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Plugin/Source/SenseGlove/Private/SenseGlove/Components/SGVirtualHandComponent.cpp
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/**
* @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 "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Animation/Skeleton.h"
#include "Components/SkeletalMeshComponent.h"
#include "Engine/SkeletalMesh.h"
#include "Kismet/GameplayStatics.h"
#include "UObject/ConstructorHelpers.h"
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
#include "SGConnect/SGConnect.h"
#include "SGCore/SGDeviceList.h"
#include "SGCore/SGHandPose.h"
#include "SGCore/SGHapticGlove.h"
#include "SGCore/SGHapticGloveHandProfiles.h"
#include "SGLog/SGLog.h"
struct USGVirtualHandComponent::FImpl
{
/************************
* Static methods
************************/
FORCEINLINE static const FString& GetDefaultLeftHandMeshPath()
{
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/"
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPath()
{
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right'")};
return Path;
}
FORCEINLINE static const FString& GetDefaultRightHandMeshPathOnly()
{
static const FString Path{TEXT("/SenseGlove/Meshes/"
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right")};
return Path;
}
/************************
* Owner object
************************/
USGVirtualHandComponent* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGVirtualHandComponent* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
bool IsEditor() const;
FString GetDefaultMeshPath() const;
bool IsUsingUserMesh() const;
USkeletalMesh* LoadDefaultMesh() const;
void SetDefaultMesh() const;
USkeletalMesh* GetMesh() const;
USkeleton* GetSkeleton() const;
const FReferenceSkeleton& GetRefSkeleton() const;
bool InitializeBackend() const;
bool UninitializeBackend() const;
bool CheckGlove() const;
void SetVisibility(bool bVisible) const;
};
const TArray<TArray<FName>>& USGVirtualHandComponent::GetLeftHandFingerBoneNames()
{
static const TArray<TArray<FName>> BoneNames{
{FName(TEXT("thumb_01_l")), FName(TEXT("thumb_02_l")), FName(TEXT("thumb_03_l"))},
{FName(TEXT("index_01_l")), FName(TEXT("index_02_l")), FName(TEXT("index_03_l"))},
{FName(TEXT("middle_01_l")), FName(TEXT("middle_02_l")), FName(TEXT("middle_03_l"))},
{FName(TEXT("ring_01_l")), FName(TEXT("ring_02_l")), FName(TEXT("ring_03_l"))},
{FName(TEXT("pinky_01_l")), FName(TEXT("pinky_02_l")), FName(TEXT("pinky_03_l"))},
};
return BoneNames;
}
const TArray<TArray<FName>>& USGVirtualHandComponent::GetRightHandFingerBoneNames()
{
static const TArray<TArray<FName>> BoneNames{
{FName(TEXT("thumb_01_r")), FName(TEXT("thumb_02_r")), FName(TEXT("thumb_03_r"))},
{FName(TEXT("index_01_r")), FName(TEXT("index_02_r")), FName(TEXT("index_03_r"))},
{FName(TEXT("middle_01_r")), FName(TEXT("middle_02_r")), FName(TEXT("middle_03_r"))},
{FName(TEXT("ring_01_r")), FName(TEXT("ring_02_r")), FName(TEXT("ring_03_r"))},
{FName(TEXT("pinky_01_r")), FName(TEXT("pinky_02_r")), FName(TEXT("pinky_03_r"))},
};
return BoneNames;
}
const FName& USGVirtualHandComponent::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
{
const TArray<TArray<FName>>& BoneNames{GetLeftHandFingerBoneNames()};
ensureAlwaysMsgf(Finger < BoneNames.Num(), TEXT("Finger index is out of bound!"));
ensureAlwaysMsgf(Joint < BoneNames[Finger].Num(), TEXT("Joint index is out of bound!"));
const FName& BoneName{BoneNames[Finger][Joint]};
return BoneName;
}
const FName& USGVirtualHandComponent::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
{
const TArray<TArray<FName>>& BoneNames{GetRightHandFingerBoneNames()};
ensureAlwaysMsgf(Finger < BoneNames.Num(), TEXT("Finger index is out of bound!"));
ensureAlwaysMsgf(Joint < BoneNames[Finger].Num(), TEXT("Joint index is out of bound!"));
const FName& BoneName{BoneNames[Finger][Joint]};
return BoneName;
}
USGVirtualHandComponent::USGVirtualHandComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
PrimaryComponentTick.bTickEvenWhenPaused = false;
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
bTickInEditor = true;
bNeverNeedsRenderUpdate = false;
bAllowConcurrentTick = true;
SetUpdateAnimationInEditor(true);
SetCastShadow(true);
SetCastHiddenShadow(false);
bCastDynamicShadow = true;
SetOnlyOwnerSee(false);
