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Plugin/Source/SenseGlove/Private/SenseGlove/GameFramework/SGPlayerController.cpp
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/**
* @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 "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 ) */
#include "Engine/EngineTypes.h"
#endif /* ENGINE_MAJOR_VERSION > 5 || ( ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 2 ) */
#include "TimerManager.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/SGHapticGlove.h"
struct ASGPlayerController::FImpl
{
/************************
* Static methods
************************/
static float GetForceFeedbackLevel(const AActor* Actor);
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);
/************************
* Member variables
************************/
FTimerHandle TouchVibrotactileStopTimer;
/************************
* Owner object
************************/
ASGPlayerController* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(ASGPlayerController* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
void UpdateHapticsFeedback(const FSGTouchState& TouchState);
};
float ASGPlayerController::FImpl::GetForceFeedbackLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (IsValid(TouchComponent))
{
return TouchComponent->GetForceFeedbackLevel();
}
}
return 0.0f;
}
float ASGPlayerController::FImpl::GetVibrotactileDuration(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))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorIndexTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorIndexTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorMiddleTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorMiddleTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorRingTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorRingTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
if (IsValid(ActorPinkyTouching))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(ActorPinkyTouching);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileDuration();
}
}
return 0.0f;
}
float ASGPlayerController::FImpl::GetVibrotactileLevel(const AActor* Actor)
{
if (IsValid(Actor))
{
const USGTouchComponent* TouchComponent = USGTouchComponent::GetTouchComponent(Actor);
if (IsValid(TouchComponent))
{
return TouchComponent->GetVibrotactileLevel();
}
}
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;
}
ASGPlayerController::ASGPlayerController(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
void ASGPlayerController::BeginPlay()
{
Super::BeginPlay();
ASGPawn* SGPawn = Cast<ASGPawn>(GetPawn());
if (!ensureAlwaysMsgf(IsValid(SGPawn), TEXT("%s"), TEXT("ERROR: invalid SenseGlove pawn!")))
{
return;
}
SGPawn->OnGrabStateUpdated().AddWeakLambda(
this, [= SG_CAPTURE_THIS](const FSGGrabState& GrabState) -> void
{
if (!IsValid(SGPawn))
{
return;
}
if (!IsValid(GrabState.Hand))
{
return;
}
if (SGPawn->IsGrabbing(GrabState.Hand))
{
if (!IsValid(GrabState.ActorThumbCanGrab) ||
(GrabState.ActorIndexCanGrab != GrabState.ActorThumbCanGrab
&& GrabState.ActorMiddleCanGrab != GrabState.ActorThumbCanGrab))
{
SGPawn->Release(GrabState.Hand);
}
}
else
{
if (SGPawn->CanGrab(GrabState.Hand, GrabState.ActorThumbCanGrab))
{
SGPawn->Grab(GrabState.Hand, GrabState.ActorThumbCanGrab);
}
}
});
SGPawn->OnTouchStateUpdated().AddWeakLambda(
this, [= SG_CAPTURE_THIS](const FSGTouchState& TouchState) -> void
{
Pimpl->UpdateHapticsFeedback(TouchState);
});
}
ASGPlayerController::FImpl::FImpl(ASGPlayerController* InOwner)
: Owner(InOwner)
{
}
ASGPlayerController::FImpl::~FImpl() = default;
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;
}
USGHapticGlove* Glove = TouchState.Hand->GetConnectedGlove();
if (!IsValid(Glove))
{
return;
}
// Queue the Force-Feedback command...
TArray<float> ForceFeedbackLevels{
GetForceFeedbackLevels(
TouchState.ActorThumbTouching, TouchState.ActorIndexTouching, TouchState.ActorMiddleTouching,
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(Glove))
{
Glove->QueueVibroLevels(VibrotactileOffCommand);
Glove->SendHaptics();
}
});
Owner->GetWorldTimerManager().SetTimer(
TouchVibrotactileStopTimer, TouchVibrotactileStopHandler, VibrotactileDuration, false, -1.0f);
}
void ASGPlayerController::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}