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398 Commits
Author SHA1 Message Date
Mamadou Babaei d5ddfe04a1 bump the plugin version to v1.6.1 2023-08-14 21:23:22 +02:00
Mamadou Babaei 090a52b42f fix the platform support matrix 2023-08-14 21:23:21 +02:00
Mamadou Babaei e86cf45a27 add a missing header that causes build issues on ue 5.0 2023-08-14 21:23:21 +02:00
Mamadou Babaei 5d749000e2 bump the plugin version to v1.6.0 2023-08-14 17:27:39 +02:00
Mamadou Babaei 1cb3425e3e update the changelog 2023-08-14 17:27:38 +02:00
Mamadou Babaei 8377d52806 update the changelog 2023-08-14 17:27:38 +02:00
Mamadou Babaei 081eccfdf5 do not cache grabbed actors as overlapped actors 2023-08-14 17:27:37 +02:00
Mamadou Babaei 7c2449125b inline some pimpl methods in order to improve function call performance for regularly called methods 2023-08-14 17:27:37 +02:00
Mamadou Babaei 7a316b0dbf cache all overlapped actors with the real/virtual hands 2023-08-14 17:27:36 +02:00
Mamadou Babaei 2ea076799b initial working implementation of the separated virtual/real hand rendering 2023-08-14 17:27:36 +02:00
Mamadou Babaei 5a194314ae fix the wrong default gizmo colors when initialized using the default constructor. 2023-08-14 17:27:35 +02:00
Mamadou Babaei 0f38361a24 fix ue 5.3 build issues 2023-08-14 17:27:35 +02:00
Mamadou Babaei 365224af7d add support for the upcoming unreal engine 5.3 and native toolchain v22 libs to the build system 2023-08-14 17:27:34 +02:00
Mamadou Babaei 56a3cada8f bump senseglove libraries for windows to v2.11.0-b775a05 2023-08-14 17:27:34 +02:00
Mamadou Babaei 38a3acedb3 update the changelog 2023-08-14 17:27:33 +02:00
Mamadou Babaei b21ac092e4 remove any mention of msvc 2017 and ue 4.27 third-party libs from the readme file 2023-08-14 17:27:32 +02:00
Mamadou Babaei 9e11349640 bump senseglove headers and libraries for linux and android to v2.11.0-b775a05 2023-08-14 17:27:31 +02:00
Mamadou Babaei 1c82941063 initial attempt at separating the hand rendering from the real hand 2023-08-14 17:27:30 +02:00
Mamadou Babaei b4d2444aca alternative velocity calculation for released actors based on the hand's cached position history 2023-08-14 17:27:29 +02:00
Mamadou Babaei 37b2751760 alternative velocity calculation for released actors based on a cached position history 2023-08-14 17:27:29 +02:00
Mamadou Babaei a8dcc6c295 apply the hand's velocity to the grabbed actor after release 2023-08-14 17:27:28 +02:00
Mamadou Babaei b00ecda42e bump the plugin version to v1.5.3 2023-07-19 18:23:54 +02:00
Mamadou Babaei 4e8139248b bump senseglove libraries for windows to v2.10.1-3b0e7c9 2023-07-19 18:23:53 +02:00
Mamadou Babaei 713ac6fbf3 a minor changelog fix 2023-07-19 18:23:53 +02:00
Mamadou Babaei 07ad7f0ce2 bump senseglove libraries for linux and android to v2.10.1-3b0e7c9 2023-07-19 18:23:52 +02:00
Mamadou Babaei a751d4abe6 bump the plugin version to v1.5.2 2023-07-19 01:20:39 +02:00
Mamadou Babaei f68a2f6185 fix a build issue with android shipping builds 2023-07-19 01:14:40 +02:00
Mamadou Babaei 1bfab51b69 whitespace fix 2023-07-19 01:14:40 +02:00
Mamadou Babaei aa0c9aae53 remove redundant whitespaces 2023-07-19 01:14:39 +02:00
Mamadou Babaei bf464408e9 fix a grammatical error in the changelog 2023-07-19 01:14:39 +02:00
Mamadou Babaei e66eae92ec bump the plugin version to v1.5.1 2023-07-13 19:50:45 +02:00
Mamadou Babaei 1b96c4bd25 fix grab/release bug for the right hand 2023-07-13 19:50:45 +02:00
Mamadou Babaei 4f9b0c1987 fix a wrist tracker bug where hands are getting tracked in reverse 2023-07-13 19:50:44 +02:00
Mamadou Babaei b74a85149a do checks against the right hand which is cleaner to read 2023-07-13 19:50:44 +02:00
Mamadou Babaei ca28012e63 bump the plugin version to v1.5.0 2023-06-16 02:12:01 +02:00
Mamadou Babaei e9d163d7b2 update the changelog 2023-06-16 02:12:01 +02:00
Mamadou Babaei 42039d23f4 fix the motion source options crashes 2023-06-16 02:12:01 +02:00
Mamadou Babaei ee228f7713 refactor the newly added motion source settings and off-load them from the wrist tracker to the settings system, though this causes crashes still 2023-06-16 02:12:01 +02:00
Mamadou Babaei 8242cefde8 bump senseglove libraries for windows to v.2.10.0-12133ac 2023-06-16 02:12:01 +02:00
Mamadou Babaei 46107eb3e1 bump senseglove libraries for linux and android to v.2.10.0-12133ac 2023-06-16 02:12:00 +02:00
Mamadou Babaei 89bbdaeb8d update the changelog with the latest changes 2023-06-16 02:12:00 +02:00
Mamadou Babaei f434a0fd77 remove not yet implemented from ViveTracker and ViveFocus3WristTracker enums' names 2023-06-16 02:12:00 +02:00
Mamadou Babaei 0f8197efeb fix a bug where SteamVR trackers such as HTC VIVE and HTC VIVE Focus 3's wrist orientation and location were not being tracked. 2023-06-16 02:12:00 +02:00
Mamadou Babaei 76076d1339 bump senseglove libraries and headers for linux and android to v2.9.0-21c54c5 2023-06-16 02:11:59 +02:00
Mamadou Babaei 7d0e13f7df update the changelog to reflect the latest changes 2023-06-16 02:11:59 +02:00
Mamadou Babaei 3edc56f77e bump senseglove libraries for windows to v2.9.0-21c54c5 2023-06-16 02:11:59 +02:00
Mamadou Babaei 3095f18791 add (not implemented yet) to the blueprint display name for positional tracking hardware that is not implemented yet 2023-06-16 02:11:58 +02:00
Mamadou Babaei c61ee7b098 add support for vive focus 3 positional tracking hardwares 2023-06-16 02:11:58 +02:00
Mamadou Babaei 211ce20add add support for oculus quest pro positional tracking hardwares 2023-06-16 02:11:58 +02:00
Mamadou Babaei 63b84bdf01 remove support for oculus touch, pico neo 2, and pico neo 3 positional tracking hardwares 2023-06-16 02:11:58 +02:00
Mamadou Babaei 5ca857d5be fix ESGPositionalTrackingHardware enum display names and comments 2023-06-16 02:11:58 +02:00
Mamadou Babaei 9510cdf1f4 update the changelog 2023-06-16 02:11:58 +02:00
Mamadou Babaei a529f3a8f6 fully refactor the top-level configurations in the settings system into ustructs 2023-06-16 02:11:58 +02:00
Mamadou Babaei 17032aff6b update the platform support matrix to reflect the latest support status 2023-06-16 02:11:58 +02:00
Mamadou Babaei 022ce8b3a4 bump senseglove libraries for windows v2.8.0-ff14904 2023-06-16 02:11:58 +02:00
Mamadou Babaei cc5eb7d320 bump senseglove libraries for linux and android to v2.8.0-ff14904 2023-06-16 02:11:54 +02:00
Mamadou Babaei 20a66828f5 drop support for native toolchain v19, msvc v141 (2017), and thus ue 4.27 in the build system 2023-06-16 02:11:53 +02:00
Mamadou Babaei e2cd0e5b73 bump the plugin version to v1.4.3 2023-06-01 23:31:15 +02:00
Mamadou Babaei 70d80ff453 update the changelog 2023-06-01 23:31:14 +02:00
Mamadou Babaei 59ecca015e fix a critical Android crash that happens where the default development hand meshes are not found 2023-06-01 23:31:14 +02:00
Mamadou Babaei e144de6af6 add a complementary internal method to IsUsingUserMesh, IsUsingDefaultMesh for checking various hand meshes 2023-06-01 23:31:13 +02:00
Mamadou Babaei 0783489ca0 fix the changelog release formatting and drop the v prefix in the release titles 2023-06-01 23:31:13 +02:00
Mamadou Babaei 8e26be219b bump the plugin version to v1.4.2 2023-06-01 21:46:26 +02:00
Mamadou Babaei 843c1c3fcb update the changelog 2023-06-01 21:46:25 +02:00
Mamadou Babaei 5928e99450 fix the changelog typos and errors 2023-06-01 21:46:25 +02:00
Mamadou Babaei 5980511183 minor grammatical fix 2023-06-01 21:46:24 +02:00
Mamadou Babaei 520ccae430 update the changelog with unreleased changes 2023-06-01 21:46:24 +02:00
Mamadou Babaei 6df4792978 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 21:46:24 +02:00
Mamadou Babaei 21dfe0eb89 fix error C2440: 'initializing': cannot convert from 'void' to 'bool' when engine versio is < 5.2 2023-06-01 21:46:23 +02:00
Mamadou Babaei c3d6f25676 fix typos in the changelog 2023-06-01 21:46:23 +02:00
Mamadou Babaei 65ba3cbc51 fix a typo in the changelog 2023-06-01 21:46:22 +02:00
Mamadou Babaei 51edea5612 fix the changelog 2023-06-01 21:46:22 +02:00
Mamadou Babaei 435a652273 fix a typo in the changelog 2023-06-01 21:46:21 +02:00