SetReceivesDecals(true);
SetCanEverAffectNavigation(false);
Super::SetCollisionObjectType(ECC_WorldDynamic);
Super::SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
Super::SetCollisionResponseToAllChannels(ECR_Overlap);
Super::SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
Super::SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
Super::SetAnimClass(USGVirtualHandAnimInstance::StaticClass());
bRight = true;
bHiddenInGameIfNoGloveDetected = false;
const FString SkeletalMeshPath{Pimpl->GetDefaultMeshPath()};
const ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMesh{*SkeletalMeshPath};
ensureAlwaysMsgf(SkeletalMesh.Succeeded() && SkeletalMesh.Object,
TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
Super::SetSkeletalMesh(SkeletalMesh.Object, true);
bBackendInitialized = false;
Glove = nullptr;
}
void USGVirtualHandComponent::SetRight(const bool bInRight)
{
bRight = bInRight;
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
}
void USGVirtualHandComponent::SetAnimClass(UClass* NewClass)
{
ensureAlwaysMsgf(Cast<USGVirtualHandAnimInstance>(NewClass),
TEXT("The AnimInstance class must be a subclass of USGVirtualHandAnimInstance!"));
Super::SetAnimClass(NewClass);
}
#if WITH_EDITOR
void USGVirtualHandComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
const FName PropertyName{
PropertyChangedEvent.Property
? PropertyChangedEvent.Property->GetFName()
: NAME_None
};
if (PropertyName == GET_MEMBER_NAME_CHECKED(USGVirtualHandComponent, bRight))
{
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
}
}
#endif /* WITH_EDITOR */
void USGVirtualHandComponent::InitializeComponent()
{
Super::InitializeComponent();
if (!Pimpl->IsUsingUserMesh())
{
Pimpl->SetDefaultMesh();
}
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGVirtualHandComponent::UninitializeComponent()
{
Super::UninitializeComponent();
(void) Pimpl->UninitializeBackend();
}
void USGVirtualHandComponent::BeginPlay()
{
Super::BeginPlay();
if (Pimpl->InitializeBackend())
{
(void) Pimpl->CheckGlove();
}
}
void USGVirtualHandComponent::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
(void) Pimpl->UninitializeBackend();
}
void USGVirtualHandComponent::TickComponent(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
#if WITH_EDITOR
if (Pimpl->IsEditor())
{
EditorTick(DeltaTime, TickType, ThisTickFunction);
return;
}
#endif /* WITH_EDITOR */
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
(void) Pimpl->CheckGlove();
}
void USGVirtualHandComponent::SetSkeletalMesh(USkeletalMesh* NewMesh, const bool bReinitPose)
{
if (IsValid(NewMesh))
{
Super::SetSkeletalMesh(NewMesh, bReinitPose);
}
else
{
Super::SetSkeletalMesh(Pimpl->LoadDefaultMesh(), bReinitPose);
}
}
void USGVirtualHandComponent::EditorTick(
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
(void) Pimpl->CheckGlove();
}
bool USGVirtualHandComponent::IsGloveConnected() const
{
return Pimpl->CheckGlove();
}
USGHandPose* USGVirtualHandComponent::GetHandPose()
{
USGHandPose* HandPose{nullptr};
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;
}
const FName& USGVirtualHandComponent::GetFingerBoneName(const int32 Finger, const int32 Joint) const
{
const FName& Name{
IsRight()
? GetRightHandFingerBoneName(Finger, Joint)
: GetLeftHandFingerBoneName(Finger, Joint)
};
return Name;
}
const FTransform& USGVirtualHandComponent::GetFingerBoneRefTransform(const int32 Finger, const int32 Joint) const
{
const FName& BoneName{GetFingerBoneName(Finger, Joint)};
const FReferenceSkeleton& ReferenceSkeleton{Pimpl->GetRefSkeleton()};
const int32 BoneIndex = ReferenceSkeleton.FindBoneIndex(BoneName);
if (BoneIndex == INDEX_NONE)
{
SGLOG_WARNING(FString::Printf(TEXT("Could not find a bone index for '%s' finger bone!"),
*BoneName.ToString()));
return FTransform::Identity;
}
const FTransform& BoneTransform{ReferenceSkeleton.GetRefBonePose()[BoneIndex]};
return BoneTransform;
}
FRotator USGVirtualHandComponent::GetFingerBoneRefRotation(const int32 Finger, const int32 Joint) const
{
const FTransform BoneTransform{GetFingerBoneRefTransform(Finger, Joint)};
FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
return MoveTemp(BoneRotation);
}
TMap<FName, FRotator> USGVirtualHandComponent::GetFingersBonesRotations()
{
TMap<FName, FRotator> Rotations;
if (!IsGloveConnected())
{
