10:37:51 +02:00
Mamadou Babaei ad4b527847 add a temporary workaround for the android crashes and the hidden if glove not found functionality 2023-03-28 10:37:51 +02:00
Mamadou Babaei ebb0b02805 fix native-toolchain v19 build issues 2023-03-28 10:37:51 +02:00
Mamadou Babaei 8912292f59 integrate the virtual hand into the sgpawn 2023-03-28 10:37:51 +02:00
Mamadou Babaei 72f9b35a71 clarify android on 5.2 is not supported, yet 2023-03-28 10:37:51 +02:00
Mamadou Babaei 9ea132a98a minor fixes 2023-03-28 10:37:51 +02:00
Mamadou Babaei 611ea0438a update the changelog in order to reflect the latest status of unreleased changes 2023-03-28 10:37:51 +02:00
Mamadou Babaei 5f95972a05 dump some animation errors to the logs inside the editor instead of crashing 2023-03-28 10:37:51 +02:00
Mamadou Babaei 685a200577 working in-editor hand animation 2023-03-28 10:37:51 +02:00
Mamadou Babaei e0dd8d2ff0 distinguish between virtual hand actor and component and animate the component 2023-03-28 10:37:50 +02:00
Mamadou Babaei 8ad01e0be9 add a new component-based class for the virtual hand 2023-03-28 10:37:50 +02:00
Mamadou Babaei bed2280b1d add an empty sgpawn kismet library class 2023-03-28 10:37:50 +02:00
Mamadou Babaei ac5da45507 document the new senseglove core types module 2023-03-28 10:37:50 +02:00
Mamadou Babaei 769e59cd05 add the virtual hand kismet library 2023-03-28 10:37:50 +02:00
Mamadou Babaei 88211f903d minor commit fix 2023-03-28 10:37:50 +02:00
Mamadou Babaei c11f654996 drop the redundant sgconnecttypes 2023-03-28 10:37:50 +02:00
Mamadou Babaei dd4e1d8a00 move all sg array types into their corresponding *core modules 2023-03-28 10:37:50 +02:00
Mamadou Babaei 73aee75b9b minor api validation fixes 2023-03-28 10:37:50 +02:00
Mamadou Babaei 8659e75e1e minor fix 2023-03-28 10:37:50 +02:00
Mamadou Babaei ba8e67865e bump senseglove libraries windows to v2.4.2-ba98cec 2023-03-28 10:37:50 +02:00
Mamadou Babaei d1b777336c bump senseglove libraries and headers for linux and android to v2.4.2-ba98cec 2023-03-28 10:37:49 +02:00
Mamadou Babaei 3edc108c89 remove the redundant sgplatform from the sgconnectimpl module 2023-03-28 10:37:48 +02:00
Mamadou Babaei cad7acb96c purge the core impl module's dead code for the dropped engine versions: 4.22 to 4.26 and define SG_NOEXCEPT 2023-03-28 10:37:48 +02:00
Mamadou Babaei 67b7f689df document 4.22 to 4.26 purge in the changelog 2023-03-28 10:37:48 +02:00
Mamadou Babaei 95e25aca4a initial attempt to cleanup dead code from the dropped engine versions: 4.22 to 4.26 2023-03-28 10:37:48 +02:00
Mamadou Babaei 0cecc3b1cb update the remarks section in readme file to reflect the latest platform support state 2023-03-28 10:37:48 +02:00
Mamadou Babaei 1b171ae653 update the changelog for unreleased changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei ed0949224c update the platform support matrix 2023-03-28 10:37:48 +02:00
Mamadou Babaei 602f81f418 whitespace fix 2023-03-28 10:37:48 +02:00
Mamadou Babaei 3d3f6a6211 update the changelog for unreleased changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei aaad9d1da2 update unreal api to take care of radians/degrees conversions where possible 2023-03-28 10:37:48 +02:00
Mamadou Babaei e87f343e32 add more utility functions and templates for angles, specifically for handling floats 2023-03-28 10:37:48 +02:00
Mamadou Babaei ca0956d81b almost working hand mondel animation adjusted to the api changes 2023-03-28 10:37:48 +02:00
Mamadou Babaei 9e36e66c9b rename sguitls/sgcoordinates utility class to sgangles and convert angles from radians to degrees and vice-versa between unreal and senseglove 2023-03-28 10:37:48 +02:00
Mamadou Babaei 368f12482a minor initialization fixes 2023-03-28 10:37:47 +02:00
Mamadou Babaei 7ceb338990 minor fix: move temp a variable 2023-03-28 10:37:47 +02:00
Mamadou Babaei c47b2a9d32 mark a method as const 2023-03-28 10:37:47 +02:00
Mamadou Babaei 1039990fb1 clean up redundant hand animation code 2023-03-28 10:37:47 +02:00
Mamadou Babaei 5d45dbe9d9 remove redundant reset to ref pose call 2023-03-28 10:37:47 +02:00
Mamadou Babaei e2d154a01c use rotators instead of quats 2023-03-28 10:37:47 +02:00
Mamadou Babaei 5b0581277d improve the virtual hand model animation 2023-03-28 10:37:47 +02:00
Mamadou Babaei 656ef3c719 rely on the reference pose instead of caching poses 2023-03-28 10:37:47 +02:00
Mamadou Babaei 00d09c1fd1 improved virtual hand model animation 2023-03-28 10:37:47 +02:00
Mamadou Babaei fecf0606a4 bump senseglove libraries for windows/msvc to v2.4.1-d551398 2023-03-28 10:37:46 +02:00
Mamadou Babaei 209c7cce41 mention functional linux development support in the changelog 2023-03-28 10:37:46 +02:00
Mamadou Babaei 4c7afbc72c bump senseglove libraries and headers for linux and android to v2.4.1-d551398 2023-03-28 10:37:45 +02:00
Mamadou Babaei 09d8ea15f8 bump senseglove libraries for windows/msvc to v2.4.0-dc6c34b 2023-03-28 10:37:44 +02:00
Mamadou Babaei f7b6d4142a bump senseglove libraries and headers for linux and android to v2.4.0-dc6c34b 2023-03-28 10:37:43 +02:00
Mamadou Babaei 108cdf44f0 bump senseglove libraries for windows/msvc to v2.3.0-a9726bf 2023-03-28 10:37:43 +02:00
Mamadou Babaei 193d75f010 bump senseglove libraries for linux and android to the first fully linux-aware version: v2.3.0-a9726bf 2023-03-28 10:37:41 +02:00
Mamadou Babaei 186fd4238f apply the transform to the output pose 2023-03-28 10:37:41 +02:00
Mamadou Babaei d9df793987 try a component transform 2023-03-28 10:37:41 +02:00
Mamadou Babaei 3d6238cf94 add quat template specialization to the sglog module 2023-03-28 10:37:41 +02:00
Mamadou Babaei 685f2c4fea fix the EvaluateSkeletalControl_AnyThread crash 2023-03-28 10:37:41 +02:00
Mamadou Babaei 5357ae21cf revert back the last commit and ignore the last joint 2023-03-28 10:37:41 +02:00
Mamadou Babaei 1c9bf84d33 try an alternate implementation for copying animation data in order to remedy the virtual hand crash 2023-03-28 10:37:41 +02:00
Mamadou Babaei 5d585c27ec bump senseglove thrid-party libraries for windows to v2.2.4-1eda0d8 2023-03-28 10:37:41 +02:00
Mamadou Babaei 2d1cb0bb8f bump senseglove libraries for linux and android to v2.2.4-1eda0d8 2023-03-28 10:37:39 +02:00
Mamadou Babaei 3b8be231aa bump senseglove headers and libraries for linux and android to v2.2.3-39b3c2b 2023-03-28 10:37:39 +02:00
Mamadou Babaei f84a744110 bump senseglove thrid-party libraries for windows to v2.2.3-39b3c2b 2023-03-28 10:37:38 +02:00
Mamadou Babaei 06cb6a1f8f bump senseglove headers and libraries for linux and android to v2.2.2-1725b91 2023-03-28 10:37:38 +02:00
Mamadou Babaei 9f3054ddc0 bump senseglove thrid-party libraries for windows to v2.2.2-1725b91 2023-03-28 10:37:37 +02:00
Mamadou Babaei f75863fedc add the msvc141 third-party directory to the directory tree 2023-03-28 10:37:36 +02:00
Mamadou Babaei f72c595371 add the android module to the directory tree 2023-03-28 10:37:36 +02:00
Mamadou Babaei 9ebc24ebdd document the directory structure changes 2023-03-28 10:37:36 +02:00
Mamadou Babaei f7701cfd92 bump windows/msvc binaries to v2.2.1-ca2f23d 2023-03-28 10:37:36 +02:00
Mamadou Babaei c26f200aa5 update senseglove libraries to v2.2.1-ca2f23d with per engine segregated android ndk support 2023-03-28 10:37:35 +02:00
Mamadou Babaei 25b658657c updated documentation for the directory structure 2023-03-28 10:37:35 +02:00
Mamadou Babaei 578bbb29a5 remove redundant Source/ThirdParty/lib/oculus directories 2023-03-28 10:37:35 +02:00
Mamadou Babaei 5e7b127324 updated documentation for the directory structure 2023-03-28 10:37:35 +02:00
Mamadou Babaei f31cfc6a34 update the platform support matrix 2023-03-28 10:37:34 +02:00
Mamadou Babaei caf92df577 bump senseglove headers and libraries for windows/msvc to v2.2.0-eed9611 2023-03-28 10:37:34 +02:00
Mamadou Babaei cc6679a38c log the unreleased changes 2023-03-28 10:37:34 +02:00
Mamadou Babaei 3a8edb6190 bump senseglove headers and libraries for linux and android to v2.2.0-eed9611 2023-03-28 10:37:33 +02:00
Mamadou Babaei a5fcd2e567 remove archaic pre-public-release dead code 2023-03-28 10:37:33 +02:00
Mamadou Babaei 2f2aafea65 virtual hand implementation with a crash from calling EvaluateSkeletalControl_AnyThread 2023-03-28 10:37:33 +02:00
Mamadou Babaei e951d0c426 fix impl owners 2023-03-28 10:37:33 +02:00
Mamadou Babaei d4e0b22839 add partion implementation of the virtual hand 2023-03-28 10:37:33 +02:00
Mamadou Babaei e54287ed7e fix vr hand asset issues 2023-03-28 10:37:33 +02:00
Mamadou Babaei 46ea6266a5 add senseglove module base classes 2023-03-28 10:37:33 +02:00
Mamadou Babaei 68f853abad add the virtual hand assets 2023-03-28 10:37:33 +02:00
Mamadou Babaei 3d3fcd2881 punctuation fix 2023-03-28 10:37:33 +02:00
Mamadou Babaei 2319052306 bump the plugin version to v1.1.1 2023-02-07 12:11:35 +01:00
Mamadou Babaei b8aeea558c move launch and settings module to PrivateIncludePathModuleNames from PrivateDependencyModuleNames in order to pass runuat tests 2023-02-07 11:39:01 +01:00
Mamadou Babaei 4680aedd24 Bump SenseGlove libraries for Windows/MSVC to v2.1.2-95ec6e7 2023-02-07 10:58:09 +01:00
Mamadou Babaei fbe7236b75 fix formatting 2023-02-07 10:58:09 +01:00