Mamadou Babaei 21d793c739 minor fix in the changelog 2023-06-01 21:46:21 +02:00
Mamadou Babaei 8fa1a6ab55 bump the plugin version v1.4.1 2023-05-29 02:09:58 +02:00
Mamadou Babaei c9a2c73c63 log unreleased changes 2023-05-29 02:09:58 +02:00
Mamadou Babaei 2d3a8eb18c remove dead gradle code from the android module 2023-05-29 02:09:57 +02:00
Mamadou Babaei a8057bd66a supress a grade warning for non-arm64 archs when the build target is android 2023-05-29 02:09:57 +02:00
Mamadou Babaei 437033fd4e bump the plugin version to v1.4.0 2023-05-19 19:02:25 +02:00
Mamadou Babaei 1dc15e8c5f fix linux aarch64 build issues on ue 5.0 2023-05-19 18:36:29 +02:00
Mamadou Babaei f38ef95a0d remove SenseGloveCoreTypes from the directory structure 2023-05-19 18:36:28 +02:00
Mamadou Babaei 2712398e29 implement an optional feature in order to automatically stop all haptics on the end play event 2023-05-19 18:14:06 +02:00
Mamadou Babaei e39b5e5158 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 18:14:06 +02:00
Mamadou Babaei ad30dbfd5e remove commented code 2023-05-19 18:14:05 +02:00
Mamadou Babaei 354be18ff7 increase the default finger tips collider sizes 2023-05-19 18:14:05 +02:00
Mamadou Babaei cd4f34fc51 get root component instead of iterating over the components in order to disable/enable the actor physics 2023-05-19 18:14:04 +02:00
Mamadou Babaei 2d57b006eb fix a potential crash 2023-05-19 18:14:04 +02:00
Mamadou Babaei 1df7f11226 stop all haptics on end play in order to make sure the glove won't get stuck in haptics feedbacks 2023-05-19 18:14:04 +02:00
Mamadou Babaei dbe83d6e62 set the default attachment rotation rule to keep relative 2023-05-19 18:14:03 +02:00
Mamadou Babaei dd193a27e3 set the default attachment scale rule to snap to target 2023-05-19 18:14:03 +02:00
Mamadou Babaei e932c4559f do not affect collision when grab/release 2023-05-19 18:14:02 +02:00
Mamadou Babaei a1c79a057b refactor and remove the need to cache the component in the grab/release workflow 2023-05-19 18:14:02 +02:00
Mamadou Babaei 5445137073 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 18:14:01 +02:00
Mamadou Babaei 63fe65b071 try an alternative approach for the grab/release functionality by disabling/enabling physics simulation 2023-05-19 18:14:01 +02:00
Mamadou Babaei a29cba310e add grab sucess/fail checks with error messages 2023-05-19 18:14:00 +02:00
Mamadou Babaei f5f35e48b6 add ensure checks on the grab socket name 2023-05-19 18:14:00 +02:00
Mamadou Babaei 51d4d72998 move socket name to a temp var for easier debugging 2023-05-19 18:14:00 +02:00
Mamadou Babaei 2917c555ce move attachment rules to a temp var for easier debugging 2023-05-19 18:13:59 +02:00
Mamadou Babaei 3c91ce6c79 fix a release-detection logic error 2023-05-19 18:13:59 +02:00
Mamadou Babaei c466451b9a clean up and simplify the touch callback lambda 2023-05-19 18:13:58 +02:00
Mamadou Babaei e98abc7873 update the changelog 2023-05-19 18:13:58 +02:00
Mamadou Babaei 520e4f23dd force off haptic commands when collision ends 2023-05-19 18:13:57 +02:00
Mamadou Babaei 797eafab9c only send force-feedback and buzz commands when they are not zero 2023-05-19 18:13:57 +02:00
Mamadou Babaei 2fe4911f60 update the platform support matrix with the distribution channels and their remarks 2023-05-19 18:13:57 +02:00
Mamadou Babaei 331c18e548 add a note about abi/api breaking changes 2023-05-19 18:13:56 +02:00
Mamadou Babaei d299012d6d bump senseglove binaries for windows to v2.7.1-965f90c 2023-05-19 18:13:55 +02:00
Mamadou Babaei f818eff580 removed the redundant SenseGloveCoreTypes module which causes all kinds of packaging issues with certain versions of the engine. 2023-05-19 18:13:55 +02:00
Mamadou Babaei 7a355c47b1 try to fix various build issues with the senseglove core types module 2023-05-19 18:13:54 +02:00
Mamadou Babaei a793128736 fix linux aarch64 build issues and for older unreal engine versions 2023-05-19 18:13:54 +02:00
Mamadou Babaei 142cb08e0f whitelist all modules for linuxarm64 target platform 2023-05-19 18:13:53 +02:00
Mamadou Babaei 5cd4014031 fix linux aarch64 build issues and for ue 4.27 up to 5.2 2023-05-19 18:13:53 +02:00
Mamadou Babaei 5bf9b7e08f fix a build error where engine versions are < 5.2 2023-05-19 18:13:52 +02:00
Mamadou Babaei f72cf3e7c2 add linux aarch64 platform support for unreal 5.2+ and bump senseglove libraries to v2.7.1-965f90c 2023-05-19 18:13:51 +02:00
Mamadou Babaei bb35da6434 fix a circular dependency build issue 2023-05-19 18:13:50 +02:00
Mamadou Babaei 304b4c72cb add a missing dependency that causes packaging issues 2023-05-19 18:13:49 +02:00
Mamadou Babaei d7f3d13d74 capture by reference in the buzz timer callback lambda or otherwise crash 2023-05-19 18:13:49 +02:00
Mamadou Babaei d62f5589b7 fix a crash due to uninitialized pimpl object 2023-05-19 18:13:48 +02:00
Mamadou Babaei 0b1f64883d fix lambda crashes and ensure logic bugs 2023-05-19 18:13:48 +02:00
Mamadou Babaei cfb37ed673 complete the implementation for the touch functionality and its feedbacks 2023-05-19 18:13:48 +02:00
Mamadou Babaei e4361cffc3 add the initial implementation for the touch functionality and its feedbacks 2023-05-19 18:13:47 +02:00
Mamadou Babaei 88033a2df1 expose the connected glove in the virtual hand's api 2023-05-19 18:13:47 +02:00
Mamadou Babaei e1261b4fd5 add static get component methods for quickly accessing grab/touch components 2023-05-19 18:13:46 +02:00
Mamadou Babaei b6707dd758 remove the variable names from the grab/touch signatures 2023-05-19 18:13:46 +02:00
Mamadou Babaei 5aec9088e7 add the grab/touch state update events 2023-05-19 18:13:45 +02:00
Mamadou Babaei 37a15b93cd update the changelog 2023-05-19 18:13:45 +02:00
Mamadou Babaei 3159179fcc fix a crash by removing wrong delegate binds 2023-05-19 18:13:45 +02:00
Mamadou Babaei a12771f15f add a buzz timeout uproperty 2023-05-19 18:13:44 +02:00
Mamadou Babaei 4abbbb3b51 merge all properties inside the grab component into one group 2023-05-19 18:13:44 +02:00
Mamadou Babaei 410acf2611 simplify and merge separate buzz/force-feedback levels into one value on the touch component 2023-05-19 18:13:43 +02:00
Mamadou Babaei 49f7873574 Revert "move force-feedback properties from the touch component to the grab component"
This reverts commit 9faa9d2ca4.
2023-05-19 18:13:43 +02:00
Mamadou Babaei 8a7db34d4f move force-feedback properties from the touch component to the grab component 2023-05-19 18:13:42 +02:00
Mamadou Babaei 7b0b36fc7d cache which finger can grab or touch objects 2023-05-19 18:13:42 +02:00
Mamadou Babaei 1509d3fcfa set up the overlap events for the grab/touch fingertip colliders 2023-05-19 18:13:42 +02:00
Mamadou Babaei 669a8b50bb add the api for getting/setting touch properties 2023-05-19 18:13:41 +02:00
Mamadou Babaei e12943f187 add the api for getting/setting grab properties 2023-05-19 18:13:41 +02:00
Mamadou Babaei 7d999975bd add a grab socket uproperty, getters, and setters 2023-05-19 18:13:40 +02:00
Mamadou Babaei 2d82d5b41c whitespace fix 2023-05-19 18:13:40 +02:00
Mamadou Babaei 92d1e78b0e differentiate the default grab/touch socket names 2023-05-19 18:13:39 +02:00
Mamadou Babaei b17375a8e4 integrate the touch component and colliders and rename the grab ones 2023-05-19 18:13:39 +02:00
Mamadou Babaei ee7002413a add a touch component intended to be used for force-feedback 2023-05-19 18:13:39 +02:00
Mamadou Babaei 16b9b16e14 add the api and setup the required components and uproperties in order to implement the basic grab functionality 2023-05-19 18:13:38 +02:00
Mamadou Babaei f35f256f68 document the unreleased changes 2023-05-19 18:13:38 +02:00
Mamadou Babaei ef4cee5472 fix blueprint signatures and make all bp exposed functions static 2023-05-19 18:13:37 +02:00
Mamadou Babaei 98c99adaa2 formatting fix 2023-05-19 18:13:37 +02:00
Mamadou Babaei 789b4cf66b document a missing changelog item 2023-05-19 18:13:36 +02:00
Mamadou Babaei b0dfd14694 Revert "temporarily revert changes that are not part of the v1.3.1 release"
This reverts commit 116935f54b.
