VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRHMD/Public/OculusXRFunctionLibrary.h

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "OculusXRHMDTypes.h"
#include "UObject/ObjectMacros.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "IOculusXRHMDModule.h"
#include "OculusXRFunctionLibrary.generated.h"
namespace OculusXRHMD
{
class FOculusXRHMD;
}
UCLASS()
class OCULUSXRHMD_API UOculusXRFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
/**
* Grabs the current orientation and position for the HMD. If positional tracking is not available, DevicePosition will be a zero vector
*
* @param DeviceRotation (out) The device's current rotation
* @param DevicePosition (out) The device's current position, in its own tracking space
* @param NeckPosition (out) The estimated neck position, calculated using NeckToEye vector from User Profile. Same coordinate space as DevicePosition.
* @param bUseOrienationForPlayerCamera (in) Should be set to 'true' if the orientation is going to be used to update orientation of the camera manually.
* @param bUsePositionForPlayerCamera (in) Should be set to 'true' if the position is going to be used to update position of the camera manually.
* @param PositionScale (in) The 3D scale that will be applied to position.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static void GetPose(FRotator& DeviceRotation, FVector& DevicePosition, FVector& NeckPosition, bool bUseOrienationForPlayerCamera = false, bool bUsePositionForPlayerCamera = false, const FVector PositionScale = FVector::ZeroVector);
/**
* Reports raw sensor data. If HMD doesn't support any of the parameters then it will be set to zero.
*
* @param AngularAcceleration (out) Angular acceleration in radians per second per second.
* @param LinearAcceleration (out) Acceleration in meters per second per second.
* @param AngularVelocity (out) Angular velocity in radians per second.
* @param LinearVelocity (out) Velocity in meters per second.
* @param TimeInSeconds (out) Time when the reported IMU reading took place, in seconds.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static void GetRawSensorData(FVector& AngularAcceleration, FVector& LinearAcceleration, FVector& AngularVelocity, FVector& LinearVelocity, float& TimeInSeconds, EOculusXRTrackedDeviceType DeviceType = EOculusXRTrackedDeviceType::HMD);
/**
* Returns if the device is currently tracked by the runtime or not.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static bool IsDeviceTracked(EOculusXRTrackedDeviceType DeviceType);
/**
* Set the CPU and GPU levels as hints to the Oculus device (Deprecated).
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary", meta = (DeprecatedFunction, DeprecatedMessage = "Deprecated. Please use Get/SetSuggestedCpuAndGpuPerformanceLevels instead"))
static void SetCPUAndGPULevels(int CPULevel, int GPULevel);
/**
* Get the suggested CPU and GPU levels to the Oculus device.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void GetSuggestedCpuAndGpuPerformanceLevels(EOculusXRProcessorPerformanceLevel& CpuPerfLevel, EOculusXRProcessorPerformanceLevel& GpuPerfLevel);
/**
* Set the suggested CPU and GPU levels to the Oculus device.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetSuggestedCpuAndGpuPerformanceLevels(EOculusXRProcessorPerformanceLevel CpuPerfLevel, EOculusXRProcessorPerformanceLevel GpuPerfLevel);
/**
* Returns current user profile.
*
* @param Profile (out) Structure to hold current user profile.
* @return (boolean) True, if user profile was acquired.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static bool GetUserProfile(FOculusXRHmdUserProfile& Profile);
/**
* Sets 'base rotation' - the rotation that will be subtracted from
* the actual HMD orientation.
* Sets base position offset (in meters). The base position offset is the distance from the physical (0, 0, 0) position
* to current HMD position (bringing the (0, 0, 0) point to the current HMD position)
* Note, this vector is set by ResetPosition call; use this method with care.
* The axis of the vector are the same as in Unreal: X - forward, Y - right, Z - up.
*
* @param Rotation (in) Rotator object with base rotation
* @param BaseOffsetInMeters (in) the vector to be set as base offset, in meters.
* @param Options (in) specifies either position, orientation or both should be set.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetBaseRotationAndBaseOffsetInMeters(FRotator Rotation, FVector BaseOffsetInMeters, EOrientPositionSelector::Type Options);
/**
* Returns current base rotation and base offset.