Mamadou Babaei 61ce2cfc7c add support for android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a 2023-02-07 10:58:09 +01:00
Mamadou Babaei ca3594026b bump senseglove libraries for linux to v2.1.2-95ec6e7 2023-02-07 10:58:08 +01:00
Mamadou Babaei d39320e00c update the changelog with initiali support for ue5.2 2023-02-07 10:58:08 +01:00
Mamadou Babaei d792a57291 add initial ue5.2 support to the build system along with linux third-party libraries 2023-02-07 10:58:08 +01:00
Mamadou Babaei 9ed5cbbbd8 fix gitignore rules for the Source/ThirdParty directory 2023-02-07 10:58:08 +01:00
Mamadou Babaei 1545878a9d bump senseglove libraries for windows/msvc to v2.1.1-0569c74 2023-02-07 10:58:07 +01:00
Mamadou Babaei 8dbfc7ce47 bump the plugin version to v1.1.0 2023-02-03 13:44:57 +01:00
Mamadou Babaei e50f85a919 switch to sgconnect for android v1.1.0 extracted from the .arr file shipped with our unity plugin 2023-02-03 13:44:57 +01:00
Mamadou Babaei 58504effbc bump senseglove libraries to v2.1.1-0569c74 2023-02-03 13:44:57 +01:00
Mamadou Babaei cebba656fe use the correct writehaptics signature extracted from the .jar file 2023-02-03 13:44:57 +01:00
Mamadou Babaei 897fa5c5d3 mention sgconnect for android as an added dependency in the changelog 2023-02-03 13:44:56 +01:00
Mamadou Babaei 47c7e9d417 update the platform support matrix and the directory structure 2023-02-03 13:44:56 +01:00
Mamadou Babaei f52770cd9c log the unreleased changes 2023-02-03 13:44:56 +01:00
Mamadou Babaei 66a3381579 bump sgconnect and sgcore to v2.1.0-9080621 and add an almost functional android implementation 2023-02-03 13:44:56 +01:00
Mamadou Babaei 8d12529554 try to offload android to sgcore/sgconnect third-party libraries and drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:56 +01:00
Mamadou Babaei 63967b5eb7 minor documentation fixes 2023-02-03 13:44:55 +01:00
Mamadou Babaei 317092792d drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:55 +01:00
Mamadou Babaei b2b0392f9c fix a bug in the jni call write haptics 2023-02-03 13:44:55 +01:00
Mamadou Babaei fcdedeb81f replace more method calls on android with the equivalents from sgconnect for android 2023-02-03 13:44:55 +01:00
Mamadou Babaei 4be10c3e57 bump copyright years 2023-02-03 13:44:55 +01:00
Mamadou Babaei ca7f51dcfd add an android module with working jni calls to Init(), Dispose(), and GetLibraryVersion() 2023-02-03 13:44:55 +01:00
Mamadou Babaei 46ac6fd9d0 log the unreleased changes 2023-02-03 13:44:55 +01:00
Mamadou Babaei ac861b0a13 remove the enum utils class due to ANY_PACKAGE deprecation warnings in unreal engine 5.1 2023-02-03 13:44:55 +01:00
Mamadou Babaei a993d877d1 conform to the class naming standards 2023-02-03 13:44:55 +01:00
Mamadou Babaei dd7bf2686b apply const correctness 2023-02-03 13:44:55 +01:00
Mamadou Babaei 2aee68dc52 whitelist android as a target platform 2023-02-03 13:44:55 +01:00
Mamadou Babaei 533638b1ea fix android build issues caused by the log module 2023-02-03 13:44:55 +01:00
Mamadou Babaei a924c02cdb bump the plugin version to v1.0.4 2022-12-02 12:39:00 +01:00
Mamadou Babaei b1da967d41 simplify the move constructors / move assignment operators' noexcept ifdefs 2022-12-02 12:39:00 +01:00
Mamadou Babaei d11ef47931 fix ue 4.22 - 4.27 build issues on msvc 2017 2022-12-02 12:39:00 +01:00
Mamadou Babaei ab035cae2e move sgplatform headers to the public folder 2022-12-02 12:39:00 +01:00
Mamadou Babaei c07dc2561c update the platform support matrix 2022-12-02 12:39:00 +01:00
Mamadou Babaei 4af827a46a fix ue >= 5.0 ubt errors 2022-12-02 12:39:00 +01:00
Mamadou Babaei 8e9f3869b3 upgrade senseglove third-party libraries for linux and android to to v2.0.4 2022-12-02 12:38:59 +01:00
Mamadou Babaei 7a9e54de64 add macros for C++17 detection 2022-12-02 12:38:58 +01:00
Mamadou Babaei 5f0a238d7a apply const correctness to method parameters 2022-12-02 12:38:58 +01:00
Mamadou Babaei b0a328289a upgrade sglibraries binaries for windows/msvc to to v2.0.4 and add msvc 2017 binaries 2022-12-02 12:38:57 +01:00
Mamadou Babaei 74499d33e7 upgrade sglibraries third-party headers to v2.0.4 2022-12-02 12:38:57 +01:00
Mamadou Babaei 9e22912a6f add support for msvc 2017 to the build.cs files 2022-12-02 12:38:56 +01:00
Mamadou Babaei 14df135d1c bump the plugin version to v1.0.3 2022-11-30 14:33:12 +01:00
Mamadou Babaei 3247adc68c adjust Config/FilterPlugin.ini in order to conform to Epic's market place guidelines 2022-11-30 14:28:25 +01:00
Mamadou Babaei 733eab9481 bump the plugin version to v1.0.2 2022-11-27 14:44:14 +01:00
Mamadou Babaei 64f5d3306b fix the third-party license mark down file formatting 2022-11-27 14:44:14 +01:00
Mamadou Babaei 07c4fb7334 add the SenseGlove SDK license 2022-11-27 14:44:14 +01:00
Mamadou Babaei ac8f901c04 fix readme typos and errors 2022-11-27 14:14:18 +01:00
Mamadou Babaei e3ce3e6060 add missing the copyright notice and include directive 2022-11-27 14:14:18 +01:00
Mamadou Babaei 0edd0d257a list the dot files inside the FilterPlugin.ini file 2022-11-27 13:55:56 +01:00
Mamadou Babaei 9b42ffe45f add the marketplace url to the .uplugin file 2022-11-27 13:55:56 +01:00
Mamadou Babaei 55bd48ed97 bump the plugin version to v1.0.1 2022-11-25 15:21:47 +01:00
Mamadou Babaei 329aae9638 * Expose SenseGloveTypes as a public dependency in SenseGloveConnect and
SenseGloveCore modules, so that the C++ users of the API don't need to
 explicitly add it as a dependency
* Clean up the redundant headers/modules dependency from SGCore headers
* Fix RunUAT build issues for Epic Store submission
2022-11-25 15:07:50 +01:00
Mamadou Babaei ec315d6fb3 update documentation, add changelog, and prepare for v1.0.0 release 2022-11-24 17:09:08 +01:00
Mamadou Babaei 2d3f9b73d6 huge patch fixing 4.22 through 4.24 build issues on msvc and llvm/clang 2022-11-24 01:17:49 +01:00
Mamadou Babaei 82f2873cf2 fix a mangled method name in layer 4 2022-11-23 21:20:03 +01:00
Mamadou Babaei 71cdaffd51 replace IMPLEMENT_GAME_MODULE with IMPLEMENT_MODULE 2022-11-19 13:07:28 +01:00
Mamadou Babaei 3716d75eb2 fix module types and loading order 2022-11-19 06:22:16 +01:00
Mamadou Babaei 176ed9504b add the docs url 2022-11-18 15:07:47 +01:00
Mamadou Babaei 028ef2b4d5 import sg libraries v2.0.3 binaries for msvc/windows 2022-11-18 15:02:56 +01:00
Mamadou Babaei 0e386789e0 import sg libraries headers v2.0.3 and linux binaries and adjust to the latest changes 2022-11-18 15:02:55 +01:00
Mamadou Babaei b7e9126c14 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 4714b478c5 add missing sense glove wrappers in layer 1/2/3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei c02203d3e3 add missing nova glove info rotator conversions to layer 3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei f8969d79b7 add missing nova glove hand profile wrappers in layer 3/4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 3ba496aa49 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 3ea3162b01 add missing sg device wrappers in layer 4 of the api and also more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei a51e8578f5 add more documentation 2022-11-18 15:02:55 +01:00
Mamadou Babaei 7c1218adf3 document some parts of the layer 3 and 4 api 2022-11-18 15:02:55 +01:00
Mamadou Babaei d62d7119ed translate senseglove/unreal angles/directions 2022-11-18 15:02:55 +01:00
Mamadou Babaei fc2c607cac implement proper mm/cm conversions 2022-11-17 02:30:06 +01:00
Mamadou Babaei a10ad6b620 introduce more utility templates for metric unit conversions 2022-11-17 02:30:06 +01:00
Mamadou Babaei a83e4e89de remove unit conversions from the internal vect3d wrappers 2022-11-17 02:30:06 +01:00
Mamadou Babaei bfc0e0dd56 bump sg libraries to v2.0.2 and adjust to the latest changes 2022-11-17 02:30:05 +01:00
Mamadou Babaei eda3087b51 consider millimeters/centimeters conversion, introduce units, and minor array utils refactoring 2022-11-17 02:30:05 +01:00
Mamadou Babaei 5495444667 fix wrong readme header 2022-11-14 17:19:54 +01:00
Mamadou Babaei e4e5f4875f shorten mangled blueprint nodes in order to avoid doc generation issues 2022-11-14 17:16:04 +01:00
Mamadou Babaei 819637efa6 separate the unreal c++/bp implementation of SGConnect wrappers 2022-11-12 00:35:20 +01:00
Mamadou Babaei 280df24671 add FRotator overloads for every method that accepts or returns FQuat and some other bug fixes 2022-11-11 11:42:10 +01:00
Mamadou Babaei 9211a2465b bump engine version to 4.27 2022-11-11 11:42:09 +01:00
Mamadou Babaei 66de2950b4 fix unreal/senseglove coordinates translation calculations 2022-11-11 11:42:09 +01:00
1020 changed files with 29732 additions and 26911 deletions
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@@ -5,269 +5,6 @@ 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).
## [2.0.1] - 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 a list of planned features and their completion status to the main README file.
### Fixed
- A bug where the released actor is going to be NULL whenever the OnActorReleased event fires.
## [1.9.1] - 2023-10-11
### Fixed
- Add the missing Unreal Engine C++ header to files that rely on the ENGINE\_\*\_VERSION macros in order to fix the Epic Store build failures on UE 5.3.
