/** * @file * * @author Mamadou Babaei * * @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 "SGCoreImpl/SGHapticGloveCommandBufferImpl.h" #include #include "Runtime/Launch/Resources/Version.h" #include "SGBuildHacks/SGInclude_Core_BuzzCommand.h" #include "SGBuildHacks/SGInclude_Core_ForceFeedbackCommand.h" #include "SGBuildHacks/SGInclude_Core_HapticGloveCommandBuffer.h" #include "SGBuildHacks/SGInclude_Core_ThumperCommand.h" #include "SGBuildHacks/SGInclude_Core_TimedBuzzCommand.h" #include "SGBuildHacks/SGInclude_Core_TimedThumpCommand.h" #include "SGCoreImpl/SGBuzzCommandImpl.h" #include "SGCoreImpl/SGForceFeedbackCommandImpl.h" #include "SGCoreImpl/SGThumperCommandImpl.h" #include "SGCoreImpl/SGTimedBuzzCommandImpl.h" #include "SGCoreImpl/SGTimedThumpCommandImpl.h" #include "SGUtils/SGArrayUtils.h" struct FSGHapticGloveCommandBufferImpl::FImpl { /************************ * Member variables ************************/ FHapticGloveCommandBufferType HapticGloveCommandBuffer; /************************ * Owner object ************************/ FSGHapticGloveCommandBufferImpl* Owner; /************************ * Constructor / Destructor ************************/ explicit FImpl(FSGHapticGloveCommandBufferImpl* InOwner); ~FImpl(); /************************ * Default copy constructor & copy assignment operator ************************/ FImpl(const FImpl& Rhs) = default; FImpl& operator=(const FImpl& Rhs) = default; }; int32 FSGHapticGloveCommandBufferImpl::GetMaxForceFeedbackCommands() { return FHapticGloveCommandBufferType::GetMaxForceFeedbackCommands(); } int32 FSGHapticGloveCommandBufferImpl::GetMaxBuzzCommands() { return FHapticGloveCommandBufferType::GetMaxBuzzCommands(); } int32 FSGHapticGloveCommandBufferImpl::GetMaxThumpCommands() { return FHapticGloveCommandBufferType::GetMaxThumpCommands(); } FSGHapticGloveCommandBufferImpl::FSGHapticGloveCommandBufferImpl() : Pimpl(TUniquePtr(new FImpl{this}, PimplDeleter)) { } FSGHapticGloveCommandBufferImpl::FSGHapticGloveCommandBufferImpl( const FHapticGloveCommandBufferType& HapticGloveCommandBuffer) : Pimpl(TUniquePtr(new FImpl{this}, PimplDeleter)) { Pimpl->HapticGloveCommandBuffer = HapticGloveCommandBuffer; } FSGHapticGloveCommandBufferImpl::FSGHapticGloveCommandBufferImpl( const FSGHapticGloveCommandBufferImpl& Rhs) : Pimpl(TUniquePtr(new FImpl{*Rhs.Pimpl}, PimplDeleter)) { Pimpl->Owner = this; } FSGHapticGloveCommandBufferImpl::FSGHapticGloveCommandBufferImpl( FSGHapticGloveCommandBufferImpl&& Rhs) SG_NOEXCEPT = default; FSGHapticGloveCommandBufferImpl::~FSGHapticGloveCommandBufferImpl() = default; FSGHapticGloveCommandBufferImpl& FSGHapticGloveCommandBufferImpl::operator=( const FSGHapticGloveCommandBufferImpl& Rhs) { *Pimpl = *Rhs.Pimpl; Pimpl->Owner = this; return *this; } FSGHapticGloveCommandBufferImpl& FSGHapticGloveCommandBufferImpl::operator=( FSGHapticGloveCommandBufferImpl&& Rhs) SG_NOEXCEPT = default; const FSGHapticGloveCommandBufferImpl::FHapticGloveCommandBufferType& FSGHapticGloveCommandBufferImpl::ToHapticGloveCommandBuffer() const { return Pimpl->HapticGloveCommandBuffer; } TArray FSGHapticGloveCommandBufferImpl::GetForceFeedbackCommandsQueue() const { TArray ForceFeedbackCommandQueue{ FSGArrayUtils::FromStdVector( Pimpl->HapticGloveCommandBuffer.GetForceFeedbackCommandsQueue()) }; return MoveTemp(ForceFeedbackCommandQueue); } TArray FSGHapticGloveCommandBufferImpl::GetBuzzCommandsQueue() const { TArray TimedBuzzCommandQueue{ FSGArrayUtils::FromStdVector( Pimpl->HapticGloveCommandBuffer.GetBuzzCommandsQueue()) }; return MoveTemp(TimedBuzzCommandQueue); } TArray FSGHapticGloveCommandBufferImpl::GetThumperCommandsQueue() const { TArray ThumperCommandQueue{ FSGArrayUtils::FromStdVector( Pimpl->HapticGloveCommandBuffer.GetThumperCommandsQueue()) }; return MoveTemp(ThumperCommandQueue); } void FSGHapticGloveCommandBufferImpl::ClearForceFeedbackCommandsQueue() { Pimpl->HapticGloveCommandBuffer.ClearForceFeedbackCommandsQueue(); } void