2023-05-19 18:13:36 +02:00
Mamadou Babaei 27d50be8ec bump the plugin version to v1.3.1 2023-04-28 02:13:06 +02:00
Mamadou Babaei c67b425719 temporarily revert changes that are not part of the v1.3.1 release 2023-04-28 02:13:06 +02:00
Mamadou Babaei ac71b08887 fix runuat rocket build issues by adding the missing headers 2023-04-28 02:13:05 +02:00
Mamadou Babaei 2826edb8ca document the senseglove debug module 2023-04-28 02:13:05 +02:00
Mamadou Babaei cec7e7934f document unreleased changes 2023-04-28 02:13:04 +02:00
Mamadou Babaei c4a9c5dc43 Revert "temporarily revert changes that are not part of the v1.3.0 release"
This reverts commit 6a0f2a00a1.
2023-04-28 02:13:04 +02:00
Mamadou Babaei 3b979dad3a bump the plugin version to v1.3.0 2023-04-28 01:21:14 +02:00
Mamadou Babaei d7804c7691 temporarily revert changes that are not part of the v1.3.0 release 2023-04-28 01:21:14 +02:00
Mamadou Babaei 4a2c16ad82 bump senseglove libraries for linux and android to v2.6.0-aac3d56 2023-04-28 01:21:13 +02:00
Mamadou Babaei ab2ffe5c28 bump the senseglove libraries for windows/msvc to v2.6.0-aac3d56 2023-04-28 01:21:13 +02:00
Mamadou Babaei bd118e1b87 document recent changes 2023-04-28 01:21:13 +02:00
Mamadou Babaei d29d8f0858 document the senseglove libraries bump in the changelog 2023-04-28 01:21:12 +02:00
Mamadou Babaei 2fb326b24f adjust senseglove/unreal coordinate system conversions according to changes in the recent sgcore release 2023-04-28 01:21:12 +02:00
Mamadou Babaei 0c5e328dc6 fix a gramatical error 2023-04-28 01:21:12 +02:00
Mamadou Babaei addd9cc0ea add a debug virtual hand and some other fixes 2023-04-28 01:21:12 +02:00
Mamadou Babaei 792ffa4b2b fix the hand right hand offset 2023-04-28 01:21:12 +02:00
Mamadou Babaei 03d473a115 remove redundant headers 2023-04-28 01:21:12 +02:00
Mamadou Babaei 4057f27d02 fix debug gizmo default colors 2023-04-28 01:21:12 +02:00
Mamadou Babaei abcc8f1194 refactor the debug gizmo draw method 2023-04-28 01:21:12 +02:00
Mamadou Babaei 79e6d97095 update the changelog with unreleased changes 2023-04-28 01:21:12 +02:00
Mamadou Babaei 3bec00134c refactor the wrist tracker's debug gzmo settings into a ustruct in order to be re-used 2023-04-28 01:21:12 +02:00
Mamadou Babaei c4deb756d2 fix gizmo drawing issue happens due to a null world object 2023-04-28 01:21:12 +02:00
Mamadou Babaei 1db34f724d add a new generic senseglove debug module 2023-04-28 01:21:12 +02:00
Mamadou Babaei 01d136f86b add the base implementation for the senseglove grab component 2023-04-28 01:21:12 +02:00
Mamadou Babaei 441be4878d increase the default DebugWristTrackerGizmoLength value in the plugin's settings 2023-04-28 01:21:12 +02:00
Mamadou Babaei 948305e2ca increase the default DebugWristTrackerGizmoLength value on the wrist tracker 2023-04-28 01:21:12 +02:00
Mamadou Babaei d84866cac5 document unreleased changes 2023-04-28 01:21:12 +02:00
Mamadou Babaei c641d7a3fa fix the wrong hand offset calculations 2023-04-28 01:21:12 +02:00
Mamadou Babaei a1fe7debbc fix the wrong tracker origin calculations 2023-04-28 01:21:12 +02:00
Mamadou Babaei 43c45aea47 fix the platform support matrix for unreal versions >= 5.0 2023-04-20 15:55:47 +02:00
Mamadou Babaei 950e5ce563 minor code improvements and clean up 2023-04-20 15:55:47 +02:00
Mamadou Babaei 1e9489f45b fix the directory structure 2023-04-11 21:05:51 +02:00
Mamadou Babaei edc5b681d8 remove the development virtual hand mesh from master and all the release branches 2023-04-11 20:58:50 +02:00
Mamadou Babaei f09347f7b7 bump the plugin version to v1.2.1 2023-03-30 06:43:27 +02:00
Mamadou Babaei 0394b589d7 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 06:22:54 +02:00
Mamadou Babaei 71532de955 remove the engine settings module from the senseglove module's private dependencies list 2023-03-30 06:16:04 +02:00
Mamadou Babaei a019a0b521 remove the launch and settings from the android module's private includes 2023-03-30 05:58:49 +02:00
Mamadou Babaei bf46e80419 bump the plugin version to v1.2.0 2023-03-28 21:39:47 +02:00
Mamadou Babaei 0a6eb28d1c add the new dev/test hand model (this hand mesh is not meant to be published) 2023-03-28 18:29:28 +02:00
Mamadou Babaei 4e3fa930e5 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 18:29:27 +02:00
Mamadou Babaei 9f5bb2d97e remove the old virtual hand model mesh 2023-03-28 18:29:27 +02:00
Mamadou Babaei 356e850a13 fix the hand animation implementation and angle conversions to work with the standard ue5.1+ hand from epic 2023-03-28 18:29:26 +02:00
Mamadou Babaei f2ce577a1b add missing paths headers that causes uat build issues 2023-03-28 11:47:52 +02:00
Mamadou Babaei 46a5584bc2 add missing vershon headers and clean up unused headers 2023-03-28 11:47:52 +02:00
Mamadou Babaei c77afede10 fix uat errors C4458 when building the virtual hand component 2023-03-28 11:23:02 +02:00
Mamadou Babaei 3abd6d53bc remove SGContentBrowserExtension_SKeleton and clean up the editor module 2023-03-28 10:39:14 +02:00
Mamadou Babaei 81b590dd85 remove SGAssetTypeActions_Skeleton, SGSkeletonEditor, and SGSkeletonEditorCommands classes 2023-03-28 10:39:14 +02:00
Mamadou Babaei c54757da64 add a content browser extension as an alternative to modify the ref pose 2023-03-28 10:39:14 +02:00
Mamadou Babaei 7134f7f533 add log template specialization for ftransform 2023-03-28 10:39:14 +02:00
Mamadou Babaei 04a6039738 add new experiments with the SGAssetTypeActions_Skeleton 2023-03-28 10:39:14 +02:00
Mamadou Babaei ead3ae8cd0 add custom asset type actions for skeletons 2023-03-28 10:39:14 +02:00
Mamadou Babaei e007c9e7f2 add a message dialog and instruct the user to use the context menu in order to save the skeleton asset 2023-03-28 10:39:14 +02:00
Mamadou Babaei 15a3d01617 fix a deprecation warning on ue5 2023-03-28 10:39:14 +02:00
Mamadou Babaei 0221fc01dc minor changelog fix 2023-03-28 10:39:14 +02:00
Mamadou Babaei 734765ff28 document the android calibration in the changelog 2023-03-28 10:39:14 +02:00
Mamadou Babaei b32d2f55e6 add virtual destructors 2023-03-28 10:39:14 +02:00
Mamadou Babaei bb6c101eff fix the skeleton editor crash with a working button from senseglove on the toolbar 2023-03-28 10:39:13 +02:00
Mamadou Babaei a533ba2389 first attemp at extending the skeleton editor that also crashes the editor once opened 2023-03-28 10:39:13 +02:00
Mamadou Babaei c268a331f9 add missing header that causes build issues on ue 4.27 2023-03-28 10:39:13 +02:00
Mamadou Babaei e21903455f update the changelog 2023-03-28 10:39:13 +02:00
Mamadou Babaei b80689b73f clean up editor code from the virtual hand actor in order to fix wrist tracking issues 2023-03-28 10:39:13 +02:00
Mamadou Babaei 8bf6a19ba2 force the wrist tracker to track the right hand on init/begin/construct 2023-03-28 10:39:13 +02:00
Mamadou Babaei 1d27af0ac8 add event handler lambdas for wrist tracker component of the virtual ahnd actor 2023-03-28 10:39:13 +02:00
Mamadou Babaei a741e9c692 functional wrist tracker component 2023-03-28 10:39:13 +02:00
Mamadou Babaei c9583f61fd add an almost complete wrist tracker component implementation 2023-03-28 10:39:13 +02:00
Mamadou Babaei 55ed2b6f9f fix multiple issues with the virtual hand component and the plugin settings 2023-03-28 10:39:13 +02:00
Mamadou Babaei 584ce06822 explicitly assign motion controllers to the proper hands 2023-03-28 10:39:13 +02:00
Mamadou Babaei 73a01dfa0f bump senseglove libraries windows/msvc to v2.5.0-8069342 2023-03-28 10:39:12 +02:00
Mamadou Babaei 6c6dfd5374 bump senseglove libraries and headers for linux and android to v2.5.0-8069342 2023-03-28 10:39:12 +02:00
Mamadou Babaei 74e303c0ac add new settings accessors for c++ and blueprints 2023-03-28 10:39:11 +02:00
Mamadou Babaei 515581ab15 add wrist tracking debug settings 2023-03-28 10:39:11 +02:00
Mamadou Babaei 2b4027282d allow setting custom hardware offset through the plugin settings 2023-03-28 10:39:11 +02:00
Mamadou Babaei 3ac32ac174 add missing engine module that causes build issues on android 2023-03-28 10:39:11 +02:00
Mamadou Babaei e3d1bea0ed move the pimpl initialization to the constructor 2023-03-28 10:39:11 +02:00
Mamadou Babaei cb3fa3ccbe move the defaults to the constructor 2023-03-28 10:39:11 +02:00