## [1.9.0] - 2023-10-10
### Changed
- The BlueprintImplementableEvent UFUNCTION specifier for the OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events have been changed to BlueprintNativeEvent in order to allow them to be implemented from the child C++ classes as well. This won't break any existing Blueprint code that relies on the previous BlueprintImplementableEvent signature.
### Fixed
- Add a missing release note entry for the v1.8.0 release to the changelog file.
## [1.8.0] - 2023-10-10
### Added
- Introduced new SGPawn events: OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- Exposed OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch events to Blueprint as BlueprintImplementableEvent.
### Fixed
- Fix a bug where the OnTouchStateUpdated event is mistakenly triggered instead of the OnGrabStateUpdated when the right thumb fingertip grab collider overlaps with a grabbable actor.
- Fix the DECLARE_EVENT macro signature for OnGrabStateUpdated and OnTouchStateUpdated events.
## [1.7.0] - 2023-09-14
### Added
- Introduce SGGameInstance, a customized SenseGlove game instance for future use.
- Added the new SenseGloveBackend and SenseGloveBackendKismet modules.
- Added SG_CPP20 C++ macro for C++20 detection, which is now default from UE 5.3 onwards.
- Added SG_CAPTURE_THIS C++ macro as a workaround for error C4855: implicit capture of 'this' via '[=]' is deprecated in /std:c++20 in order to build the same lambda captures without extra #ifdefs on all supported engine versions.
### Changed
- SenseGlove libraries have been updated to v2.12.0-19c9854.
- SGCoreImpl/SGPlatform has been moved to SGBuildHacks/SGPlatform.
### Fixed
- Proper initialization of the SenseGlove backend in order to fix a bug in certain situations where SGConnect::Init() gets called every frame.
- Some other minor fixes and improvements.
## [1.6.1] - 2023-08-14
### Fixed
- Fix Unreal Engine 5.0 build issues.
- Minor documentation fixes.
## [1.6.0] - 2023-08-14
### Added
- Added support for the upcoming Unreal Engine 5.3.
- Now, the hand's velocity is applied to grabbed actors after being released from the hand.
- Introduce the real hands to the SenseGlove module (SGPawn) API.
- Added separation of the virtual and real hand rendering.
### Fixed
- Fix the wrong default debug virtual hand gizmo colors when initialized using the default constructor.
- Some minor performance fixes and improvements.
### Changed
- SenseGlove libraries have been updated to v2.11.0-b775a05.
## [1.5.3] - 2023-07-19
This is a hotfix release mostly addressing Android Bluetooth performance issues.
### Fixed
- Minor changelog fixes.
### Changed
- SenseGlove libraries have been updated to v2.10.1-3b0e7c9.
## [1.5.2] - 2023-07-19
This is a hotfix release mostly addressing Android-related issues.
### Fixed
- Fix a build issue with Android shipping builds due to sgconnect.jar not getting copied automatically in the AFSProject which is compiled for shipping builds when AndroidFileServer (AFS) is enabled.
- Minor changelog fixes and some source code formatting fixes.
## [1.5.1] - 2023-07-13
This is a hotfix release addressing a few critical issues introduced by the recent changes.
### Fixed
- Fix a wrist tracker bug where left and right hands' wrist trackers are mistakenly tracking the opposite hand's motion source.
- Fix a bug where the right hand is not able to do grab or release.
## [1.5.0] - 2023-06-16
This release breaks ABI/API compatibility with the previous versions in some areas as documented below.
### Added
- Added HTC VIVE Focus 3 positional tracking hardware enum.
- Added support for the Meta Quest Pro, HTC VIVE, and HTC VIVE Focus 3 positional tracking hardware.
- Added two options to the wrist tracker settings (to the global plugin settings and the overrides in the wrist tracker component) in order to be able to specify a custom motion source for the left and right hands, so that it allows SteamVR-based trackers such as HTC VIVE or HTC VIVE Focus 3 to operate with the SGPawn.
### Fixed
- Fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked.
### Changed
- Fully refactored the top-level configurations in the settings system into USTRUCTs.
- SenseGlove libraries have been updated to v2.10.0-12133ac.
### Removed
- Dropped support for the Epic Native Toolchain v19, MSVC v141 (Visual Studio 2017), and thus Unreal Engine 4.27 as it has been marked as deprecated since v1.4.x.
- Removed any kind of support for Oculus Touch (Oculus Rift S and Oculus Quest 1) positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 2 positional tracking hardware, thus the enum as well.
- Removed any kind of support for Pico Neo 3 positional tracking hardware, thus the enum as well.
## [1.4.3] - 2023-06-01
This is a hotfix release addressing a critical Android crash.
@@ -485,4 +222,4 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
Binary file not shown.
-13
View File
@@ -85,16 +85,3 @@ 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
View File
@@ -5,7 +5,7 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the MIT
```
MIT License
Copyright (c) 2020 - 2024 SenseGlove
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
+60 -78
View File
@@ -8,17 +8,15 @@ 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 |
| **5.0** | ❌ | ⚠️ 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 |
| **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 |
| **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 |
| **5.0** | ❌ | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r21e) | ✅ v1.4.3 | ✅ v1.4.3 |
| **5.1** | ❌ | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r25b) | ✅ v1.4.3 | ✅ v1.4.3 |
| **5.2** | ❌ | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x | ✅ v1.4.x (r25b) | ✅ v1.4.3 | ✅ v1.4.3 |
* <code>✅</code> Supported
* <code>⚠️</code> Not supported by the latest release and might be lacking features
@@ -26,10 +24,12 @@ 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 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.
* 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.
* All third-party libraries on Windows built against Windows SDK 10.0.
* 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.
* 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.
* 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
@@ -52,52 +52,6 @@ The following modules are intended to be used by the C++ users of this plugin:
Please note that modules postfixed with **Impl** are intended for interal use and are discouraged to be used by the users of the API. The modules postfixed with **Kismet** are exposing the functionality of the equivalent modules to Blueprints. For other modules descriptions, please see [the Directory Structure section](#directory-structure).
## Planned Features Completion Status
### Implemented as of v2.0.1
- [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.
- [X] Support for GNU/Linux x64 as a deployment platform.
- [X] Support for GNU/Linux AArch64 as a deployment platform.
- [X] Support for Android as a deployment platform.
- [X] Support for Oculus Quest 2 and Oculus Quest Pro.
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3.
- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
- [X] On-device calibration for Android without the need for SenseCom.
- [X] Haptic feedback including force feedback, buzz, and thumper commands.
- [X] A customizable Grab component that could be added to any actor.
- [X] A customizable Touch component that could be added to any actor.
- [X] Ability to grab, release, and throw objects around.
- [X] Separation of the real and virtual hand rendering.
- [X] An out-of-the-box customizable SGPawn with the ability to be extended in C++ and Blueprint.
- [X] Easy wrist/hand tracking debugging using the SenseGlove Debug module.
- [X] A generic Settings module with the ability to override settings.
- [X] C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- [X] A default hand mesh rigged with the standard SenseGlove default hand pose.
### Upcoming features planned for the v2.1.0 release
- [ ] Hand tracking compatible with OpenXR (or other generic hand tracking format).
### Planned features long-term
- [ ] Get tracking input from sources other than a SenseGlove device.
- [ ] Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
- [ ] Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprints (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
- [ ] Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog).
- [ ] Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
- [ ] Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
- [ ] Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place).
- [ ] Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands.
- [ ] (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering).
## Directory Structure
```
@@ -113,10 +67,6 @@ 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++)
@@ -169,6 +119,32 @@ 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)
@@ -197,6 +173,20 @@ Please note that modules postfixed with **Impl** are intended for interal use an
├── linux
│ │
│ ├── v19 (UE 4.27 Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ ├── v20 (UE 5.0 and 5.1 Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
@@ -211,21 +201,7 @@ Please note that modules postfixed with **Impl** are intended for interal use an
│ │ │
│ │ └── release
│ │
── v21 (UE 5.2 Linux dependencies)
│ │ │
│ │ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │ │
│ │ │ ├── debug
│ │ │ │
│ │ │ └── release
│ │ │
│ │ └── x86-64 (dependencies targeting x86-64 Linux architecture)
│ │ │
│ │ ├── debug
│ │ │
│ │ └── release
│ │
│ └── v22 (UE 5.3 Linux dependencies)
── v21 (UE 5.2 Linux dependencies)
│ │
│ ├── aarch64 (dependencies targeting AArch64 Linux architecture)
│ │ │
@@ -240,6 +216,12 @@ Please note that modules postfixed with **Impl** are intended for interal use an
│ └── release
└── win64
├── msvc141 (Microsoft Visual Studio 2017 dependencies)
│ │
│ ├── debug
│ │
│ └── release
├── msvc142 (Microsoft Visual Studio 2019 dependencies)
│ │
+21 -53
View File
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.0.1",
"VersionName": "1.4.3",
"FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality",
@@ -10,6 +10,7 @@
"DocsURL": "https://senseglove.gitlab.io/unreal-blueprint-docs/",
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/5e1d408f517b4966a269ec1035de0b9e",
"SupportURL": "https://www.senseglove.com/support/",
"EngineVersion": "4.27.0",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
@@ -27,7 +28,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -38,29 +39,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveBackend",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveBackendKismet",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -71,7 +50,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -82,7 +61,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -93,7 +72,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -104,7 +83,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -115,7 +94,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -126,7 +105,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -137,7 +116,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -148,7 +127,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -158,7 +137,7 @@
"LoadingPhase": "PostEngineInit",
"WhitelistPlatforms": [
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -169,7 +148,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -180,7 +159,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -191,7 +170,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -202,7 +181,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -213,7 +192,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -224,7 +203,7 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"LinuxAArch64",
"Win64"
]
},
@@ -235,20 +214,9 @@
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
}
],
"Plugins": [
{
"Name": "OpenXR",
"Enabled": true,
"PlatformAllowList": [
"Android",
"Linux",
"LinuxAArch64",
"Win64"
]
}
]
}
}
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -44,9 +44,9 @@
#include "Engine/SkeletalMesh.h"