FSGHapticGloveCommandBufferImpl::ClearVibrations() { Pimpl->HapticGloveCommandBuffer.ClearVibrations(); } void FSGHapticGloveCommandBufferImpl::Clear() { Pimpl->HapticGloveCommandBuffer.Clear(); } void FSGHapticGloveCommandBufferImpl::AddCommand(const FSGForceFeedbackCommandImpl& ForceFeedbackCommandImpl) { Pimpl->HapticGloveCommandBuffer.AddCommand(ForceFeedbackCommandImpl.ToForceFeedbackCommand()); } void FSGHapticGloveCommandBufferImpl::AddCommand(const FSGTimedBuzzCommandImpl& BuzzCommandImpl) { Pimpl->HapticGloveCommandBuffer.AddCommand(BuzzCommandImpl.ToTimedBuzzCommand()); } void FSGHapticGloveCommandBufferImpl::AddCommand(const FSGTimedThumpCommandImpl& ThumpCommand) { Pimpl->HapticGloveCommandBuffer.AddCommand(ThumpCommand.ToTimedThumpCommand()); } void FSGHapticGloveCommandBufferImpl::UpdateTimedCommands(const float DeltaSeconds) { Pimpl->HapticGloveCommandBuffer.UpdateTimedCommands(DeltaSeconds); } FSGForceFeedbackCommandImpl FSGHapticGloveCommandBufferImpl::GetTotalForceFeedbackLevels( const FSGForceFeedbackCommandImpl& LastForceFeedbackCommand) const { FSGForceFeedbackCommandImpl TotalForceFeedbackLevels{ Pimpl->HapticGloveCommandBuffer.GetTotalForceFeedbackLevels( LastForceFeedbackCommand.ToForceFeedbackCommand())}; return MoveTemp(TotalForceFeedbackLevels); } FSGForceFeedbackCommandImpl FSGHapticGloveCommandBufferImpl::GetTotalForceFeedbackLevels() const { FSGForceFeedbackCommandImpl TotalForceFeedbackLevels{ Pimpl->HapticGloveCommandBuffer.GetTotalForceFeedbackLevels()}; return MoveTemp(TotalForceFeedbackLevels); } FSGBuzzCommandImpl FSGHapticGloveCommandBufferImpl::GetTotalBuzzLevels() const { FSGBuzzCommandImpl TotalBuzzLevels{Pimpl->HapticGloveCommandBuffer.GetTotalBuzzLevels()}; return MoveTemp(TotalBuzzLevels); } FSGThumperCommandImpl FSGHapticGloveCommandBufferImpl::GetTotalThumperLevels() const { FSGThumperCommandImpl TotalThumperLevels{Pimpl->HapticGloveCommandBuffer.GetTotalThumperLevels()}; return MoveTemp(TotalThumperLevels); } void FSGHapticGloveCommandBufferImpl::FlushHaptics(const FSGForceFeedbackCommandImpl& LastBrakeLevel, FSGForceFeedbackCommandImpl& OutForceFeedbackCommand, FSGBuzzCommandImpl& OutBuzzCommand, FSGThumperCommandImpl& OutThumperCommand, const bool bClearForceFeedbackQueue) { FSGForceFeedbackCommandImpl::FForceFeedbackCommandType ForceFeedbackCommand; FSGBuzzCommandImpl::FBuzzCommandType BuzzCommand; FSGThumperCommandImpl::FThumperCommandType ThumperCommand; Pimpl->HapticGloveCommandBuffer.FlushHaptics(LastBrakeLevel.ToForceFeedbackCommand(), ForceFeedbackCommand, BuzzCommand, ThumperCommand, bClearForceFeedbackQueue); OutForceFeedbackCommand = FSGForceFeedbackCommandImpl{ForceFeedbackCommand}; OutBuzzCommand = FSGBuzzCommandImpl{BuzzCommand}; OutThumperCommand = FSGThumperCommandImpl{ThumperCommand}; } void FSGHapticGloveCommandBufferImpl::FlushHaptics(const float DeltaSeconds, const FSGForceFeedbackCommandImpl& LastBrakeLevel, FSGForceFeedbackCommandImpl& OutForceFeedbackCommand, FSGBuzzCommandImpl& OutBuzzCommand, FSGThumperCommandImpl& OutThumperCommand) { FSGForceFeedbackCommandImpl::FForceFeedbackCommandType ForceFeedbackCommand; FSGBuzzCommandImpl::FBuzzCommandType BuzzCommand; FSGThumperCommandImpl::FThumperCommandType ThumperCommand; Pimpl->HapticGloveCommandBuffer.FlushHaptics(DeltaSeconds, LastBrakeLevel.ToForceFeedbackCommand(), ForceFeedbackCommand, BuzzCommand, ThumperCommand); OutForceFeedbackCommand = FSGForceFeedbackCommandImpl{ForceFeedbackCommand}; OutBuzzCommand = FSGBuzzCommandImpl{BuzzCommand}; OutThumperCommand = FSGThumperCommandImpl{ThumperCommand}; } FSGHapticGloveCommandBufferImpl::FImpl::FImpl(FSGHapticGloveCommandBufferImpl* InOwner) : HapticGloveCommandBuffer(), Owner(InOwner) { } FSGHapticGloveCommandBufferImpl::FImpl::~FImpl() = default; void FSGHapticGloveCommandBufferImpl::FImplDeleter::operator()(const FImpl* P) const { delete P; }