Mamadou Babaei dc5fa338dc make the senseglove settings a singleton with engine subsystem lifetime and fix the blueprint accessors 2023-03-28 10:39:11 +02:00
Mamadou Babaei 5a829ecc2e add the senseglove settings kismet module 2023-03-28 10:39:11 +02:00
Mamadou Babaei 9bbb1fcedb some improvements for the settings module 2023-03-28 10:39:11 +02:00
Mamadou Babaei 2b1dc99d26 minor fixes in the settings module 2023-03-28 10:39:11 +02:00
Mamadou Babaei 29d0e9b4da add a senseglove settings manager module 2023-03-28 10:39:11 +02:00
Mamadou Babaei f8f091fb28 fix the changelog typos and errors 2023-03-28 10:39:10 +02:00
Mamadou Babaei 33b2b37cfb whitespace fix 2023-03-28 10:39:10 +02:00
Mamadou Babaei a5597b4eb8 add special android directory methods and initialization args 2023-03-28 10:39:10 +02:00
Mamadou Babaei 9ad6012ee0 initial attempt at implementing android calibration 2023-03-28 10:39:10 +02:00
Mamadou Babaei de44981594 bump senseglove libraries and headers for linux and android to v2.4.3-2eceacb 2023-03-28 10:39:09 +02:00
Mamadou Babaei 4d0a3c378c virtual hand fixes especially for android 2023-03-28 10:39:09 +02:00
Mamadou Babaei 90941d09d8 fix virtual hand crashes and editor visibility issues 2023-03-28 10:39:09 +02:00
Mamadou Babaei 4180dae78b fix comments 2023-03-28 10:39:09 +02:00
Mamadou Babaei c60e79009b fix android architecture detection issues on ue 5.2 2023-03-28 10:39:09 +02:00
Mamadou Babaei fcb191063b add a temporary workaround for the android crashes and the hidden if glove not found functionality 2023-03-28 10:39:09 +02:00
Mamadou Babaei 710c918402 fix native-toolchain v19 build issues 2023-03-28 10:39:09 +02:00
Mamadou Babaei 1f5262bb81 integrate the virtual hand into the sgpawn 2023-03-28 10:39:09 +02:00
Mamadou Babaei 2b01327555 clarify android on 5.2 is not supported, yet 2023-03-28 10:39:08 +02:00
Mamadou Babaei 67d0bcad44 minor fixes 2023-03-28 10:39:08 +02:00
Mamadou Babaei acccd9bd06 update the changelog in order to reflect the latest status of unreleased changes 2023-03-28 10:39:08 +02:00
Mamadou Babaei f0a597715e dump some animation errors to the logs inside the editor instead of crashing 2023-03-28 10:39:08 +02:00
Mamadou Babaei 75c4b6f98d working in-editor hand animation 2023-03-28 10:39:08 +02:00
Mamadou Babaei 6a0b00b5d5 distinguish between virtual hand actor and component and animate the component 2023-03-28 10:39:08 +02:00
Mamadou Babaei f5750217da add a new component-based class for the virtual hand 2023-03-28 10:39:08 +02:00
Mamadou Babaei 4e9df4b1b9 add an empty sgpawn kismet library class 2023-03-28 10:39:08 +02:00
Mamadou Babaei 3c173e03d1 document the new senseglove core types module 2023-03-28 10:39:08 +02:00
Mamadou Babaei 731dae1789 add the virtual hand kismet library 2023-03-28 10:39:08 +02:00
Mamadou Babaei 97b81e5eb1 minor commit fix 2023-03-28 10:39:08 +02:00
Mamadou Babaei b0b559472f drop the redundant sgconnecttypes 2023-03-28 10:39:07 +02:00
Mamadou Babaei 7cecbdf4fe move all sg array types into their corresponding *core modules 2023-03-28 10:39:07 +02:00
Mamadou Babaei 5b4c97adcf minor api validation fixes 2023-03-28 10:39:07 +02:00
Mamadou Babaei cc9f92d875 minor fix 2023-03-28 10:39:07 +02:00
Mamadou Babaei 96320231b6 bump senseglove libraries windows to v2.4.2-ba98cec 2023-03-28 10:39:07 +02:00
Mamadou Babaei 3a3f7c584c bump senseglove libraries and headers for linux and android to v2.4.2-ba98cec 2023-03-28 10:39:06 +02:00
Mamadou Babaei 0172d15325 remove the redundant sgplatform from the sgconnectimpl module 2023-03-28 10:39:05 +02:00
Mamadou Babaei a3604bfba7 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 10:39:05 +02:00
Mamadou Babaei 6e5e6cd195 document 4.22 to 4.26 purge in the changelog 2023-03-28 10:39:05 +02:00
Mamadou Babaei fbb2ab0700 initial attempt to cleanup dead code from the dropped engine versions: 4.22 to 4.26 2023-03-28 10:39:05 +02:00
Mamadou Babaei 196fbf5c2e update the remarks section in readme file to reflect the latest platform support state 2023-03-28 10:39:05 +02:00
Mamadou Babaei 2e9d3a1cd5 update the changelog for unreleased changes 2023-03-28 10:39:05 +02:00
Mamadou Babaei fdd4abf508 update the platform support matrix 2023-03-28 10:39:05 +02:00
Mamadou Babaei 22f5db29fc whitespace fix 2023-03-28 10:39:05 +02:00
Mamadou Babaei c4e8cf2cac update the changelog for unreleased changes 2023-03-28 10:39:04 +02:00
Mamadou Babaei c0a934dd03 update unreal api to take care of radians/degrees conversions where possible 2023-03-28 10:39:04 +02:00
Mamadou Babaei 08418d8406 add more utility functions and templates for angles, specifically for handling floats 2023-03-28 10:39:04 +02:00
Mamadou Babaei 099820454f almost working hand mondel animation adjusted to the api changes 2023-03-28 10:39:04 +02:00
Mamadou Babaei 47fdb091e6 rename sguitls/sgcoordinates utility class to sgangles and convert angles from radians to degrees and vice-versa between unreal and senseglove 2023-03-28 10:39:04 +02:00
Mamadou Babaei a5f1f1e83b minor initialization fixes 2023-03-28 10:39:04 +02:00
Mamadou Babaei f07972f33b minor fix: move temp a variable 2023-03-28 10:39:04 +02:00
Mamadou Babaei 631191a76e mark a method as const 2023-03-28 10:39:04 +02:00
Mamadou Babaei 621eb92525 clean up redundant hand animation code 2023-03-28 10:39:04 +02:00
Mamadou Babaei 8827970cfa remove redundant reset to ref pose call 2023-03-28 10:39:04 +02:00
Mamadou Babaei a3f93ea32d use rotators instead of quats 2023-03-28 10:39:04 +02:00
Mamadou Babaei c1d08ecd4c improve the virtual hand model animation 2023-03-28 10:39:03 +02:00
Mamadou Babaei 35c97f8020 rely on the reference pose instead of caching poses 2023-03-28 10:39:03 +02:00
Mamadou Babaei 17a12cf126 improved virtual hand model animation 2023-03-28 10:39:03 +02:00
Mamadou Babaei 4009998873 bump senseglove libraries for windows/msvc to v2.4.1-d551398 2023-03-28 10:39:03 +02:00
Mamadou Babaei 17ebbbbc75 mention functional linux development support in the changelog 2023-03-28 10:39:02 +02:00
Mamadou Babaei 42fe0bd2f4 bump senseglove libraries and headers for linux and android to v2.4.1-d551398 2023-03-28 10:39:01 +02:00
Mamadou Babaei 834313559b bump senseglove libraries for windows/msvc to v2.4.0-dc6c34b 2023-03-28 10:39:01 +02:00
Mamadou Babaei 98c141be41 bump senseglove libraries and headers for linux and android to v2.4.0-dc6c34b 2023-03-28 10:38:59 +02:00
Mamadou Babaei c13abde404 bump senseglove libraries for windows/msvc to v2.3.0-a9726bf 2023-03-28 10:38:59 +02:00
Mamadou Babaei 1ab7fed810 bump senseglove libraries for linux and android to the first fully linux-aware version: v2.3.0-a9726bf 2023-03-28 10:38:58 +02:00
Mamadou Babaei 639c79daff apply the transform to the output pose 2023-03-28 10:38:57 +02:00
Mamadou Babaei 528a451838 try a component transform 2023-03-28 10:38:57 +02:00
Mamadou Babaei e2ce23e83c add quat template specialization to the sglog module 2023-03-28 10:38:57 +02:00
Mamadou Babaei bc357561a7 fix the EvaluateSkeletalControl_AnyThread crash 2023-03-28 10:38:57 +02:00
Mamadou Babaei 8f17dbe8a1 revert back the last commit and ignore the last joint 2023-03-28 10:38:57 +02:00
Mamadou Babaei d863613c01 try an alternate implementation for copying animation data in order to remedy the virtual hand crash 2023-03-28 10:38:57 +02:00
Mamadou Babaei 04c70288a1 bump senseglove thrid-party libraries for windows to v2.2.4-1eda0d8 2023-03-28 10:38:57 +02:00
Mamadou Babaei 1285a0ed67 bump senseglove libraries for linux and android to v2.2.4-1eda0d8 2023-03-28 10:38:55 +02:00
Mamadou Babaei d17d4ebefe bump senseglove headers and libraries for linux and android to v2.2.3-39b3c2b 2023-03-28 10:38:55 +02:00
Mamadou Babaei e06fed8aab bump senseglove thrid-party libraries for windows to v2.2.3-39b3c2b 2023-03-28 10:38:54 +02:00
Mamadou Babaei 3deef2aa85 bump senseglove headers and libraries for linux and android to v2.2.2-1725b91 2023-03-28 10:38:53 +02:00
Mamadou Babaei a36015f602 bump senseglove thrid-party libraries for windows to v2.2.2-1725b91 2023-03-28 10:38:52 +02:00
Mamadou Babaei 6e188eb022 add the msvc141 third-party directory to the directory tree 2023-03-28 10:38:52 +02:00