#include "Math/Rotator.h"
#include "Runtime/Launch/Resources/Version.h"
#include "SGLog/SGLog.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SGLog/SGLog.h"
FSGVirtualHandAnimInstanceProxy::FSGVirtualHandAnimInstanceProxy()
: FAnimInstanceProxy()
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -99,10 +99,10 @@ USGTouchComponent::USGTouchComponent(const FObjectInitializer& ObjectInitializer
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
ForceFeedbackLevel = 1.0f;
BuzzLevel = 0;
BuzzDuration = 0.25f;
VibrotactileDuration = 0.25f;
VibrotactileLevel = 0.0f;
ForceFeedbackLevel = 100;
}
USGTouchComponent::FImpl::FImpl(USGTouchComponent* InOwner)
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -36,16 +36,20 @@
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Animation/Skeleton.h"
#include "Components/SphereComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "Templates/UnrealTypeTraits.h"
#include "Kismet/GameplayStatics.h"
#include "Runtime/Launch/Resources/Version.h"
#include "UObject/ConstructorHelpers.h"
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGBackend/SGBackend.h"
#include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHandPose.h"
#include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGDebug/SGDebugVirtualHand.h"
#include "SGLog/SGLog.h"
@@ -57,29 +61,29 @@ struct USGVirtualHandComponent::FImpl
FORCEINLINE static const FString& GetDefaultLeftHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Left.SK_Allbreaker_VirtualHand_Left'")};
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultLeftHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Left.SK_Allbreaker_VirtualHand_Left")};
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Right.SK_Allbreaker_VirtualHand_Right'")};
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/Allbreaker/"
"SK_Allbreaker_VirtualHand_Right.SK_Allbreaker_VirtualHand_Right")};
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right")};
return Path;
}
@@ -119,12 +123,11 @@ struct USGVirtualHandComponent::FImpl
USkeleton* GetSkeleton() const;
const FReferenceSkeleton& GetRefSkeleton() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const;
FORCEINLINE void SetVisibility(const bool bInVisible) const
{
Owner->SetVisibility(bInVisible, true);
}
void SetVisibility(bool bInVisible) const;
void DrawDebugVirtualHand() const;
};
@@ -207,11 +210,10 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
Super::SetAnimClass(USGVirtualHandAnimInstance::StaticClass());
bRight = true;
bHiddenInGameIfNoGloveDetected = false;
bAutoStopAllHapticsOnEndPlay = true;
GrabSocketName = FName{TEXT("GenericGrabPoint")};
GrabSocketName = FName{TEXT("GrabPoint")};
DefaultFingertipsGrabColliderSize = FVector{0.08f, 0.08f, 0.08f};
@@ -227,8 +229,9 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
RingFingertipTouchSocketName = FName{TEXT("TouchRingFingertip")};
PinkyFingertipTouchSocketName = FName{TEXT("TouchPinkyFingertip")};
bHiddenInGameIfNoGloveDetected = false;
DebugVirtualHandSettings = FSGDebugVirtualHandSettings{
false,
ESGDebugVirtualHandDrawingMode::None,
FVector(0.5f, 0.5f, 0.5f),
FColor(255, 0, 0, 255),
@@ -241,6 +244,7 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
Super::SetSkeletalMesh(nullptr, true);
bBackendInitialized = false;
Glove = nullptr;
WristTracker = nullptr;
}
@@ -257,7 +261,7 @@ void USGVirtualHandComponent::SetRight(const bool bInRight)
void USGVirtualHandComponent::SetAnimClass(UClass* NewClass)
{
ensureAlwaysMsgf((TIsDerivedFrom<decltype(NewClass), USGVirtualHandAnimInstance>::IsDerived),
ensureAlwaysMsgf(Cast<USGVirtualHandAnimInstance>(NewClass),
TEXT("The AnimInstance class must be a subclass of USGVirtualHandAnimInstance!"));
Super::SetAnimClass(NewClass);
@@ -302,24 +306,27 @@ void USGVirtualHandComponent::InitializeComponent()
Pimpl->SetDefaultMesh();
}
(void) Pimpl->CheckGlove();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGVirtualHandComponent::UninitializeComponent()
{
Super::UninitializeComponent();
if (IsValid(Glove) && AutoStopsAllHapticsOnEndPlay())
{
Glove->StopHaptics();
}
(void) Pimpl->UninitializeBackend();
}
void USGVirtualHandComponent::BeginPlay()
{
Super::BeginPlay();
(void) Pimpl->CheckGlove();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
@@ -330,6 +337,8 @@ void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Glove->StopHaptics();
}
(void) Pimpl->UninitializeBackend();
}
void USGVirtualHandComponent::TickComponent(
@@ -387,7 +396,13 @@ 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;
@@ -423,8 +438,8 @@ const FTransform& USGVirtualHandComponent::GetFingerBoneRefTransform(const int32
FRotator USGVirtualHandComponent::GetFingerBoneRefRotation(const int32 Finger, const int32 Joint) const
{
const FTransform BoneTransform{GetFingerBoneRefTransform(Finger, Joint)};
const FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
return BoneRotation;
FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
return MoveTemp(BoneRotation);
}
TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
@@ -433,16 +448,16 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
if (!IsGloveConnected())
{
return Rotations;
return MoveTemp(Rotations);
}
const USGHandPose* HandPose = GetHandPose();
if (!IsValid(HandPose))
{
return Rotations;
return MoveTemp(Rotations);
}
const TArray<TArray<FVector>>& HandAngles{HandPose->GetHandAngles()};
const TArray<TArray<FVector>> HandAngles{HandPose->GetHandAngles()};
for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
{
@@ -451,7 +466,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
{
const FVector& JointAngle{FingerJointAngles[JointIndex]};
const FQuat JointRotation{FQuat::MakeFromEuler(FVector{-JointAngle.Y, -JointAngle.X, -JointAngle.Z})};
const FQuat JointRotation{FQuat::MakeFromEuler(JointAngle)};
const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};
@@ -463,7 +478,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
}
}
return Rotations;
return MoveTemp(Rotations);
}
USGVirtualHandComponent::FImpl::FImpl(USGVirtualHandComponent* InOwner)
@@ -497,7 +512,7 @@ FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
SkeletalMeshPath = GetDefaultLeftHandMeshPath();
}
return SkeletalMeshPath;
return MoveTemp(SkeletalMeshPath);
}
bool USGVirtualHandComponent::FImpl::IsUsingDefaultMesh() const
@@ -565,12 +580,25 @@ USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
{
Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
// FIXME
// Since we dont ship a default virtual hand mesh at the moment, calling SetDefaultMesh causes the following failed
// assertion due the fact that the engine won't be able to find the asset at the default location:
// Assertion failed: IsInGameThread()
// Unable to load /SenseGlove/Meshes/SK_SenseGlove_VirtualHand_*. Objects and Packages can only be loaded from the
// One workaround would be disabling the async loading or as an alternative simply disabling this portion of the
// code should be a good-enough fix until we address this issue in it's own time.
//Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
}
USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
{
return Owner->GetSkeletalMeshAsset();
return Owner->
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
GetSkeletalMeshAsset()
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
SkeletalMesh
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
;
}
USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
@@ -587,29 +615,114 @@ const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
return Mesh->GetRefSkeleton();
}
bool USGVirtualHandComponent::FImpl::InitializeBackend() const
{
if (!Owner->bBackendInitialized)
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
// Do not pollute the logs!
//SGLOG_ERROR("Device Scanning is already running within this program.");
// We must return here in case there are two virtual hand components are present in the scene.
return true;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
Owner->bBackendInitialized = true;
return true;
}
return false;
}
bool USGVirtualHandComponent::FImpl::UninitializeBackend() const
{
// NOTE
// In Editor builds we should be avoiding dispose, since stopping the game in PIE mode, causes the virtual-hand
// to disappear in the editor as the plugin won't be able to retrieve the glove status anymore.
#if ! WITH_EDITOR
if (Owner->bBackendInitialized)
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
Owner->bBackendInitialized = false;
return true;
}
#endif /* ! WITH_EDITOR */
return false;
}
bool USGVirtualHandComponent::FImpl::CheckGlove() const
{
if (!USGBackend::GetInstance()->IsBackendInitialized())
if (!Owner->bBackendInitialized)
{
const bool bSucceeded = USGBackend::GetInstance()->InitializeBackend();
const bool bSucceeded = InitializeBackend();
if (!bSucceeded)
{
return false;
}
}
bool bGloveConnected;
if (!IsValid(Owner->Glove) || !Owner->Glove->IsConnected())
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
{
bGloveConnected = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bGloveConnected)
{
Owner->Glove = nullptr;
}
}
else
{
bGloveConnected = true;
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
}
const bool bIsEditor = IsEditor();
@@ -618,7 +731,7 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
const bool bIsVisible = Owner->IsVisible();
if (Owner->bHiddenInGameIfNoGloveDetected)
{
if (bGloveConnected)
if (bFoundGlove)
{
if (!bIsVisible)
{
@@ -642,7 +755,12 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
}
}
return bGloveConnected;
return bFoundGlove;
}
void USGVirtualHandComponent::FImpl::SetVisibility(const bool bInVisible) const
{
Owner->SetVisibility(bInVisible, true);
}
void USGVirtualHandComponent::FImpl::DrawDebugVirtualHand() const
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -40,8 +40,10 @@
#include "Engine/SkeletalMesh.h"
#include "UObject/ConstructorHelpers.h"
#include "SGBackend/SGBackend.h"
#include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGDebug/SGDebugGizmo.h"
#include "SGLog/SGLog.h"
#include "SGSettings/SGSettings.h"
@@ -78,9 +80,10 @@ struct USGWristTrackerComponent::FImpl
bool IsEditor() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const;
void UpdateMotionSource() const;
void UpdateWristTrackingData() const;
void DrawDebugGizmo();
};
@@ -103,61 +106,165 @@ USGWristTrackerComponent::USGWristTrackerComponent(const FObjectInitializer& Obj
SetReceivesDecals(false);
SetCanEverAffectNavigation(false);
SetRight(true);
bOverridePluginWristTrackingSettings = false;
WristTrackingSettings = FSGWristTrackingSettings(
ESGPositionalTrackingHardware::None,
FVector::ZeroVector,
FVector::ZeroVector,
FRotator::ZeroRotator,
FRotator::ZeroRotator,
EControllerHand::Left,
EControllerHand::Right,
false,
FSGDebugGizmoSettings(
4.0f, 1.0f,
FColor(255, 0, 0, 255),
FColor(0, 255, 0, 255),
FColor(0, 0, 255, 255),
false, 1.1f, 0
)
bDrawWristTrackerDebugGizmo = false;
TrackingHardware = ESGPositionalTrackingHardware::None;
TrackingHardwareLocationOffset = FVector::ZeroVector;
TrackingHardwareLocationOffset = FVector::ZeroVector;
bOverridePluginWristTrackingDebugSettings = false;
bDrawWristTrackerDebugGizmo = false;
WristTrackerDebugGizmoSettings = FSGDebugGizmoSettings(
4.0f, 1.0f,
FColor(255, 0, 0, 255),
FColor(0, 255, 0, 255),
FColor(0, 0, 255, 255),
false, 1.1f, 0
);
bDrawWristTrackerDebugGizmo = false;
bRight = true;
bBackendInitialized = false;
Glove = nullptr;
WristLocation = FVector::ZeroVector;
WristRotation = FRotator::ZeroRotator;
}
void USGWristTrackerComponent::SetRight(const bool bInRight)
void USGWristTrackerComponent::SetRight(const bool bRight)
{
bRight = bInRight;
Pimpl->UpdateMotionSource();
SetTrackingSource(bRight ? EControllerHand::Right : EControllerHand::Left);
}
const FSGWristTrackingSettings& USGWristTrackerComponent::GetWristTrackingSettings() const
ESGPositionalTrackingHardware USGWristTrackerComponent::GetTrackingHardware() const
{
if (OverridesPluginWristTrackingSettings())
{
return WristTrackingSettings;
return TrackingHardware;
}
const USGSettings* Settings{USGSettings::GetInstance()};
if (!ensureAlwaysMsgf(Settings, TEXT("The settings subsystem has not been initialized!")))