* The base offset is currently used base position offset, previously set by the
* ResetPosition or SetBasePositionOffset calls. It represents a vector that translates the HMD's position
* into (0,0,0) point, in meters.
* The axis of the vector are the same as in Unreal: X - forward, Y - right, Z - up.
*
* @param OutRotation (out) Rotator object with base rotation
* @param OutBaseOffsetInMeters (out) base position offset, vector, in meters.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static void GetBaseRotationAndBaseOffsetInMeters(FRotator& OutRotation, FVector& OutBaseOffsetInMeters);
/**
* Scales the HMD position that gets added to the virtual camera position.
*
* @param PosScale3D (in) the scale to apply to the HMD position.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary", meta = (DeprecatedFunction, DeprecationMessage = "This feature is no longer supported."))
static void SetPositionScale3D(FVector PosScale3D) {}
/**
* Sets 'base rotation' - the rotation that will be subtracted from
* the actual HMD orientation.
* The position offset might be added to current HMD position,
* effectively moving the virtual camera by the specified offset. The addition
* occurs after the HMD orientation and position are applied.
*
* @param BaseRot (in) Rotator object with base rotation
* @param PosOffset (in) the vector to be added to HMD position.
* @param Options (in) specifies either position, orientation or both should be set.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary", meta = (DeprecatedFunction, DeprecationMessage = "A hack, proper camera positioning should be used"))
static void SetBaseRotationAndPositionOffset(FRotator BaseRot, FVector PosOffset, EOrientPositionSelector::Type Options);
/**
* Returns current base rotation and position offset.
*
* @param OutRot (out) Rotator object with base rotation
* @param OutPosOffset (out) the vector with previously set position offset.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary", meta = (DeprecatedFunction, DeprecationMessage = "A hack, proper camera positioning should be used"))
static void GetBaseRotationAndPositionOffset(FRotator& OutRot, FVector& OutPosOffset);
/**
* Adds loading splash screen with parameters
*
* @param Texture (in) A texture asset to be used for the splash.
* @param TranslationInMeters (in) Initial translation of the center of the splash screen (in meters).
* @param Rotation (in) Initial rotation of the splash screen, with the origin at the center of the splash screen.
* @param SizeInMeters (in) Size, in meters, of the quad with the splash screen.
* @param DeltaRotation (in) Incremental rotation, that is added each 2nd frame to the quad transform. The quad is rotated around the center of the quad.
* @param bClearBeforeAdd (in) If true, clears splashes before adding a new one.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary", meta = (DeprecatedFunction, DeprecationMessage = "Use Add Loading Screen Splash from the Head Mounted Display Loading Screen functions instead."))
static void AddLoadingSplashScreen(class UTexture2D* Texture, FVector TranslationInMeters, FRotator Rotation, FVector2D SizeInMeters = FVector2D(1.0f, 1.0f), FRotator DeltaRotation = FRotator::ZeroRotator, bool bClearBeforeAdd = false);
/**
* Removes all the splash screens.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary", meta = (DeprecatedFunction, DeprecationMessage = "Use Clear Loading Screen Splashes from the Head Mounted Display Loading Screen functions instead."))
static void ClearLoadingSplashScreens();
/**
* Returns true, if the app has input focus.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static bool HasInputFocus();
/**
* Returns true, if the system overlay is present.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static bool HasSystemOverlayPresent();
/**
* Returns the GPU utilization availability and value
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static void GetGPUUtilization(bool& IsGPUAvailable, float& GPUUtilization);
/**
* Returns the GPU frame time on supported mobile platforms (Go for now)
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static float GetGPUFrameTime();
/**
* Returns the foveated rendering method currently being used
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static EOculusXRFoveatedRenderingMethod GetFoveatedRenderingMethod();
/**
* Set the requested foveated rendering method
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetFoveatedRenderingMethod(EOculusXRFoveatedRenderingMethod Method);
/**
* Returns the current multiresolution level
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static EOculusXRFoveatedRenderingLevel GetFoveatedRenderingLevel();
/**
* Set the requested foveated rendering level for the next frame, and whether FFR's level is now dynamic or not.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetFoveatedRenderingLevel(EOculusXRFoveatedRenderingLevel level, bool isDynamic);
/**
* Returns whether eye-tracked foveated rendering is supported or not
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static bool GetEyeTrackedFoveatedRenderingSupported();
/**
* Returns the current device's name
*/
UE_DEPRECATED(4.22, "UOculusXRFunctionLibrary::GetDeviceName has been deprecated and no longer functions as before. Please use the enum-based GetDeviceType instead.")