Mamadou Babaei 61b42da728 add the android module to the directory tree 2023-03-28 10:38:52 +02:00
Mamadou Babaei c0bb0896bd document the directory structure changes 2023-03-28 10:38:52 +02:00
Mamadou Babaei 286a55defe bump windows/msvc binaries to v2.2.1-ca2f23d 2023-03-28 10:38:52 +02:00
Mamadou Babaei c1dfcb47bd update senseglove libraries to v2.2.1-ca2f23d with per engine segregated android ndk support 2023-03-28 10:38:51 +02:00
Mamadou Babaei 2a97d852f1 updated documentation for the directory structure 2023-03-28 10:38:50 +02:00
Mamadou Babaei cadf2bbde0 remove redundant Source/ThirdParty/lib/oculus directories 2023-03-28 10:38:50 +02:00
Mamadou Babaei 232fb0dc60 updated documentation for the directory structure 2023-03-28 10:38:50 +02:00
Mamadou Babaei b588456359 update the platform support matrix 2023-03-28 10:38:49 +02:00
Mamadou Babaei 27a337aa34 bump senseglove headers and libraries for windows/msvc to v2.2.0-eed9611 2023-03-28 10:38:49 +02:00
Mamadou Babaei 4c90c3024b log the unreleased changes 2023-03-28 10:38:49 +02:00
Mamadou Babaei 9ac44f8d42 bump senseglove headers and libraries for linux and android to v2.2.0-eed9611 2023-03-28 10:38:48 +02:00
Mamadou Babaei e2840aeb68 remove archaic pre-public-release dead code 2023-03-28 10:38:48 +02:00
Mamadou Babaei 92a0bb30c4 virtual hand implementation with a crash from calling EvaluateSkeletalControl_AnyThread 2023-03-28 10:38:48 +02:00
Mamadou Babaei f04301d78b fix impl owners 2023-03-28 10:38:48 +02:00
Mamadou Babaei 8710a08489 add partion implementation of the virtual hand 2023-03-28 10:38:48 +02:00
Mamadou Babaei f3e5b20c46 fix vr hand asset issues 2023-03-28 10:38:48 +02:00
Mamadou Babaei 5e213de1ff add senseglove module base classes 2023-03-28 10:38:48 +02:00
Mamadou Babaei 67837e5459 add the virtual hand assets 2023-03-28 10:38:48 +02:00
Mamadou Babaei a8145da99b punctuation fix 2023-03-28 10:38:48 +02:00
Mamadou Babaei 4c795814f5 bump the plugin version to v1.1.1 2023-02-07 12:11:34 +01:00
Mamadou Babaei d777b4d0b0 move launch and settings module to PrivateIncludePathModuleNames from PrivateDependencyModuleNames in order to pass runuat tests 2023-02-07 11:40:25 +01:00
Mamadou Babaei 4a44ee97a9 Bump SenseGlove libraries for Windows/MSVC to v2.1.2-95ec6e7 2023-02-07 10:58:41 +01:00
Mamadou Babaei c384587de8 fix formatting 2023-02-07 10:58:41 +01:00
Mamadou Babaei f279a1afcf add support for android armeabi-v7a with neon, x86-64, and x86 builds in addition to arm64-v8a 2023-02-07 10:58:40 +01:00
Mamadou Babaei 5ee09d9860 bump senseglove libraries for linux to v2.1.2-95ec6e7 2023-02-07 10:58:40 +01:00
Mamadou Babaei 0a6ce45ec0 update the changelog with initiali support for ue5.2 2023-02-07 10:58:40 +01:00
Mamadou Babaei 944622caf2 add initial ue5.2 support to the build system along with linux third-party libraries 2023-02-07 10:58:40 +01:00
Mamadou Babaei c027ffe9a7 fix gitignore rules for the Source/ThirdParty directory 2023-02-07 10:58:40 +01:00
Mamadou Babaei d93ea7657b bump senseglove libraries for windows/msvc to v2.1.1-0569c74 2023-02-07 10:58:39 +01:00
Mamadou Babaei 75a0cc2048 bump the plugin version to v1.1.0 2023-02-03 13:44:45 +01:00
Mamadou Babaei 2bcf2f5c9c switch to sgconnect for android v1.1.0 extracted from the .arr file shipped with our unity plugin 2023-02-03 13:44:45 +01:00
Mamadou Babaei 105330b903 bump senseglove libraries to v2.1.1-0569c74 2023-02-03 13:44:45 +01:00
Mamadou Babaei a46d83a0b4 use the correct writehaptics signature extracted from the .jar file 2023-02-03 13:44:45 +01:00
Mamadou Babaei 7480141ede mention sgconnect for android as an added dependency in the changelog 2023-02-03 13:44:44 +01:00
Mamadou Babaei 887062dbba update the platform support matrix and the directory structure 2023-02-03 13:44:44 +01:00
Mamadou Babaei c8cc8f473f log the unreleased changes 2023-02-03 13:44:44 +01:00
Mamadou Babaei e9460a772d bump sgconnect and sgcore to v2.1.0-9080621 and add an almost functional android implementation 2023-02-03 13:44:44 +01:00
Mamadou Babaei bb91a0ad29 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 13:44:44 +01:00
Mamadou Babaei ebe5b623db minor documentation fixes 2023-02-03 13:44:43 +01:00
Mamadou Babaei 51e2421106 drop linux third-party libraries for earlier versions of the engine prior to 4.27 2023-02-03 13:44:43 +01:00
Mamadou Babaei 32fd4ac93f fix a bug in the jni call write haptics 2023-02-03 13:44:43 +01:00
Mamadou Babaei af42b3879a replace more method calls on android with the equivalents from sgconnect for android 2023-02-03 13:44:43 +01:00
Mamadou Babaei 79aa0a09d4 bump copyright years 2023-02-03 13:44:43 +01:00
Mamadou Babaei 7c4700f696 add an android module with working jni calls to Init(), Dispose(), and GetLibraryVersion() 2023-02-03 13:44:43 +01:00
Mamadou Babaei b68aedc146 log the unreleased changes 2023-02-03 13:44:43 +01:00
Mamadou Babaei 6e135ee416 remove the enum utils class due to ANY_PACKAGE deprecation warnings in unreal engine 5.1 2023-02-03 13:44:43 +01:00
Mamadou Babaei 1fad51736d conform to the class naming standards 2023-02-03 13:44:43 +01:00
Mamadou Babaei a6bfa687aa apply const correctness 2023-02-03 13:44:43 +01:00
Mamadou Babaei 90bce32067 whitelist android as a target platform 2023-02-03 13:44:43 +01:00
Mamadou Babaei c54341173a fix android build issues caused by the log module 2023-02-03 13:44:43 +01:00
Mamadou Babaei ee983b56ee bump the plugin version to v1.0.4 2022-12-02 12:38:30 +01:00
Mamadou Babaei 40fa0d0379 simplify the move constructors / move assignment operators' noexcept ifdefs 2022-12-02 12:38:30 +01:00
Mamadou Babaei b9499cfb6d fix ue 4.22 - 4.27 build issues on msvc 2017 2022-12-02 12:38:30 +01:00
Mamadou Babaei 8c032d04dc move sgplatform headers to the public folder 2022-12-02 12:38:30 +01:00
Mamadou Babaei c0dcda6419 update the platform support matrix 2022-12-02 12:38:30 +01:00
Mamadou Babaei b549ce660c fix ue >= 5.0 ubt errors 2022-12-02 12:38:30 +01:00
Mamadou Babaei ce855aacef upgrade senseglove third-party libraries for linux and android to to v2.0.4 2022-12-02 12:38:28 +01:00
Mamadou Babaei 14e112d00a add macros for C++17 detection 2022-12-02 12:38:28 +01:00
Mamadou Babaei b5d8ff2939 apply const correctness to method parameters 2022-12-02 12:38:28 +01:00
Mamadou Babaei 88517df5ca upgrade sglibraries binaries for windows/msvc to to v2.0.4 and add msvc 2017 binaries 2022-12-02 12:38:27 +01:00
Mamadou Babaei 809cceace9 upgrade sglibraries third-party headers to v2.0.4 2022-12-02 12:38:27 +01:00
Mamadou Babaei 9575815f89 add support for msvc 2017 to the build.cs files 2022-12-02 12:38:26 +01:00
Mamadou Babaei 2ba196f8ab bump the plugin version to v1.0.3 2022-11-30 14:33:05 +01:00
Mamadou Babaei dd452e39c8 adjust Config/FilterPlugin.ini in order to conform to Epic's market place guidelines 2022-11-30 14:28:16 +01:00
Mamadou Babaei 1156bbcfc4 bump the plugin version to v1.0.2 2022-11-27 14:48:47 +01:00
Mamadou Babaei deb418de27 fix the third-party license mark down file formatting 2022-11-27 14:48:47 +01:00
Mamadou Babaei 6fd2707ceb add the SenseGlove SDK license 2022-11-27 14:48:47 +01:00
Mamadou Babaei d2cf27b9f5 fix readme typos and errors 2022-11-27 14:48:47 +01:00
Mamadou Babaei 885e349e64 add missing the copyright notice and include directive 2022-11-27 14:48:47 +01:00
Mamadou Babaei 34ea241dcc list the dot files inside the FilterPlugin.ini file 2022-11-27 14:48:47 +01:00
Mamadou Babaei 7791ba1b06 add the marketplace url to the .uplugin file 2022-11-27 14:48:47 +01:00
Mamadou Babaei 147cf03074 bump the plugin version to v1.0.1 2022-11-27 14:48:47 +01:00
Mamadou Babaei 7b17d689b9 * 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
2022-11-27 14:48:47 +01:00
Mamadou Babaei bd36647b8c update documentation, add changelog, and prepare for v1.0.0 release 2022-11-27 14:48:47 +01:00
Mamadou Babaei 659c4059f3 huge patch fixing 4.22 through 4.24 build issues on msvc and llvm/clang 2022-11-27 14:48:47 +01:00
Mamadou Babaei 1ea2f9a006 fix a mangled method name in layer 4 2022-11-27 14:48:47 +01:00
Mamadou Babaei 1408cbab68 replace IMPLEMENT_GAME_MODULE with IMPLEMENT_MODULE 2022-11-19 13:07:34 +01:00