{
return WristTrackingSettings;
}
return Settings->GetWristTrackingSettings();
return USGSettings::GetInstance()->GetTrackingHardware();
}
void USGWristTrackerComponent::SetWristTrackingSettings(const FSGWristTrackingSettings& InWristTrackingSettings)
void USGWristTrackerComponent::SetTrackingHardware(const ESGPositionalTrackingHardware InTrackingHardware)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT( "Setting WristTrackingSettings is only permitted when bOverridePluginWristTrackingSettings is enabled!"));
TEXT( "Setting TrackingHardware is only permitted when bOverridePluginWristTrackingSettings is enabled!"));
WristTrackingSettings = InWristTrackingSettings;
TrackingHardware = InTrackingHardware;
}
const FVector& USGWristTrackerComponent::GetTrackingHardwareLocationOffset() const
{
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Getting TrackingHardwareLocationOffset is only permitted when TrackingHardware is set to Custom!"));
if (OverridesPluginWristTrackingSettings())
{
return TrackingHardwareLocationOffset;
}
return IsRight()
? USGSettings::GetInstance()->GetTrackingHardwareLocationOffsetRightHand()
: USGSettings::GetInstance()->GetTrackingHardwareLocationOffsetLeftHand();
}
void USGWristTrackerComponent::SetTrackingHardwareLocationOffset(const FVector& InTrackingHardwareLocationOffset)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT(
"Setting TrackingHardwareLocationOffset is only permitted when bOverridePluginWristTrackingSettings is enabled!"
));
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Setting TrackingHardwareLocationOffset is only permitted when TrackingHardware is set to Custom!"));
TrackingHardwareLocationOffset = InTrackingHardwareLocationOffset;
}
const FRotator& USGWristTrackerComponent::GetTrackingHardwareRotationOffset() const
{
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT( "Getting TrackingHardwareRotationOffset is only permitted when TrackingHardware is set to Custom!"));
if (OverridesPluginWristTrackingSettings())
{
return TrackingHardwareRotationOffset;
}
return IsRight()
? USGSettings::GetInstance()->GetTrackingHardwareRotationOffsetRightHand()
: USGSettings::GetInstance()->GetTrackingHardwareRotationOffsetLeftHand();
}
void USGWristTrackerComponent::SetTrackingHardwareRotationOffset(const FRotator& InTrackingHardwareRotationOffset)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingSettings(),
TEXT(
"Setting TrackingHardwareRotationOffset is only permitted when bOverridePluginWristTrackingSettings is enabled!"
));
ensureAlwaysMsgf(
GetTrackingHardware() == ESGPositionalTrackingHardware::Custom,
TEXT("Setting TrackingHardwareRotationOffsetRightHand is only permitted when TrackingHardware is set to Custom!"
));
TrackingHardwareRotationOffset = InTrackingHardwareRotationOffset;
}
bool USGWristTrackerComponent::GetDrawWristTrackerDebugGizmo() const
{
if (OverridesPluginWristTrackingDebugSettings())
{
return !!bDrawWristTrackerDebugGizmo;
}
return USGSettings::GetInstance()->GetDrawWristTrackerDebugGizmo();
}
void USGWristTrackerComponent::SetDrawWristTrackerDebugGizmo(const bool bInDrawWristTrackerDebugGizmo)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT( "Setting bDrawWristTrackerDebugGizmo is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!"));
bDrawWristTrackerDebugGizmo = bInDrawWristTrackerDebugGizmo;
}
const FSGDebugGizmoSettings& USGWristTrackerComponent::GetWristTrackerDebugGizmoSettings() const
{
ensureAlwaysMsgf(
GetDrawWristTrackerDebugGizmo(),
TEXT("Getting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
if (OverridesPluginWristTrackingDebugSettings())
{
return WristTrackerDebugGizmoSettings;
}
return USGSettings::GetInstance()->GetWristTrackerDebugGizmoSettings();
}
void USGWristTrackerComponent::SetWristTrackerDebugGizmoSettings(
const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings)
{
ensureAlwaysMsgf(
OverridesPluginWristTrackingDebugSettings(),
TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bOverridePluginWristTrackingDebugSettings is"
" enabled!"));
ensureAlwaysMsgf(
GetDrawWristTrackerDebugGizmo(),
TEXT("Setting WristTrackerDebugGizmoLength is only permitted when bDrawWristTrackerDebugGizmo is enabled!"));
WristTrackerDebugGizmoSettings = InWristTrackerDebugGizmoSettings;
}
#if WITH_EDITOR
@@ -179,18 +286,34 @@ void USGWristTrackerComponent::InitializeComponent()
{
Super::InitializeComponent();
(void) Pimpl->CheckGlove();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
Pimpl->UpdateMotionSource();
void USGWristTrackerComponent::UninitializeComponent()
{
Super::UninitializeComponent();
(void) Pimpl->UninitializeBackend();
}
void USGWristTrackerComponent::BeginPlay()
{
Super::BeginPlay();
(void) Pimpl->CheckGlove();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
Pimpl->UpdateMotionSource();
void USGWristTrackerComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
(void) Pimpl->UninitializeBackend();
}
void USGWristTrackerComponent::TickComponent(
@@ -206,7 +329,7 @@ void USGWristTrackerComponent::TickComponent(
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!!WristTrackingSettings.bDrawWristTrackerDebugGizmo)
if (GetDrawWristTrackerDebugGizmo())
{
Pimpl->DrawDebugGizmo();
}
@@ -239,43 +362,122 @@ bool USGWristTrackerComponent::FImpl::IsEditor() const
return false;
}
bool USGWristTrackerComponent::FImpl::InitializeBackend() const
{
if (!Owner->bBackendInitialized)
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
// Do not pollute the logs!
//SGLOG_ERROR("Device Scanning is already running within this program.");
// We must return here in case two virtual hand components are present in the scene.
return true;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
// Load the latest hand profiles.
FSGHapticGloveHandProfiles::TryLoadingFromDisk();
Owner->bBackendInitialized = true;
return true;
}
return false;
}
bool USGWristTrackerComponent::FImpl::UninitializeBackend() const
{
// NOTE
// In Editor builds we should be avoiding dispose, since stopping the game in PIE mode, causes the virtual-hand
// to disappear in the editor as the plugin won't be able to retrieve the glove status anymore.
#if ! WITH_EDITOR
if (Owner->bBackendInitialized)
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
Owner->bBackendInitialized = false;
return true;
}
#endif /* ! WITH_EDITOR */
return false;
}
bool USGWristTrackerComponent::FImpl::CheckGlove() const
{
if (!USGBackend::GetInstance()->IsBackendInitialized())
if (!Owner->bBackendInitialized)
{
const bool bSucceeded = USGBackend::GetInstance()->InitializeBackend();
const bool bSucceeded = InitializeBackend();
if (!bSucceeded)
{
return false;
}
}
bool bGloveConnected;
if (!IsValid(Owner->Glove) || !Owner->Glove->IsConnected())
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
{
bGloveConnected = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bGloveConnected)
{
Owner->Glove = nullptr;
}
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
}
else
if (bFoundGlove)
{
bGloveConnected = true;
UpdateWristTrackingData();
}
return bGloveConnected;
}
void USGWristTrackerComponent::FImpl::UpdateMotionSource() const
{
if (GEngine)
{
Owner->SetTrackingSource(Owner->IsRight()
? Owner->GetWristTrackingSettings().RightHandMotionSource
: Owner->GetWristTrackingSettings().LeftHandMotionSource);
}
return bFoundGlove;
}
void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
@@ -285,23 +487,15 @@ void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
FVector TrackerLocation{Owner->GetComponentLocation()};
FRotator TrackerRotation{Owner->GetComponentRotation()};
ESGPositionalTrackingHardware TrackerHardware = Owner->GetWristTrackingSettings().TrackingHardware;
ESGPositionalTrackingHardware TrackerHardware = Owner->GetTrackingHardware();
if (TrackerHardware == ESGPositionalTrackingHardware::None)
{
TrackerHardware = ESGPositionalTrackingHardware::Custom;
}
else if (TrackerHardware == ESGPositionalTrackingHardware::Custom)
{
if (Owner->IsRight())
{
TrackerLocation += Owner->GetWristTrackingSettings().TrackingHardwareLocationOffsetRightHand;
TrackerRotation += Owner->GetWristTrackingSettings().TrackingHardwareRotationOffsetRightHand;
}
else
{
TrackerLocation += Owner->GetWristTrackingSettings().TrackingHardwareLocationOffsetLeftHand;
TrackerRotation += Owner->GetWristTrackingSettings().TrackingHardwareRotationOffsetLeftHand;
}
TrackerLocation += Owner->GetTrackingHardwareLocationOffset();
TrackerRotation += Owner->GetTrackingHardwareRotationOffset();
}
FVector NewWristLocation;
@@ -343,7 +537,7 @@ void USGWristTrackerComponent::FImpl::DrawDebugGizmo()
const UWorld* World{Owner->GetWorld()};
const FVector& Location{Owner->GetComponentLocation()};
const FRotator& Rotation{Owner->GetComponentRotation()};
const FSGDebugGizmoSettings& DebugGizmoSettings{Owner->GetWristTrackingSettings().WristTrackerDebugGizmoSettings};
const FSGDebugGizmoSettings& DebugGizmoSettings{Owner->GetWristTrackerDebugGizmoSettings()};
FSGDebugGizmo::Draw(World, Location, Rotation, DebugGizmoSettings);
}
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -33,7 +33,7 @@
*/
#include "SenseGlove/GameFramework/SGGameModeBase.h"
#include "SenseGlove/GameFramework//SGGameModeBase.h"
#include "SenseGlove/GameFramework/SGPawn.h"
#include "SenseGlove/GameFramework/SGPlayerController.h"
File diff suppressed because it is too large Load Diff
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -35,8 +35,6 @@
#include "SenseGlove/GameFramework/SGPlayerController.h"
#include "Runtime/Launch/Resources/Version.h"
#if ENGINE_MAJOR_VERSION > 5 || ( ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 2 )
#include "Engine/TimerHandle.h"
#else /* ENGINE_MAJOR_VERSION > 5 || ( ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 2 ) */
@@ -45,12 +43,13 @@
#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
@@ -59,32 +58,18 @@ struct ASGPlayerController::FImpl
* Static methods
************************/
static float GetForceFeedbackLevel(const AActor* Actor);
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 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);
static int32 GetForceFeedbackLevel(const AActor* Actor);
/************************
* Member variables
************************/
FTimerHandle TouchVibrotactileStopTimer;
FTimerHandle TouchBuzzStopTimer;
/************************
* Owner object
@@ -110,137 +95,96 @@ 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);
};
float ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
int32 ASGPlayerController::FImpl::GetBuzzLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (IsValid(TouchComponent))
if (TouchComponent)
{
return TouchComponent->GetForceFeedbackLevel();
return TouchComponent->GetBuzzLevel();
}
}
return 0.0f;
return 0;
}
float ASGPlayerController::FImpl::GetVibrotactileDuration(const AActor* ActorThumbTouching,
const AActor* ActorIndexTouching,
const AActor* ActorMiddleTouching,
const AActor* ActorRingTouching,
const AActor* ActorPinkyTouching)
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 (IsValid(TouchComponent))
if (TouchComponent)
{
return TouchComponent->GetVibrotactileDuration();
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorIndexTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorIndexTouching);
if (IsValid(TouchComponent))
if (TouchComponent)
{
return TouchComponent->GetVibrotactileDuration();
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorMiddleTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorMiddleTouching);
if (IsValid(TouchComponent))
if (TouchComponent)
{
return TouchComponent->GetVibrotactileDuration();
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorRingTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorRingTouching);
if (IsValid(TouchComponent))
if (TouchComponent)
{
return TouchComponent->GetVibrotactileDuration();
return TouchComponent->GetBuzzDuration();
}
}
if (IsValid(ActorPinkyTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorPinkyTouching);
if (IsValid(TouchComponent))
if (TouchComponent)
{
return TouchComponent->GetVibrotactileDuration();
return TouchComponent->GetBuzzDuration();
}
}
return 0.0f;
}
float ASGPlayerController::FImpl::GetVibrotactileLevel(const AActor* Actor)
int32 ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (IsValid(TouchComponent))
if (TouchComponent)
{
return TouchComponent->GetVibrotactileLevel();
return TouchComponent->GetForceFeedbackLevel();
}
}
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;
return 0;
}
ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
@@ -260,7 +204,7 @@ void ASGPlayerController::BeginPlay()
}
SGPawn->OnGrabStateUpdated().AddWeakLambda(
this, [= SG_CAPTURE_THIS](const FSGGrabState& GrabState) -> void
this, [=](const FSGGrabState& GrabState) -> void
{
if (!IsValid(SGPawn))
{
@@ -291,7 +235,7 @@ void ASGPlayerController::BeginPlay()
});
SGPawn->OnTouchStateUpdated().AddWeakLambda(
this, [= SG_CAPTURE_THIS](const FSGTouchState& TouchState) -> void
this, [=](const FSGTouchState& TouchState) -> void
{
Pimpl->UpdateHapticsFeedback(TouchState);
});
@@ -304,10 +248,69 @@ 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;
@@ -319,44 +322,48 @@ void ASGPlayerController::FImpl::UpdateHapticsFeedback(const FSGTouchState& Touc
return;
}
// Queue the Force-Feedback command...