return MoveTemp(Rotations);
}
const USGHandPose* HandPose = GetHandPose();
if (!IsValid(HandPose))
{
return MoveTemp(Rotations);
}
const TArray<TArray<FVector>> HandAngles{HandPose->GetHandAngles()};
for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
{
const TArray<FVector>& FingerJointAngles{HandAngles[FingerIndex]};
for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
{
const FVector& JointAngle{FingerJointAngles[JointIndex]};
const FQuat JointRotation{FQuat::MakeFromEuler(JointAngle)};
const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};
FQuat NewBoneRotation{BoneRefTransform.GetRotation() * JointRotation};
FName BoneName{GetFingerBoneName(FingerIndex, JointIndex)};
Rotations.Emplace(MoveTemp(BoneName), MoveTemp(NewBoneRotation));
}
}
return MoveTemp(Rotations);
}
USGVirtualHandComponent::FImpl::FImpl(USGVirtualHandComponent* InOwner)
: Owner(InOwner)
{
}
USGVirtualHandComponent::FImpl::~FImpl() = default;
bool USGVirtualHandComponent::FImpl::IsEditor() const
{
const UWorld* World{Owner->GetWorld()};
if (World && (World->WorldType == EWorldType::Editor || World->WorldType == EWorldType::EditorPreview))
{
return true;
}
return false;
}
FString USGVirtualHandComponent::FImpl::GetDefaultMeshPath() const
{
FString SkeletalMeshPath;
if (Owner->IsRight())
{
SkeletalMeshPath = GetDefaultRightHandMeshPath();
}
else
{
SkeletalMeshPath = GetDefaultLeftHandMeshPath();
}
return MoveTemp(SkeletalMeshPath);
}
bool USGVirtualHandComponent::FImpl::IsUsingUserMesh() const
{
const USkeletalMesh* SkeletalMesh{GetMesh()};
if (!IsValid(SkeletalMesh))
{
return false;
}
const FString CurrentMeshPath(SkeletalMesh->GetPathName());
const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath());
const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly());
const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath());
const FString RightHandDefaultMeshPathOnly(GetDefaultRightHandMeshPathOnly());
if (CurrentMeshPath == LeftHandDefaultMeshPath
|| CurrentMeshPath == LeftHandDefaultMeshPathOnly
|| CurrentMeshPath == RightHandDefaultMeshPath
|| CurrentMeshPath == RightHandDefaultMeshPathOnly)
{
return false;
}
return true;
}
USkeletalMesh* USGVirtualHandComponent::FImpl::LoadDefaultMesh() const
{
const FString SkeletalMeshPath{GetDefaultMeshPath()};
USkeletalMesh* SkeletalMesh{
Cast<USkeletalMesh>(StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *SkeletalMeshPath))
};
ensureAlwaysMsgf(SkeletalMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
return SkeletalMesh;
}
void USGVirtualHandComponent::FImpl::SetDefaultMesh() const
{
Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
}
USkeletalMesh* USGVirtualHandComponent::FImpl::GetMesh() const
{
return Owner->
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
GetSkeletalMeshAsset()
#else /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
SkeletalMesh
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
;
}
USkeleton* USGVirtualHandComponent::FImpl::GetSkeleton() const
{
USkeletalMesh* SkeletalMesh{GetMesh()};
ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
return SkeletalMesh->GetSkeleton();
}
const FReferenceSkeleton& USGVirtualHandComponent::FImpl::GetRefSkeleton() const
{
const USkeletalMesh* SkeletalMesh{GetMesh()};
ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
return SkeletalMesh->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 (!Owner->bBackendInitialized)
{
const bool bSucceeded = InitializeBackend();
if (!bSucceeded)
{
return false;
}
}
const bool bGloveWasPresent = IsValid(Owner->Glove);
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
if (!bFoundGlove && bGloveWasPresent)
{
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove!"),
(Owner->IsRight() ? TEXT("right-handed") : TEXT("left-handed"))));
}
const bool bIsEditor = IsEditor();
if (!bIsEditor)
{
const bool bIsVisible = Owner->IsVisible();
if (Owner->bHiddenInGameIfNoGloveDetected)
{
if (bFoundGlove)
{
if (!bIsVisible)
{
SetVisibility(true);
}
}
else
{
if (bIsVisible)
{
SetVisibility(false);
}
}
}
else
{
if (!bIsVisible)
{
SetVisibility(true);
}
}
}
return bFoundGlove;
}
void USGVirtualHandComponent::FImpl::SetVisibility(const bool bVisible) const
{
Owner->SetVisibility(bVisible, true);
}
void USGVirtualHandComponent::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}