Mamadou Babaei b820cc419d fix module types and loading order 2022-11-19 06:22:09 +01:00
Mamadou Babaei bf3b88080c add the docs url 2022-11-18 15:07:53 +01:00
Mamadou Babaei 17d24cac9c import sg libraries v2.0.3 binaries for msvc/windows 2022-11-18 15:03:06 +01:00
Mamadou Babaei 20f7a49072 import sg libraries headers v2.0.3 and linux binaries and adjust to the latest changes 2022-11-18 15:03:06 +01:00
Mamadou Babaei 7ca649ccfc add more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 8344699b0d add missing sense glove wrappers in layer 1/2/3/4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei c0bc426e1c add missing nova glove info rotator conversions to layer 3/4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 253d6d8f94 add missing nova glove hand profile wrappers in layer 3/4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei f2b0d96767 add more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 1427dcf2dd add missing sg device wrappers in layer 4 of the api and also more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei 200edc080d add more documentation 2022-11-18 15:03:05 +01:00
Mamadou Babaei dbccb7bab9 document some parts of the layer 3 and 4 api 2022-11-18 15:03:05 +01:00
Mamadou Babaei 4a45e0ae4f translate senseglove/unreal angles/directions 2022-11-18 15:03:05 +01:00
Mamadou Babaei 99e81d3bb4 implement proper mm/cm conversions 2022-11-17 02:30:35 +01:00
Mamadou Babaei 4352a69f63 introduce more utility templates for metric unit conversions 2022-11-17 02:30:35 +01:00
Mamadou Babaei f788ca2be7 remove unit conversions from the internal vect3d wrappers 2022-11-17 02:30:35 +01:00
Mamadou Babaei 1fffd79eb9 bump sg libraries to v2.0.2 and adjust to the latest changes 2022-11-17 02:30:35 +01:00
Mamadou Babaei 3f3ad99706 consider millimeters/centimeters conversion, introduce units, and minor array utils refactoring 2022-11-17 02:30:34 +01:00
Mamadou Babaei f7df1eb9fe fix wrong readme header 2022-11-14 17:19:47 +01:00
Mamadou Babaei 60f27b682a shorten mangled blueprint nodes in order to avoid doc generation issues 2022-11-14 17:16:13 +01:00
Mamadou Babaei 179fc92763 separate the unreal c++/bp implementation of SGConnect wrappers 2022-11-12 00:35:29 +01:00
Mamadou Babaei 7a9a47f4f4 add FRotator overloads for every method that accepts or returns FQuat and some other bug fixes 2022-11-11 11:42:51 +01:00
Mamadou Babaei e2186549ce bump engine version to 5.0 2022-11-11 11:42:50 +01:00
Mamadou Babaei 4ab61adb77 fix unreal/senseglove coordinates translation calculations 2022-11-11 11:42:50 +01:00
1010 changed files with 29048 additions and 25845 deletions
+1 -244
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@@ -5,249 +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).
## [2.0.7] - 2024-05-29
This is a bugfix release with no actual plugin code changes, only fixing issues with binary assets incompatible with UE versions earlier than 5.4.
### Fixed
- Make the Allbreaker assets compatible with UE5.1+ again as the v2.0.5 update breaks compatibility with UE versions earlier than 5.4, thus leaving the engine unable to load those assets.
## [2.0.6] - 2024-05-29
This is a bugfix release with no actual plugin code changes, only removing development/test assets from UE 5.3 that were never meant to be shipped.
### Removed
- Removed the dev/test virtual hand models that leaked into the 5.3 branch.
### Fixed
## [2.0.5] - 2024-05-22
This is a bugfix release with no actual plugin code changes, only focusing on fixing the Allbreaker virtual hand model issues.
### Fixed
- Fix the wrong palm bone names on the Allbreaker virtual hand models.
## [2.0.4] - 2024-05-17
This is a bugfix release with no actual plugin's code change.
### Fixed
- Fix our in-house Unreal Engine Marketplace submission tool's configurations where the Content folder (containing the Allbreaker hand model) is mistakenly ignored during the submission. This release reintroduces the Virtual Hand Model and its material missing from the previous release.
- Fix the SenseGlove.uproject's wrong versioning submitted to the Unreal Engine Marketplace.
## [2.0.3] - 2024-05-15
This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine 5.4.
### Fixed
- Fix UE 5.4 RunUAT build issue: "Asking CppCompileEnvironment for a single Architecture, but it has multiple Architectures (arm64, x64)", affecting SenseGloveConnectImpl and SenseGloveCoreImpl modues.
- Improved target platform detection when building SenseGloveConnectImpl and SenseGloveCoreImpl modules and also distinguishing the x64 builds from arm64 on Microsoft Windows.
- Fix other UE 5.4 RunUAT build issues, mostly caused by missing headers.
### Removed
- Removed support for Android armeabi-v7a and x86 architectures as they are no longer supported by the supported engine versions.
## [2.0.2] - 2024-04-25
This is a patch release with no code changes.
### Added
- Introduce official Unreal Engine 5.4 support to the Unreal Engine Marketplace.
### Changed
- Updated the Platform Support Matrix with the latest changes. This is the last release to support Unreal Engine 5.1 as we no longer are able to push updates for this release to the Unreal Engine Marketplace. The v2.0.1 release for Unreal Engine 5.1 can be obtained from the Unreal Engine Marketplace, and v2.0.2 through our Microsoft Azure DevOps repositories. Please note that there are no actual code changes between these two releases and in terms of functionality they are almost identical.
## [2.0.1] - 2024-04-15
This is a bugfix release.
### 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
@@ -546,4 +303,4 @@ 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
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@@ -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
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@@ -5,7 +5,7 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the MIT
```
MIT License
Copyright (c) 2020 - 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
+53 -69
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@@ -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) | ✅ v2.0.7 | ✅ v2.0.7 |
| **5.3** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.7 | ✅ v2.0.7 |
| **5.2** | ❌ | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x | ✅ v2.0.x (r25b) | ✅ v2.0.7 | ✅ v2.0.7 |
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ⚠️ v2.0.1 | ⚠️ v2.0.2 |
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **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** | ❌ | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x (r21e) | ✅ v1.6.1 | ✅ v1.6.1 |
| **5.1** | ❌ | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x (r25b) | ✅ v1.6.1 | ✅ v1.6.1 |
| **5.2** | ❌ | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x | ✅ v1.6.x (r25b) | ✅ v1.6.1 | ✅ v1.6.1 |
* <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
@@ -52,56 +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 v2.0.7
- [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
- [ ] OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
- [ ] FXRMotionControllerData compatible hand animation system.
- [ ] FXRMotionControllerData compatible wrist tracking system.
- [ ] FXRMotionControllerData compatible hand interaction manipulation system.
- [ ] Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
### Planned features long-term
- [ ] 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
```
@@ -117,10 +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++)
@@ -173,6 +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)
@@ -181,7 +153,19 @@ Please note that modules postfixed with **Impl** are intended for interal use an
│ │ │
│ │ └── release
│ │
── x64 (64-bit x86-64 variant of Android)
── 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
│ │
@@ -254,4 +238,4 @@ The SenseGlove plug-in for Unreal Engine is licensed under the terms of the [MIT
### Third-Party Licenses
Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please.
Please note that while the SenseGlove plug-in for Unreal Engine is made available under the [MIT License](LICENSE.md), it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [LICENSE-THIRD-PARTY.md](LICENSE-THIRD-PARTY.md), please.