TArray<float> ForceFeedbackLevels{
GetForceFeedbackLevels(
const USGBuzzCommand* BuzzCommand{
GetBuzzCommand(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState.ActorRingTouching, TouchState.ActorPinkyTouching)
TouchState.ActorRingTouching,TouchState.ActorPinkyTouching)
};
Glove->QueueForceFeedbackLevels(MoveTemp(ForceFeedbackLevels));
// Queue the Vibrotactile command...
TArray<float> VibrotactileLevels{
GetVibrotactileLevels(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState.ActorRingTouching, TouchState.ActorPinkyTouching)
};
Glove->QueueVibroLevels(MoveTemp(VibrotactileLevels));
// Send the haptics commands!
Glove->SendHaptics();
// 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(BuzzCommand))
{
if (IsValid(Glove))
{
Glove->QueueVibroLevels(VibrotactileOffCommand);
Glove->SendHaptics();
}
});
Glove->SendHaptics(BuzzCommand);
Owner->GetWorldTimerManager().SetTimer(
TouchVibrotactileStopTimer, TouchVibrotactileStopHandler, VibrotactileDuration, false, -1.0f);
const float Duration = FImpl::GetBuzzDuration(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState. ActorRingTouching, TouchState.ActorPinkyTouching);
Owner->GetWorldTimerManager().ClearTimer(TouchBuzzStopTimer);
FTimerDelegate TouchBuzzStopHandler;
TouchBuzzStopHandler.BindLambda([=]()-> void
{
Glove->SendHaptics(USGBuzzCommand::Off(Owner));
});
Owner->GetWorldTimerManager().SetTimer(
TouchBuzzStopTimer, TouchBuzzStopHandler, Duration, false, -1.0f);
}
else
{
Glove->SendHaptics(USGBuzzCommand::Off(Owner));
}
const USGForceFeedbackCommand* ForceFeedbackCommand{
GetForceFeedbackCommand(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
TouchState. ActorRingTouching, TouchState.ActorPinkyTouching)
};
if (IsValid(ForceFeedbackCommand))
{
Glove->SendHaptics(ForceFeedbackCommand);
}
else
{
Glove->SendHaptics(USGForceFeedbackCommand::Off(Owner));
}
}
void ASGPlayerController::FImplDeleter::operator()(const FImpl* P) const
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -249,7 +249,7 @@ ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitial
WristTracker->SetRight(VirtualHand->IsRight());
GrabState = FSGGrabState(VirtualHand, FVector::Zero(), {}, nullptr, nullptr, nullptr, nullptr);
GrabState = FSGGrabState(VirtualHand, nullptr, nullptr, nullptr, nullptr);
TouchState = FSGTouchState(VirtualHand, nullptr, nullptr, nullptr, nullptr, nullptr);
}
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -41,8 +41,6 @@
FSGGrabState::FSGGrabState()
: Hand(nullptr),
PreviousHandLocation(FVector::Zero()),
HandVelocityHistory{},
ActorThumbCanGrab(nullptr),
ActorIndexCanGrab(nullptr),
ActorMiddleCanGrab(nullptr),
@@ -51,15 +49,11 @@ FSGGrabState::FSGGrabState()
}
FSGGrabState::FSGGrabState(USGVirtualHandComponent* InHand,
const FVector& InPreviousHandLocation,
const TArray<FVector>& InHandVelocityHistory,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
AActor* InGrabbedActor)
: Hand(InHand),
PreviousHandLocation(InPreviousHandLocation),
HandVelocityHistory(InHandVelocityHistory),
ActorThumbCanGrab(InActorThumbCanGrab),
ActorIndexCanGrab(InActorIndexCanGrab),
ActorMiddleCanGrab(InActorMiddleCanGrab),
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -40,12 +40,12 @@
void FSenseGloveModule::StartupModule()
{
SGLOG("Starting up the SenseGlove module...");
SGLOG("Starting up SenseGlove module...");
}
void FSenseGloveModule::PreUnloadCallback()
{
SGLOG("Unloading the SenseGlove module...");
SGLOG("Unloading SenseGlove module...");
}
void FSenseGloveModule::PostLoadCallback()
@@ -55,7 +55,7 @@ void FSenseGloveModule::PostLoadCallback()
void FSenseGloveModule::ShutdownModule()
{
SGLOG("Shutting down the SenseGlove module...");
SGLOG("Shutting down SenseGlove module...");
}
#undef LOCTEXT_NAMESPACE
+1 -1
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -46,19 +46,13 @@ struct SENSEGLOVE_API FSGVirtualHandAnimInstanceProxy : public FAnimInstanceProx
{
GENERATED_USTRUCT_BODY()
private:
public:
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 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -54,15 +54,16 @@ public:
private:
UPROPERTY(EditAnywhere, Category="SenseGlove",
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;
meta=(AllowPrivateAccess="false", ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
int32 BuzzLevel;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "0.0", ClampMax = "100.0", UIMin = "0.0", UIMax = "100.0"))
float VibrotactileLevel;
meta=(AllowPrivateAccess="false", ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
float BuzzDuration;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", ClampMin = "0", ClampMax = "100", UIMin = "0", UIMax = "100"))
int32 ForceFeedbackLevel;
private:
struct FImpl;
@@ -76,32 +77,33 @@ private:
FImplDeleter PimplDeleter;
public:
FORCEINLINE float GetForceFeedbackLevel() const
FORCEINLINE int32 GetBuzzLevel() const
{
return BuzzLevel;
}
FORCEINLINE void SetBuzzLevel(const int32 Level)
{
BuzzLevel = Level;
}
FORCEINLINE float GetBuzzDuration() const
{
return BuzzDuration;
}
FORCEINLINE void SetBuzzDuration(const float Duration)
{
BuzzDuration = Duration;
}
FORCEINLINE int32 GetForceFeedbackLevel() const
{
return ForceFeedbackLevel;
}
FORCEINLINE void SetForceFeedbackLevel(const float Level)
FORCEINLINE void SetForceFeedbackLevel(const int32 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 - 2024 SenseGlove
* 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
@@ -84,9 +84,6 @@ private:
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bRight : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bHiddenInGameIfNoGloveDetected : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove | Haptics", meta=(AllowPrivateAccess="false"))
uint8 bAutoStopAllHapticsOnEndPlay : 1;
@@ -124,9 +121,16 @@ private:
FName PinkyFingertipTouchSocketName;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bHiddenInGameIfNoGloveDetected : 1;
UPROPERTY(EditAnywhere, Category="SenseGlove",
meta=(AllowPrivateAccess="false", EditCondition="bDrawDebugVirtualHand", EditConditionHides))
FSGDebugVirtualHandSettings DebugVirtualHandSettings;
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient)
USGHapticGlove* Glove;
@@ -146,16 +150,6 @@ public:
void SetRight(const bool bInRight);
FORCEINLINE const FName& GetMiddleFingertipTouchSocketName() const
{
return MiddleFingertipTouchSocketName;
}
FORCEINLINE void SetMiddleFingertipTouchSocketName(const FName& SocketName)
{
MiddleFingertipTouchSocketName = SocketName;
}
FORCEINLINE bool AutoStopsAllHapticsOnEndPlay() const
{
return !!bAutoStopAllHapticsOnEndPlay;
@@ -163,7 +157,7 @@ public:
FORCEINLINE void SetAutoStopAllHapticsOnEndPlay(const bool bInAutoStopAllHapticsOnEndPlay)
{
bAutoStopAllHapticsOnEndPlay = bInAutoStopAllHapticsOnEndPlay;
bAutoStopAllHapticsOnEndPlay = bInAutoStopAllHapticsOnEndPlay;
}
FORCEINLINE const FName& GetGrabSocketName() const
@@ -231,6 +225,16 @@ public:
IndexFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetMiddleFingertipTouchSocketName() const
{
return MiddleFingertipTouchSocketName;
}
FORCEINLINE void SetMiddleFingertipTouchSocketName(const FName& SocketName)
{
MiddleFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FName& GetRingFingertipTouchSocketName() const
{
return RingFingertipTouchSocketName;
@@ -251,21 +255,6 @@ public:
PinkyFingertipTouchSocketName = SocketName;
}
FORCEINLINE const FSGDebugVirtualHandSettings& GetDebugVirtualHandSettings() const
{
return DebugVirtualHandSettings;
}
FORCEINLINE FSGDebugVirtualHandSettings& GetDebugVirtualHandSettings()
{
return DebugVirtualHandSettings;
}
FORCEINLINE void SetDebugVirtualHandSettings(const FSGDebugVirtualHandSettings& InDebugVirtualHandSettings)
{
DebugVirtualHandSettings = InDebugVirtualHandSettings;
}
FORCEINLINE bool IsHiddenInGameIfNoGloveDetected() const
{
return !!bHiddenInGameIfNoGloveDetected;
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -41,7 +41,7 @@
#include "MotionControllerComponent.h"
#include "Templates/UniquePtr.h"
#include "SGSettings/SGWristTrackingSettings.h"
#include "SGSettings/SGDebugGizmoSettings.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGWristTrackerComponent.generated.h"
@@ -94,23 +94,56 @@ private:
FImplDeleter PimplDeleter;
private:
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bRight : 1;
/**
* Determines whether to override the plugin's wrist tracking settings or not.
