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Plugin/Source/SenseGlove/Private/SenseGlove/GameFramework/SGVirtualHandActor.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/GameFramework/SGVirtualHandActor.h"
#include "Components/SphereComponent.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SenseGlove/Components/SGWristTrackerComponent.h"
struct ASGVirtualHandActor::FImpl
{
/************************
* Owner object
************************/
ASGVirtualHandActor* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(ASGVirtualHandActor* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
};
ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
PrimaryActorTick.bCanEverTick = true;
SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SceneRoot"));
SetRootComponent(SceneRoot);
VirtualHand = CreateDefaultSubobject<USGVirtualHandComponent>(TEXT("VirtualHand"));
VirtualHand->SetupAttachment(RootComponent);
VirtualHand->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
false, nullptr, ETeleportType::None);
ThumbFingertipCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("ThumbFingertipCollider"));
ThumbFingertipCollider->SetupAttachment(VirtualHand, VirtualHand->GetThumbFingertipSocketName());
ThumbFingertipCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsColliderSize());
ThumbFingertipCollider->SetCastShadow(false);
ThumbFingertipCollider->bCastDynamicShadow = false;
ThumbFingertipCollider->SetReceivesDecals(true);
ThumbFingertipCollider->SetCanEverAffectNavigation(false);
ThumbFingertipCollider->SetCollisionObjectType(ECC_WorldDynamic);
ThumbFingertipCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
ThumbFingertipCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
ThumbFingertipCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
ThumbFingertipCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
ThumbFingertipCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
ThumbFingertipCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
ThumbFingertipCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
ThumbFingertipCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
ThumbFingertipCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
IndexFingertipCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("IndexFingertipCollider"));
IndexFingertipCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsColliderSize());
IndexFingertipCollider->SetupAttachment(VirtualHand, VirtualHand->GetIndexFingertipSocketName());
IndexFingertipCollider->SetCastShadow(false);
IndexFingertipCollider->bCastDynamicShadow = false;
IndexFingertipCollider->SetReceivesDecals(true);
IndexFingertipCollider->SetCanEverAffectNavigation(false);
IndexFingertipCollider->SetCollisionObjectType(ECC_WorldDynamic);
IndexFingertipCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
IndexFingertipCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
IndexFingertipCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
IndexFingertipCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
IndexFingertipCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
IndexFingertipCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
IndexFingertipCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
IndexFingertipCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
IndexFingertipCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
MiddleFingertipCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
this, TEXT("MiddleFingertipCollider"));
MiddleFingertipCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsColliderSize());
MiddleFingertipCollider->SetupAttachment(VirtualHand, VirtualHand->GetMiddleFingertipSocketName());
MiddleFingertipCollider->SetCastShadow(false);
MiddleFingertipCollider->bCastDynamicShadow = false;
MiddleFingertipCollider->SetReceivesDecals(true);
MiddleFingertipCollider->SetCanEverAffectNavigation(false);
MiddleFingertipCollider->SetCollisionObjectType(ECC_WorldDynamic);
MiddleFingertipCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
MiddleFingertipCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
MiddleFingertipCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
MiddleFingertipCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
MiddleFingertipCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
MiddleFingertipCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
MiddleFingertipCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
MiddleFingertipCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
MiddleFingertipCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
WristTracker = CreateDefaultSubobject<USGWristTrackerComponent>(TEXT("WristTracker"));
WristTracker->SetupAttachment(RootComponent);
WristTracker->SetRight(VirtualHand->IsRight());
}
void ASGVirtualHandActor::BeginPlay()
{
Super::BeginPlay();
ensureAlwaysMsgf(
(WristTracker->IsLeft() && VirtualHand->IsLeft())
|| (WristTracker->IsRight() && VirtualHand->IsRight()),
TEXT("The virtual hand component and the wrist tracker component do not track the same hand!"));
WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{
VirtualHand->SetWorldLocation(Location);
});
WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{
VirtualHand->SetWorldRotation(Rotation);
});
}
void ASGVirtualHandActor::PreInitializeComponents()
{
Super::PreInitializeComponents();
WristTracker->SetRight(VirtualHand->IsRight());
}
bool ASGVirtualHandActor::IsLeft() const
{
return WristTracker->IsLeft() && VirtualHand->IsLeft();
}
bool ASGVirtualHandActor::IsRight() const
{
return WristTracker->IsRight() && VirtualHand->IsRight();
}
void ASGVirtualHandActor::SetRight(const bool bRight)
{
WristTracker->SetRight(bRight);
VirtualHand->SetRight(bRight);
}
bool ASGVirtualHandActor::IsGloveConnected() const
{
return VirtualHand->IsGloveConnected();
}
ASGVirtualHandActor::FImpl::FImpl(ASGVirtualHandActor* InOwner)
: Owner(InOwner)
{
}
ASGVirtualHandActor::FImpl::~FImpl() = default;
void ASGVirtualHandActor::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}