+3 -35
View File
@@ -1,7 +1,7 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "2.0.7",
"VersionName": "1.6.1",
"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": "5.0.0",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
@@ -42,28 +43,6 @@
"Win64"
]
},
{
"Name": "SenseGloveBackend",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveBackendKismet",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": [
"Android",
"Linux",
"LinuxArm64",
"Win64"
]
},
{
"Name": "SenseGloveBuildHacks",
"Type": "Runtime",
@@ -239,16 +218,5 @@
"Win64"
]
}
],
"Plugins": [
{
"Name": "OpenXR",
"Enabled": true,
"PlatformAllowList": [
"Android",
"Linux",
"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
@@ -35,8 +35,6 @@
#include "SenseGlove/Components/SGGrabComponent.h"
#include "GameFramework/Actor.h"
struct USGGrabComponent::FImpl
{
/************************
@@ -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/Components/SGTouchComponent.h"
#include "GameFramework/Actor.h"
struct USGTouchComponent::FImpl
{
/************************
@@ -101,10 +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;
}
@@ -119,6 +123,8 @@ 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
@@ -211,7 +217,7 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
bAutoStopAllHapticsOnEndPlay = true;
GrabSocketName = FName{TEXT("GenericGrabPoint")};
GrabSocketName = FName{TEXT("GrabPoint")};
DefaultFingertipsGrabColliderSize = FVector{0.08f, 0.08f, 0.08f};
@@ -241,6 +247,7 @@ USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& Objec
Super::SetSkeletalMesh(nullptr, true);
bBackendInitialized = false;
Glove = nullptr;
WristTracker = nullptr;
}
@@ -257,7 +264,7 @@ 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 +309,27 @@ 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 +340,8 @@ void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Glove->StopHaptics();
}
(void) Pimpl->UninitializeBackend();
}
void USGVirtualHandComponent::TickComponent(
@@ -387,7 +399,13 @@ 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 +441,8 @@ 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 +451,16 @@ 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 +469,7 @@ 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 +481,7 @@ TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
}
}
return Rotations;
return MoveTemp(Rotations);
}
USGVirtualHandComponent::FImpl::FImpl(USGVirtualHandComponent* InOwner)
@@ -497,7 +515,7 @@ FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
SkeletalMeshPath = GetDefaultLeftHandMeshPath();
}
return SkeletalMeshPath;
return MoveTemp(SkeletalMeshPath);
}
bool USGVirtualHandComponent::FImpl::IsUsingDefaultMesh() const
@@ -565,12 +583,25 @@ 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 +618,114 @@ 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 +734,7 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
const bool bIsVisible = Owner->IsVisible();
if (Owner->bHiddenInGameIfNoGloveDetected)
{
if (bGloveConnected)
if (bFoundGlove)
{
if (!bIsVisible)
{
@@ -642,7 +758,7 @@ bool USGVirtualHandComponent::FImpl::CheckGlove() const
}
}
return bGloveConnected;
return bFoundGlove;
}
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"
@@ -78,6 +80,8 @@ struct USGWristTrackerComponent::FImpl
bool IsEditor() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const;
void UpdateMotionSource() const;
@@ -124,6 +128,7 @@ USGWristTrackerComponent::USGWristTrackerComponent(const FObjectInitializer& Obj
bRight = true;
bBackendInitialized = false;
Glove = nullptr;
WristLocation = FVector::ZeroVector;
WristRotation = FRotator::ZeroRotator;
@@ -179,20 +184,40 @@ 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(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
@@ -239,33 +264,122 @@ 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;
return bFoundGlove;
}
void USGWristTrackerComponent::FImpl::UpdateMotionSource() 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
@@ -33,7 +33,7 @@
*/
#include "SenseGlove/GameFramework/SGGameModeBase.h"
#include "SenseGlove/GameFramework//SGGameModeBase.h"
#include "SenseGlove/GameFramework/SGPawn.h"
#include "SenseGlove/GameFramework/SGPlayerController.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
@@ -39,9 +39,6 @@
#include "Components/PrimitiveComponent.h"
#include "Components/SphereComponent.h"
#include "Kismet/KismetMathLibrary.h"
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
#include "XRDeviceVisualizationComponent.h"
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
#include "UObject/UObjectGlobals.h"
#include "SenseGlove/Components/SGGrabComponent.h"
@@ -50,8 +47,6 @@
#include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "SGLog/SGLog.h"
static constexpr float SG_HAND_MESH_YAW_CORRECTION_OFFSET = -90.0f;
struct ASGPawn::FImpl
{
/************************
@@ -150,13 +145,6 @@ struct ASGPawn::FImpl
void RecordHandVelocity(FSGGrabState& GrabState, const float DeltaSeconds) const;
void Release(FSGGrabState& GrabState) const;
void TriggerGrabStateUpdatedEvent(const FSGGrabState& GrabState) const;
void TriggerTouchStateUpdatedEvent(const FSGTouchState& TouchState) const;
void TriggerActorGrabbedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
void TriggerActorReleasedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
void TriggerBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
void TriggerEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const;
};
ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
@@ -177,15 +165,6 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
WristTrackerLeft->SetupAttachment(GetRootComponent());
WristTrackerLeft->SetRight(false);
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
ControllerVisualizerLeft = ObjectInitializer.CreateDefaultSubobject<UXRDeviceVisualizationComponent>(
this, TEXT("ControllerVisualizerLeft"));
ControllerVisualizerLeft->SetupAttachment(WristTrackerLeft);
ControllerVisualizerLeft->SetDisplayModelSource(FName("OpenXR"));
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
WristTrackerLeft->SetDisplayModelSource(FName("OpenXR"));
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
HandLeft = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("HandLeft"));
HandLeft->SetupAttachment(GetRootComponent());
HandLeft->SetCanEverAffectNavigation(false);
@@ -203,7 +182,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
HandLeft->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
HandLeft->SetRight(false);
HandLeft->SetHiddenIfNoGloveDetected(true);
HandLeft->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
HandLeft->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
HandLeft->SetRelativeLocation(FVector{30.0f, -20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -227,7 +206,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RealHandLeft->SetRight(false);
Pimpl->SetVisibility(RealHandLeft, false);
RealHandLeft->SetHiddenIfNoGloveDetected(true);
RealHandLeft->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
RealHandLeft->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
RealHandLeft->SetRelativeLocation(FVector{30.0f, -20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -404,15 +383,6 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
WristTrackerRight->SetupAttachment(GetRootComponent());
WristTrackerRight->SetRight(true);
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
ControllerVisualizerRight = ObjectInitializer.CreateDefaultSubobject<UXRDeviceVisualizationComponent>(
this, TEXT("ControllerVisualizerRight"));
ControllerVisualizerRight->SetupAttachment(WristTrackerRight);
ControllerVisualizerRight->SetDisplayModelSource(FName("OpenXR"));
#else /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
WristTrackerRight->SetDisplayModelSource(FName("OpenXR"));
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
HandRight = ObjectInitializer.CreateDefaultSubobject<USGVirtualHandComponent>(this, TEXT("HandRight"));
HandRight->SetupAttachment(GetRootComponent());
HandRight->SetCanEverAffectNavigation(false);
@@ -429,8 +399,9 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
HandRight->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
HandRight->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
HandRight->SetRight(true);
HandRight->SetHiddenInGame(true);
HandRight->SetHiddenIfNoGloveDetected(true);
HandRight->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
HandRight->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
HandRight->SetRelativeLocation(FVector{30.0f, 20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -454,7 +425,7 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RealHandRight->SetRight(true);
Pimpl->SetVisibility(RealHandRight, false);
RealHandRight->SetHiddenIfNoGloveDetected(true);
RealHandRight->SetRelativeRotation(FRotator{0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET, 0.0f},
RealHandRight->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
RealHandRight->SetRelativeLocation(FVector{30.0f, 20.0f, -10.0f},
false, nullptr, ETeleportType::None);
@@ -635,30 +606,6 @@ ASGPawn::ASGPawn(const FObjectInitializer& ObjectInitializer)
RightHandTouchState = FSGTouchState(HandRight, nullptr, nullptr, nullptr, nullptr, nullptr);
}
void ASGPawn::OnGrabStateUpdated_Implementation(const FSGGrabState& GrabState)
{
}
void ASGPawn::OnTouchStateUpdated_Implementation(const FSGTouchState& TouchState)
{
}
void ASGPawn::OnActorGrabbed_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorReleased_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorBeginTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::OnActorEndTouch_Implementation(const USGVirtualHandComponent* Hand, const AActor* Actor)
{
}
void ASGPawn::BeginPlay()
{
Super::BeginPlay();
@@ -834,7 +781,7 @@ void ASGPawn::OnLeftThumbFingertipGrabColliderOverlapBegins(
if (USGGrabComponent::IsGrabbable(OtherActor))
{
LeftHandGrabState.ActorThumbCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
GrabStateUpdatedEvent.Broadcast(LeftHandGrabState);
}
}
@@ -851,7 +798,7 @@ void ASGPawn::OnLeftThumbFingertipGrabColliderOverlapEnds(
if (LeftHandGrabState.ActorThumbCanGrab == OtherActor)
{
LeftHandGrabState.ActorThumbCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
GrabStateUpdatedEvent.Broadcast(LeftHandGrabState);
}
}
@@ -872,7 +819,7 @@ void ASGPawn::OnLeftIndexFingertipGrabColliderOverlapBegins(
if (USGGrabComponent::IsGrabbable(OtherActor))
{
LeftHandGrabState.ActorIndexCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
GrabStateUpdatedEvent.Broadcast(LeftHandGrabState);
}
}
@@ -889,7 +836,7 @@ void ASGPawn::OnLeftIndexFingertipGrabColliderOverlapEnds(
if (LeftHandGrabState.ActorIndexCanGrab == OtherActor)
{
LeftHandGrabState.ActorIndexCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
GrabStateUpdatedEvent.Broadcast(LeftHandGrabState);
}
}
@@ -910,7 +857,7 @@ void ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapBegins(
if (USGGrabComponent::IsGrabbable(OtherActor))
{
LeftHandGrabState.ActorMiddleCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
GrabStateUpdatedEvent.Broadcast(LeftHandGrabState);
}
}
@@ -927,7 +874,7 @@ void ASGPawn::OnLeftMiddleFingertipGrabColliderOverlapEnds(
if (LeftHandGrabState.ActorMiddleCanGrab == OtherActor)
{