*/
UPROPERTY(EditAnywhere, Category = "SenseGlove", meta=(AllowPrivateAccess="false"))
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings")
uint8 bOverridePluginWristTrackingSettings : 1;
/**
* Overrides the plugin's wrist tracking settings.
* If set to Custom, any desired location and rotation can be specified.
*/
UPROPERTY(EditAnywhere, Category = "SenseGlove",
meta=(AllowPrivateAccess="false", EditCondition="bOverridePluginWristTrackingSettings", EditConditionHides))
FSGWristTrackingSettings WristTrackingSettings;
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingSettings", EditConditionHides))
ESGPositionalTrackingHardware TrackingHardware;
/**
* Valid only if TrackingHardware is set to Custom.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition=
"bOverridePluginWristTrackingSettings && TrackingHardware == ESGPositionalTrackingHardware::Custom",
EditConditionHides))
FVector TrackingHardwareLocationOffset;
/**
* Valid only if TrackingHardware is set to Custom.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition=
"bOverridePluginWristTrackingSettings && TrackingHardware == ESGPositionalTrackingHardware::Custom",
EditConditionHides))
FRotator TrackingHardwareRotationOffset;
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings")
uint8 bOverridePluginWristTrackingDebugSettings : 1;
/**
* If enabled, draws debug Wrist trackers where possible.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings", EditConditionHides))
uint8 bDrawWristTrackerDebugGizmo : 1;
/**
* Valid only if bDrawWristTrackerDebugGizmo is enabled.
*/
UPROPERTY(Config, EditAnywhere, Category = "Override Plugin Settings",
meta=(EditCondition="bOverridePluginWristTrackingDebugSettings && bDrawWristTrackerDebugGizmo",
EditConditionHides))
FSGDebugGizmoSettings WristTrackerDebugGizmoSettings;
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient)
USGHapticGlove* Glove;
@@ -121,18 +154,6 @@ private:
FRotator WristRotation;
public:
FORCEINLINE bool IsLeft() const
{
return !IsRight();
}
FORCEINLINE bool IsRight() const
{
return !!bRight;
}
void SetRight(const bool bInRight);
FORCEINLINE bool OverridesPluginWristTrackingSettings() const
{
return !!bOverridePluginWristTrackingSettings;
@@ -143,8 +164,42 @@ public:
bOverridePluginWristTrackingSettings = bInOverridePluginWristTrackingSettings;
}
const FSGWristTrackingSettings& GetWristTrackingSettings() const;
void SetWristTrackingSettings(const FSGWristTrackingSettings& InWristTrackingSettings);
ESGPositionalTrackingHardware GetTrackingHardware() const;
void SetTrackingHardware(ESGPositionalTrackingHardware InTrackingHardware);
const FVector& GetTrackingHardwareLocationOffset() const;
void SetTrackingHardwareLocationOffset(const FVector& InTrackingHardwareLocationOffset);
const FRotator& GetTrackingHardwareRotationOffset() const;
void SetTrackingHardwareRotationOffset(const FRotator& InTrackingHardwareRotationOffset);
FORCEINLINE bool OverridesPluginWristTrackingDebugSettings() const
{
return !!bOverridePluginWristTrackingDebugSettings;
}
FORCEINLINE void OverridePluginWristTrackingDebugSettings(const bool bInOverridePluginWristTrackingDebugSettings)
{
bOverridePluginWristTrackingDebugSettings = bInOverridePluginWristTrackingDebugSettings;
}
bool GetDrawWristTrackerDebugGizmo() const;
void SetDrawWristTrackerDebugGizmo(bool bInDrawWristTrackerDebugGizmo);
const FSGDebugGizmoSettings& GetWristTrackerDebugGizmoSettings() const;
void SetWristTrackerDebugGizmoSettings(const FSGDebugGizmoSettings& InWristTrackerDebugGizmoSettings);
FORCEINLINE bool IsLeft() const
{
return GetTrackingSource() == EControllerHand::Left;
}
FORCEINLINE bool IsRight() const
{
return GetTrackingSource() == EControllerHand::Right;
}
void SetRight(const bool bRight);
FORCEINLINE const FVector& GetWristLocation() const
{
@@ -163,8 +218,12 @@ public:
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void TickComponent(float DeltaTime,
enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction) override;
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -35,9 +35,8 @@
#pragma once
#include "Containers/Array.h"
#include "GameFramework/Pawn.h"
#include "Runtime/Launch/Resources/Version.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Templates/UniquePtr.h"
#include "SenseGlove/Haptics/SGGrabState.h"
@@ -48,7 +47,6 @@
class UCameraComponent;
class UPrimitiveComponent;
class USphereComponent;
class UXRDeviceVisualizationComponent;
class USGVirtualHandComponent;
class USGWristTrackerComponent;
@@ -59,55 +57,23 @@ class SENSEGLOVE_API ASGPawn : public APawn
GENERATED_UCLASS_BODY()
public:
DECLARE_EVENT_OneParam(ASGPawn, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
FGrabStateUpdatedEvent& OnGrabStateUpdated()
{
return GrabStateUpdatedEvent;
};
DECLARE_EVENT_OneParam(ASGPawn, FTouchStateUpdatedEvent, const FSGTouchState& TouchState)
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FTouchStateUpdatedEvent, const FSGTouchState& TouchState)
FTouchStateUpdatedEvent& OnTouchStateUpdated()
{
return TouchStateUpdatedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorGrabbedEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorGrabbedEvent& OnGrabbed()
{
return ActorGrabbedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorReleasedEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorReleasedEvent& OnReleased()
{
return ActorReleasedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorBeginTouchEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorBeginTouchEvent& OnActorBeginTouch()
{
return ActorBeginTouchEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorEndTouchEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorEndTouchEvent& OnActorEndTouch()
{
return ActorEndTouchEvent;
};
private:
FGrabStateUpdatedEvent GrabStateUpdatedEvent;
FTouchStateUpdatedEvent TouchStateUpdatedEvent;
FActorGrabbedEvent ActorGrabbedEvent;
FActorReleasedEvent ActorReleasedEvent;
FActorBeginTouchEvent ActorBeginTouchEvent;
FActorEndTouchEvent ActorEndTouchEvent;
private:
struct FImpl;
@@ -130,15 +96,9 @@ 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;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandLeft;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipGrabCollider;
@@ -166,15 +126,9 @@ 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;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandRight;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipGrabCollider;
@@ -199,9 +153,6 @@ private:
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightPinkyFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
int32 MaxNumberOfHandVelocitySamples;
private:
UPROPERTY(Transient)
FSGGrabState LeftHandGrabState;
@@ -215,31 +166,6 @@ private:
UPROPERTY(Transient)
FSGTouchState RightHandTouchState;
UPROPERTY(Transient)
TArray<const AActor*> LeftHandOverlappedActors;
UPROPERTY(Transient)
TArray<const AActor*> RightHandOverlappedActors;
protected:
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnGrabStateUpdated(const FSGGrabState& GrabState);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnTouchStateUpdated(const FSGTouchState& TouchState);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorGrabbed(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorReleased(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
public:
FORCEINLINE UCameraComponent* GetCamera() const
{
@@ -251,23 +177,11 @@ 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;
}
FORCEINLINE USGVirtualHandComponent* GetRealHandLeft() const
{
return RealHandLeft;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipGrabCollider() const
{
return LeftThumbFingertipGrabCollider;
@@ -313,23 +227,11 @@ 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;
}
FORCEINLINE USGVirtualHandComponent* GetRealHandRight() const
{
return RealHandRight;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipGrabCollider() const
{
return RightThumbFingertipGrabCollider;
@@ -370,56 +272,12 @@ public:
return RightPinkyFingertipTouchCollider;
}
FORCEINLINE int32 GetMaxNumberOfHandVelocitySamples() const
{
return MaxNumberOfHandVelocitySamples;
}
FORCEINLINE void SetMaxNumberOfHandVelocitySamples(const int32 InMaxNumberOfHandVelocitySamples)
{
MaxNumberOfHandVelocitySamples = InMaxNumberOfHandVelocitySamples;
}
public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaSeconds) override;
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
protected:
UFUNCTION()
virtual void OnRealLeftHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealLeftHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRealRightHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealRightHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
@@ -715,19 +573,19 @@ public:
FORCEINLINE bool CanGrab(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? CanRightHandGrab(Actor) : CanLeftHandGrab(Actor);
return Hand == HandLeft ? CanLeftHandGrab(Actor) : CanRightHandGrab(Actor);
}
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? IsRightHandGrabbing(Actor) : IsLeftHandGrabbing(Actor);
return Hand == HandLeft ? IsLeftHandGrabbing(Actor) : IsRightHandGrabbing(Actor);
}
bool IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const;
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand) const
{
return Hand == HandRight ? IsRightHandGrabbing() : IsLeftHandGrabbing();
return Hand == HandLeft ? IsLeftHandGrabbing() : IsRightHandGrabbing();
}
public:
@@ -749,6 +607,6 @@ public:
FORCEINLINE void Release(const USGVirtualHandComponent* Hand)
{
return Hand == HandRight ? ReleaseRight() : ReleaseLeft();
return Hand == HandLeft ? ReleaseLeft() : ReleaseRight();
}
};
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -35,8 +35,6 @@
#pragma once
#include "Containers/Array.h"
#include "Math/Vector.h"
#include "UObject/ObjectMacros.h"
#include "SGGrabState.generated.h"
@@ -55,12 +53,6 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
USGVirtualHandComponent* Hand;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
FVector PreviousHandLocation;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
TArray<FVector> HandVelocityHistory;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "SenseGlove")
AActor* ActorThumbCanGrab;
@@ -77,8 +69,6 @@ public:
FSGGrabState();
explicit FSGGrabState(USGVirtualHandComponent* InHand,
const FVector& InPreviousHandLocation,
const TArray<FVector>& InHandVelocityHistory,
AActor* InActorThumbCanGrab,
AActor* InActorIndexCanGrab,
AActor* InActorMiddleCanGrab,
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
+9 -19
View File
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -42,23 +42,20 @@ 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",
"SenseGloveDebug",
@@ -67,12 +64,5 @@ public class SenseGlove : ModuleRules
"SenseGloveTypes",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"SenseGloveBuildHacks",
}
);
}
}
}
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -117,7 +117,7 @@ int32 FSGCoreJNI::Initialize()
SGLOG("FSGCoreJNI: attempting to find the Android JNI method 'WriteHaptics'...");
jmethodID WriteHapticsMethodID = Env->GetStaticMethodID(Class, "WriteHaptics", "(IILjava/lang/String;)I");
jmethodID WriteHapticsMethodID = Env->GetStaticMethodID(Class, "WriteHaptics", "(ILjava/lang/String;)I");
FAndroidApplication::CheckJavaException();
if (!WriteHapticsMethodID)
{
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -43,7 +43,7 @@
void FSenseGloveAndroidModule::StartupModule()
{
SGLOG("Starting up the SenseGloveAndroid module...");
SGLOG("Starting up SenseGloveAndroid module...");
#if PLATFORM_ANDROID
const int32 R1 = FSGConnectJNI::Initialize();
@@ -59,17 +59,17 @@ void FSenseGloveAndroidModule::StartupModule()
void FSenseGloveAndroidModule::PreUnloadCallback()
{
SGLOG("Unloading the SenseGloveAndroid module...");
SGLOG("Unloading SenseGloveAndroid module...");
}
void FSenseGloveAndroidModule::PostLoadCallback()
{
SGLOG("Loading the SenseGloveAndroid module has succeeded!");
SGLOG("Loading SenseGloveAndroid module has succeeded!");
}
void FSenseGloveAndroidModule::ShutdownModule()
{
SGLOG("Shutting down the SenseGloveAndroid module...");
SGLOG("Shutting down SenseGloveAndroid module...");
}
#undef LOCTEXT_NAMESPACE
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -43,22 +43,22 @@ public class SenseGloveAndroid : ModuleRules
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PrivateDependencyModuleNames.AddRange(
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"SenseGloveConnectImpl",
"SenseGloveCoreImpl",
"SenseGloveLog",
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"SenseGloveInterop",
"SenseGloveLog",
}
);
@@ -7,7 +7,7 @@
(The MIT License)
Copyright (c) 2020 - 2024 SenseGlove
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
@@ -59,30 +59,12 @@
<log text="SenseGloveAndroid [WARN]: this architecture is not supported!"/>
</false>
</if>
<setBoolFromProperty result="bCreateAFSProject" ini="Engine" section="/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings" property="bEnablePlugin" default="true"/>
</init>
<resourceCopies>
<copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/app/libs/sgconnect.jar" />
</resourceCopies>
<gradleCopies>
<if condition="bCreateAFSProject">
<true>
<!-- Also copy into AFSProject -->
<!--
We have a dependency in the buildGradleAdditions which
isn't in the AFSProject which is compiled for shipping
builds when AndroidFileServer (AFS) is enabled. To keep
the size of the AFS APK small it doesn't automatically
copy all the libs over.