UFUNCTION(BlueprintPure, Category = "OculusLibrary", meta = (DeprecatedFunction, DeprecationMessage = "UOculusXRFunctionLibrary::GetDeviceName has been deprecated and no longer functions as before. Please use the enum-based GetDeviceType instead."))
static FString GetDeviceName();
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static EOculusXRDeviceType GetDeviceType();
/**
* Returns the current controller's type
* @param deviceHand (in) The hand to get the position from
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static EOculusXRControllerType GetControllerType(EControllerHand deviceHand);
/**
* Returns the current available frequencies
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static TArray<float> GetAvailableDisplayFrequencies();
/**
* Returns the current display frequency
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static float GetCurrentDisplayFrequency();
/**
* Sets the requested display frequency
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetDisplayFrequency(float RequestedFrequency);
/**
* Enables/disables positional tracking on devices that support it.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void EnablePositionTracking(bool bPositionTracking);
/**
* Enables/disables orientation tracking on devices that support it.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void EnableOrientationTracking(bool bOrientationTracking);
/**
* Set the Color Scale/Offset
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetColorScaleAndOffset(FLinearColor ColorScale, FLinearColor ColorOffset, bool bApplyToAllLayers = false);
/**
* Returns true if system headset is in 3dof mode
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static bool GetSystemHmd3DofModeEnabled();
/**
* Returns the color space of the target HMD
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static EOculusXRColorSpace GetHmdColorDesc();
/**
* Sets the target HMD to do color space correction to a specific color space
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetClientColorDesc(EOculusXRColorSpace ColorSpace);
/**
* Turns on or off local dimming
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetLocalDimmingOn(bool LocalDimmingOn);
/**
* Checks if passthrough is supported
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static bool IsPassthroughSupported();
/**
* Checks if color passthrough is supported
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static bool IsColorPassthroughSupported();
/**
* Create the environment depth texture swap chain and start receiving
* depth texture every frame until stopped.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void StartEnvironmentDepth();
/**
* Destroy the environment depth texture swap chain and stop receiving
* new depth textures every frame. Call this when environment depth is
* no longer needed to free up resources.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void StopEnvironmentDepth();
/**
* Returns true if StartEnvironmentDepth() has been called and is currently running.
* If called right after calling StartEnvironmentDepth() it'll return false as it needs some time for EnvironmentDepth to start
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary")
static bool IsEnvironmentDepthStarted();
/**
* When hands removal is enabled and hand tracking is active, the region
* of the depth texture which contains the hands will be replaced with
* the best estimate for depth behind the hands.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetEnvironmentDepthHandRemoval(bool RemoveHands);
/**
* Sets the occlusions mode using environment depth. When occlusions are enabled
* virtual objects that are behind physical objects will be occluded so that
* the sense of immersion is preserved.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary", meta = (WorldContext = "WorldContextObject"))
static void SetXROcclusionsMode(UObject* WorldContextObject, EOculusXROcclusionsMode Mode);
/**
* Sets the eyebuffer sharpen type. This amplifies contrast and fine details.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static void SetEyeBufferSharpenType(EOculusXREyeBufferSharpenType EyeBufferSharpenType);
/**
* Get a system recommendation on whether Passthrough should be active.
* When set, it is recommended for apps which optionally support an MR experience
* with Passthrough to default to that mode.
* Currently, this is determined based on whether the user has Passthrough active in the home environment.