LeftHandGrabState.ActorMiddleCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(LeftHandGrabState);
GrabStateUpdatedEvent.Broadcast(LeftHandGrabState);
}
}
@@ -948,8 +895,7 @@ void ASGPawn::OnLeftThumbFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorThumbTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -966,8 +912,7 @@ void ASGPawn::OnLeftThumbFingertipTouchColliderOverlapEnds(
if (LeftHandTouchState.ActorThumbTouching == OtherActor)
{
LeftHandTouchState.ActorThumbTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -988,8 +933,7 @@ void ASGPawn::OnLeftIndexFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorIndexTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1006,8 +950,7 @@ void ASGPawn::OnLeftIndexFingertipTouchColliderOverlapEnds(
if (LeftHandTouchState.ActorIndexTouching == OtherActor)
{
LeftHandTouchState.ActorIndexTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1028,8 +971,7 @@ void ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorMiddleTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1046,8 +988,7 @@ void ASGPawn::OnLeftMiddleFingertipTouchColliderOverlapEnds(
if (LeftHandTouchState.ActorMiddleTouching == OtherActor)
{
LeftHandTouchState.ActorMiddleTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1068,8 +1009,7 @@ void ASGPawn::OnLeftRingFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorRingTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1086,8 +1026,7 @@ void ASGPawn::OnLeftRingFingertipTouchColliderOverlapEnds(
if (LeftHandTouchState.ActorRingTouching == OtherActor)
{
LeftHandTouchState.ActorRingTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1108,8 +1047,7 @@ void ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
LeftHandTouchState.ActorPinkyTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerBeginTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1126,8 +1064,7 @@ void ASGPawn::OnLeftPinkyFingertipTouchColliderOverlapEnds(
if (LeftHandTouchState.ActorPinkyTouching == OtherActor)
{
LeftHandTouchState.ActorPinkyTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(LeftHandTouchState);
Pimpl->TriggerEndTouch(LeftHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1148,7 +1085,7 @@ void ASGPawn::OnRightThumbFingertipGrabColliderOverlapBegins(
if (USGGrabComponent::IsGrabbable(OtherActor))
{
RightHandGrabState.ActorThumbCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
TouchStateUpdatedEvent.Broadcast(LeftHandTouchState);
}
}
@@ -1165,7 +1102,7 @@ void ASGPawn::OnRightThumbFingertipGrabColliderOverlapEnds(
if (RightHandGrabState.ActorThumbCanGrab == OtherActor)
{
RightHandGrabState.ActorThumbCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
GrabStateUpdatedEvent.Broadcast(RightHandGrabState);
}
}
@@ -1186,7 +1123,7 @@ void ASGPawn::OnRightIndexFingertipGrabColliderOverlapBegins(
if (USGGrabComponent::IsGrabbable(OtherActor))
{
RightHandGrabState.ActorIndexCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
GrabStateUpdatedEvent.Broadcast(RightHandGrabState);
}
}
@@ -1203,7 +1140,7 @@ void ASGPawn::OnRightIndexFingertipGrabColliderOverlapEnds(
if (RightHandGrabState.ActorThumbCanGrab == OtherActor)
{
RightHandGrabState.ActorIndexCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
GrabStateUpdatedEvent.Broadcast(RightHandGrabState);
}
}
@@ -1224,7 +1161,7 @@ void ASGPawn::OnRightMiddleFingertipGrabColliderOverlapBegins(
if (USGGrabComponent::IsGrabbable(OtherActor))
{
RightHandGrabState.ActorMiddleCanGrab = OtherActor;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
GrabStateUpdatedEvent.Broadcast(RightHandGrabState);
}
}
@@ -1241,7 +1178,7 @@ void ASGPawn::OnRightMiddleFingertipGrabColliderOverlapEnds(
if (RightHandGrabState.ActorMiddleCanGrab == OtherActor)
{
RightHandGrabState.ActorMiddleCanGrab = nullptr;
Pimpl->TriggerGrabStateUpdatedEvent(RightHandGrabState);
GrabStateUpdatedEvent.Broadcast(RightHandGrabState);
}
}
@@ -1262,8 +1199,7 @@ void ASGPawn::OnRightThumbFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorThumbTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1280,8 +1216,7 @@ void ASGPawn::OnRightThumbFingertipTouchColliderOverlapEnds(
if (RightHandTouchState.ActorThumbTouching == OtherActor)
{
RightHandTouchState.ActorThumbTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1302,8 +1237,7 @@ void ASGPawn::OnRightIndexFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorIndexTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1320,8 +1254,7 @@ void ASGPawn::OnRightIndexFingertipTouchColliderOverlapEnds(
if (RightHandTouchState.ActorIndexTouching == OtherActor)
{
RightHandTouchState.ActorIndexTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1342,8 +1275,7 @@ void ASGPawn::OnRightMiddleFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorMiddleTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1360,8 +1292,7 @@ void ASGPawn::OnRightMiddleFingertipTouchColliderOverlapEnds(
if (RightHandTouchState.ActorMiddleTouching == OtherActor)
{
RightHandTouchState.ActorMiddleTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1382,8 +1313,7 @@ void ASGPawn::OnRightRingFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorRingTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1400,8 +1330,7 @@ void ASGPawn::OnRightRingFingertipTouchColliderOverlapEnds(
if (RightHandTouchState.ActorRingTouching == OtherActor)
{
RightHandTouchState.ActorRingTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1422,8 +1351,7 @@ void ASGPawn::OnRightPinkyFingertipTouchColliderOverlapBegins(
if (USGTouchComponent::IsTouchable(OtherActor))
{
RightHandTouchState.ActorPinkyTouching = OtherActor;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerBeginTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1440,8 +1368,7 @@ void ASGPawn::OnRightPinkyFingertipTouchColliderOverlapEnds(
if (RightHandTouchState.ActorPinkyTouching == OtherActor)
{
RightHandTouchState.ActorPinkyTouching = nullptr;
Pimpl->TriggerTouchStateUpdatedEvent(RightHandTouchState);
Pimpl->TriggerEndTouch(RightHandTouchState.Hand, OtherActor);
TouchStateUpdatedEvent.Broadcast(RightHandTouchState);
}
}
@@ -1544,8 +1471,6 @@ void ASGPawn::Grab(USGVirtualHandComponent* Hand, AActor* Actor)
Pimpl->SetLeftHandGrabbedActor(Actor);
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
Pimpl->TriggerActorGrabbedEvent(Hand, Actor);
}
void ASGPawn::ReleaseLeft()
@@ -1831,24 +1756,20 @@ void ASGPawn::FImpl::UpdateHandRotation(const bool bRight, const FRotator& Rotat
void ASGPawn::FImpl::UpdateLeftHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand)
{
static const FQuat Offset{FQuat::MakeFromEuler(FVector{0.0f, 0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET})};
const FQuat NewRotation{Rotation.Quaternion() * Offset};
if (bUpdateVirtualHand)
{
Owner->HandLeft->SetWorldRotation(NewRotation);
Owner->HandLeft->SetWorldRotation(Rotation);
}
Owner->RealHandLeft->SetWorldRotation(NewRotation);
Owner->RealHandLeft->SetWorldRotation(Rotation);
}
void ASGPawn::FImpl::UpdateRightHandRotation(const FRotator& Rotation, const bool bUpdateVirtualHand)
{
static const FQuat Offset{FQuat::MakeFromEuler(FVector{0.0f, 0.0f, SG_HAND_MESH_YAW_CORRECTION_OFFSET})};
const FQuat NewRotation{Rotation.Quaternion() * Offset};
if (bUpdateVirtualHand)
{
Owner->HandRight->SetWorldRotation(NewRotation);
Owner->HandRight->SetWorldRotation(Rotation);
}
Owner->RealHandRight->SetWorldRotation(NewRotation);
Owner->RealHandRight->SetWorldRotation(Rotation);
}
void ASGPawn::FImpl::UpdateHandLocationAndRotation(
@@ -2002,47 +1923,9 @@ void ASGPawn::FImpl::Release(FSGGrabState& GrabState) const
ApplyHandVelocityToGrabbedActor(GrabState);
TriggerActorReleasedEvent(GrabState.Hand, GrabState.GrabbedActor);
SetGrabbedActor(GrabState, nullptr);
}
void ASGPawn::FImpl::TriggerGrabStateUpdatedEvent(const FSGGrabState& GrabState) const
{
Owner->GrabStateUpdatedEvent.Broadcast(GrabState);
Owner->OnGrabStateUpdated(GrabState);
}
void ASGPawn::FImpl::TriggerTouchStateUpdatedEvent(const FSGTouchState& TouchState) const
{
Owner->TouchStateUpdatedEvent.Broadcast(TouchState);
Owner->OnTouchStateUpdated(TouchState);
}
void ASGPawn::FImpl::TriggerActorGrabbedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorGrabbedEvent.Broadcast(Hand, Actor);
Owner->OnActorGrabbed(Hand, Actor);
}
void ASGPawn::FImpl::TriggerActorReleasedEvent(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorReleasedEvent.Broadcast(Hand, Actor);
Owner->OnActorReleased(Hand, Actor);
}
void ASGPawn::FImpl::TriggerBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorBeginTouchEvent.Broadcast(Hand, Actor);
Owner->OnActorBeginTouch(Hand, Actor);
}
void ASGPawn::FImpl::TriggerEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
Owner->ActorEndTouchEvent.Broadcast(Hand, Actor);
Owner->OnActorEndTouch(Hand, Actor);
}
ASGPawn::FImpl::~FImpl() = default;
void ASGPawn::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
@@ -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
@@ -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
@@ -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
@@ -127,6 +127,9 @@ private:
FSGDebugVirtualHandSettings DebugVirtualHandSettings;
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient)
USGHapticGlove* Glove;
@@ -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
@@ -111,6 +111,9 @@ private:
FSGWristTrackingSettings WristTrackingSettings;
private:
UPROPERTY(Transient)
uint8 bBackendInitialized : 1;
UPROPERTY(Transient)
USGHapticGlove* Glove;
@@ -163,8 +166,12 @@ 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
@@ -37,7 +37,7 @@
#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 +48,6 @@
class UCameraComponent;
class UPrimitiveComponent;
class USphereComponent;
class UXRDeviceVisualizationComponent;
class USGVirtualHandComponent;
class USGWristTrackerComponent;
@@ -59,55 +58,23 @@ 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;
@@ -130,9 +97,6 @@ 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;
@@ -166,9 +130,6 @@ 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;
@@ -221,25 +182,6 @@ private:
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
{
@@ -251,13 +193,6 @@ 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;
@@ -313,13 +248,6 @@ public:
return WristTrackerRight;
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2
FORCEINLINE UXRDeviceVisualizationComponent* GetControllerVisualizerRight() const
{
return ControllerVisualizerLeft;
}
#endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 2 */
FORCEINLINE USGVirtualHandComponent* GetHandRight() const
{
return HandRight;
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 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
+9 -18
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 +42,21 @@ 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 +65,5 @@ 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
@@ -50,8 +50,6 @@
#include "SGInterop/SGIC_JNIEnv_Ptr.h"
#endif /* PLATFORM_ANDROID */
#include "SGLog/SGLog.h"
int32 FSGConnectJNI::Initialize()
{
int32 Result = -999999;
@@ -7,7 +7,7 @@
*
* (The MIT License)
*
* Copyright (c) 2020 - 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
@@ -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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