-->
<copyFile src="$S(PluginDir)/../ThirdParty/android/sgconnect.jar" dst="$S(BuildDir)/gradle/AFSProject/app/libs/sgconnect.jar" />
</true>
</if>
</gradleCopies>
<gradleProperties>
<insert>
kapt.incremental.apt=true
@@ -91,15 +73,18 @@
<proguardAdditions>
<insert>
<!-- Disable obfuscation for SenseGlove classes -->
-dontwarn com.senseglove.**
-keep class com.senseglove.** { *; }
-keep interface com.senseglove.** { *; }
-keep public class com.senseglove.sgconnect.** { public protected *; }
</insert>
</proguardAdditions>
<androidManifestUpdates>
<!-- For target SDK 31 update the SplashActivity activity -->
<loopElements tag="activity">
<setStringFromAttribute result="activityName" tag="$" name="android:name"/>
@@ -115,6 +100,7 @@
<addPermission android:name="android.permission.BLUETOOTH_ADMIN"/>
<addPermission android:name="android.permission.ACCESS_BACKGROUND_LOCATION"/>
<addPermission android:name="android.permission.ACCESS_FINE_LOCATION"/>
</androidManifestUpdates>
<buildGradleAdditions>
@@ -137,6 +123,7 @@
dependencies {
implementation files('libs/sgconnect.jar')
}
</insert>
</buildGradleAdditions>
@@ -1,223 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBackend/SGBackend.h"
#include "Engine/Engine.h"
#if PLATFORM_ANDROID
#include "SGConnect/SGConnect.h"
#endif /* PLATFORM_ANDROID */
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHandLayer.h"
#include "SGLog/SGLog.h"
struct USGBackend::FImpl
{
/************************
* Owner object
************************/
USGBackend* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGBackend* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
};
USGBackend* USGBackend::GetInstance()
{
if (!ensureAlwaysMsgf(GEngine, TEXT("The engine has not been initialized!")))
{
return nullptr;
}
USGBackend* Instance{GEngine->GetEngineSubsystem<USGBackend>()};
return Instance;
}
USGBackend::USGBackend()
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
bBackendInitialized = false;
}
bool USGBackend::InitializeBackend()
{
if (!IsBackendInitialized())
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Device Scanning is already running within a different program.");
return false;
case -1:
SGLOG_ERROR("Device Scanning already being initialized (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("Device Scanning is already running within this program.");
return false;
case 1:
SGLOG("Successfully started up DeviceScanning from the current program.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Init return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
// Ensure that the device list is empty before doing anything.
FSGDeviceList::Dispose();
FSGDeviceList::Reinitialize();
bBackendInitialized = true;
return true;
}
return false;
}
bool USGBackend::UninitializeBackend()
{
if (IsBackendInitialized())
{
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
SGLOG_ERROR("An Unexpected error occurred. Please try again.");
return false;
case -2:
SGLOG_ERROR("Not allowed to dispose of Device Scanning because this is not the program which started it.");
return false;
case -1:
SGLOG_ERROR("Device Scanning is currently being disposed off. This takes a second or two. (function called twice in short succession).");
return false;
case 0:
SGLOG_ERROR("There is no deviceScanner running from any program, so disposing is skipped.");
return false;
case 1:
SGLOG("Successfully disposed of DeviceScanner resources.");
break;
default:
ensureAlwaysMsgf(false, TEXT("Unhandled Dispose return status code!"));
return false;
}
#endif /* PLATFORM_ANDROID */
bBackendInitialized = false;
return true;
}
return false;
}
bool USGBackend::ShouldCreateSubsystem(UObject* Outer) const
{
return true;
}
void USGBackend::Initialize(FSubsystemCollectionBase& Collection)
{
SGLOG("Initializing the SenseGlove Backend singleton with the engine lifetime...");
Super::Initialize(Collection);
SGLOG("Initializing the SenseGlove Backend singleton with the engine lifetime...");
if (InitializeBackend())
{
SGLOG("The bridge to the SenseGlove Backend has been initialized successfully!")
}
else
{
SGLOG_ERROR("Failed to initialize the bridge to the SenseGlove Backend!")
}
SGLOG("The SenseGlove Backend singleton has been successfully initialized with the engine lifetime!");
}
void USGBackend::Deinitialize()
{
SGLOG("De-initializing the SenseGlove Backend singleton due to the engine lifetime expiration...");
Super::Deinitialize();
if (UninitializeBackend())
{
SGLOG("The bridge to the SenseGlove Backend has been uninitialized successfully!")
}
else
{
SGLOG_ERROR("Failed to uninitialize the bridge to the SenseGlove Backend!")
}
(void)Pimpl.Release();
SGLOG("The SenseGlove Backend singleton has been successfully de-initialized!");
}
USGBackend::FImpl::FImpl(USGBackend* InOwner)
: Owner(InOwner)
{
}
USGBackend::FImpl::~FImpl() = default;
void USGBackend::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
@@ -1,40 +0,0 @@
/**
* @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 "SenseGloveBackend.h"
#include "Modules/ModuleManager.h"
#include "SenseGloveBackendModule.h"
IMPLEMENT_MODULE(FSenseGloveBackendModule, SenseGloveBackend)
@@ -1,59 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
using System;
using UnrealBuildTool;
public class SenseGloveBackend : ModuleRules
{
public SenseGloveBackend(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"SenseGloveConnect",
"SenseGloveCore",
"SenseGloveLog",
"SenseGloveTypes",
}
);
}
}
@@ -1,58 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBackendKismet/SGBackendKismetLibrary.h"
#include "SGBackend/SGBackend.h"
USGBackend* USGBackendKismetLibrary::GetInstance()
{
return USGBackend::GetInstance();
}
bool USGBackendKismetLibrary::IsBackendInitialized(const USGBackend* Backend)
{
return Backend->IsBackendInitialized();
}
bool USGBackendKismetLibrary::InitializeBackend(USGBackend* Backend)
{
return Backend->InitializeBackend();
}
bool USGBackendKismetLibrary::UninitializeBackend(USGBackend* Backend)
{
return Backend->UninitializeBackend();
}
@@ -1,40 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SenseGloveBackendKismet.h"
#include "Modules/ModuleManager.h"
#include "SenseGloveBackendKismetModule.h"
IMPLEMENT_MODULE(FSenseGloveBackendKismetModule, SenseGloveBackendKismet)
@@ -1,51 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "Modules/ModuleInterface.h"
#define LOCTEXT_NAMESPACE "SenseGloveBackendKismet"
class FSenseGloveBackendKismetModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void PreUnloadCallback() override;
virtual void PostLoadCallback() override;
virtual void ShutdownModule() override;
};
#undef LOCTEXT_NAMESPACE
@@ -1,58 +0,0 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
using System;
using UnrealBuildTool;
public class SenseGloveBackendKismet : ModuleRules
{
public SenseGloveBackendKismet(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"SenseGloveBackend",
"SenseGloveLog",
"SenseGloveKismet",
"SenseGloveTypes",
}
);
}
}
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -33,4 +33,4 @@
*/
#include "SGBuildHacks/SGInclude_Core_Nova2Glove.h"
#include "SGBuildHacks/SGInclude_Core_BuzzCommand.h"
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_CalibrationDataPoint.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_FingerCommand.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_ForceFeedbackCommand.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -33,4 +33,4 @@
*/
#include "SGBuildHacks/SGInclude_Core_HandLayer.h"
#include "SGBuildHacks/SGInclude_Core_HandProfile.h"
@@ -1,36 +0,0 @@
/**
* @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 - 2024 SenseGlove
* 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
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveCalibrationCheck.h"
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveCalibrationSequence.h"
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveCommandBuffer.h"
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveHandProfiles.h"
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_HapticGloveQuickCalibration.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -1,36 +0,0 @@
/**
* @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"
@@ -1,36 +0,0 @@
/**
* @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_Nova2GloveSensorData.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_NovaGloveCalibration.h"
@@ -0,0 +1,36 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGBuildHacks/SGInclude_Core_NovaGloveHandProfile.h"
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 SenseGlove
* 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

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