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary")
static bool IsPassthroughRecommended();
/**
* Returns IStereoLayers interface to work with overlays.
*/
static class IStereoLayers* GetStereoLayers();
/* GUARDIAN API */
/**
* Returns true if the Guardian Outer Boundary is being displayed
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary|Guardian")
static bool IsGuardianDisplayed();
/* GUARDIAN API */
/**
* Returns true if the Guardian has been set up by the user, false if the user is in "seated" mode and has not set up a play space.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary|Guardian")
static bool IsGuardianConfigured();
/**
* Returns the list of points in UE world space of the requested Boundary Type
* @param BoundaryType (in) An enum representing the boundary type requested, either Outer Boundary (exact guardian bounds) or PlayArea (rectangle inside the Outer Boundary)
* @param UsePawnSpace (in) Boolean indicating to return the points in world space or pawn space
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary|Guardian")
static TArray<FVector> GetGuardianPoints(EOculusXRBoundaryType BoundaryType, bool UsePawnSpace = false);
/**
* Returns the dimensions in UE world space of the requested Boundary Type
* @param BoundaryType (in) An enum representing the boundary type requested, either Outer Boundary (exact guardian bounds) or PlayArea (rectangle inside the Outer Boundary)
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary|Guardian")
static FVector GetGuardianDimensions(EOculusXRBoundaryType BoundaryType);
/**
* Returns the transform of the play area rectangle, defining its position, rotation and scale to apply to a unit cube to match it with the play area.
*/
UFUNCTION(BlueprintPure, Category = "OculusLibrary|Guardian")
static FTransform GetPlayAreaTransform();
/**
* Get the intersection result between a UE4 coordinate and a guardian boundary
* @param Point (in) Point in UE space to test against guardian boundaries
* @param BoundaryType (in) An enum representing the boundary type requested, either Outer Boundary (exact guardian bounds) or PlayArea (rectangle inside the Outer Boundary)
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Guardian")
static FOculusXRGuardianTestResult GetPointGuardianIntersection(const FVector Point, EOculusXRBoundaryType BoundaryType);
/**
* Get the intersection result between a tracked device (HMD or controllers) and a guardian boundary
* @param DeviceType (in) Tracked Device type to test against guardian boundaries
* @param BoundaryType (in) An enum representing the boundary type requested, either Outer Boundary (exact guardian bounds) or PlayArea (rectangle inside the Outer Boundary)
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Guardian")
static FOculusXRGuardianTestResult GetNodeGuardianIntersection(EOculusXRTrackedDeviceType DeviceType, EOculusXRBoundaryType BoundaryType);
/**
* Forces the runtime to render guardian at all times or not
* @param GuardianVisible (in) True will display guardian, False will hide it
*/
UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Guardian")
static void SetGuardianVisibility(bool GuardianVisible);
/** When player triggers the Guardian boundary */
DECLARE_MULTICAST_DELEGATE_OneParam(FOculusGuardianTriggeredEvent, FOculusXRGuardianTestResult);
/** When player returns within outer bounds */
DECLARE_MULTICAST_DELEGATE(FOculusGuardianReturnedEvent);
/**
* For outer boundary only. Devs can bind delegates via something like: BoundaryComponent->OnOuterBoundaryTriggered.AddDynamic(this, &UCameraActor::PauseGameForBoundarySystem) where
* PauseGameForBoundarySystem() takes a TArray<FBoundaryTestResult> parameter.
*/
//UPROPERTY(BlueprintAssignable, Category = "Input|OculusLibrary|Guardian")
//static FOculusGuardianTriggeredEvent OnGuardianTriggered;
/** For outer boundary only. Devs can bind delegates via something like: BoundaryComponent->OnOuterBoundaryReturned.AddDynamic(this, &UCameraActor::ResumeGameForBoundarySystem) */
//UPROPERTY(BlueprintAssignable, Category = "OculusLibrary|Guardian")
//FOculusGuardianReturnedEvent OnGuardianReturned;
protected:
static class OculusXRHMD::FOculusXRHMD* GetOculusXRHMD();
};