VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRInput/Private/OculusXRInputFunctionLibrar...

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#include "OculusXRInputFunctionLibrary.h"
#include "OculusXRHandTracking.h"
#include "OculusXRControllerTracking.h"
#include "Logging/MessageLog.h"
#include "Haptics/HapticFeedbackEffect_Buffer.h"
#include "Haptics/HapticFeedbackEffect_Curve.h"
#include "Haptics/HapticFeedbackEffect_SoundWave.h"
//-------------------------------------------------------------------------------------------------
// UOculusHandTrackingFunctionLibrary
//-------------------------------------------------------------------------------------------------
UOculusXRInputFunctionLibrary::UOculusXRInputFunctionLibrary(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
UOculusXRInputFunctionLibrary::FHandMovementFilterDelegate UOculusXRInputFunctionLibrary::HandMovementFilter;
EOculusXRFinger UOculusXRInputFunctionLibrary::ConvertBoneToFinger(const EOculusXRBone Bone)
{
switch (Bone)
{
case EOculusXRBone::Index_1:
case EOculusXRBone::Index_2:
case EOculusXRBone::Index_3:
case EOculusXRBone::Index_Tip:
return EOculusXRFinger::Index;
case EOculusXRBone::Middle_1:
case EOculusXRBone::Middle_2:
case EOculusXRBone::Middle_3:
case EOculusXRBone::Middle_Tip:
return EOculusXRFinger::Middle;
case EOculusXRBone::Pinky_0:
case EOculusXRBone::Pinky_1:
case EOculusXRBone::Pinky_2:
case EOculusXRBone::Pinky_3:
case EOculusXRBone::Pinky_Tip:
return EOculusXRFinger::Pinky;
case EOculusXRBone::Ring_1:
case EOculusXRBone::Ring_2:
case EOculusXRBone::Ring_3:
case EOculusXRBone::Ring_Tip:
return EOculusXRFinger::Ring;
case EOculusXRBone::Thumb_0:
case EOculusXRBone::Thumb_1:
case EOculusXRBone::Thumb_2:
case EOculusXRBone::Thumb_3:
case EOculusXRBone::Thumb_Tip:
return EOculusXRFinger::Thumb;
default:
return EOculusXRFinger::Invalid;
}
}
EOculusXRTrackingConfidence UOculusXRInputFunctionLibrary::GetFingerTrackingConfidence(const EOculusXRHandType DeviceHand, const EOculusXRFinger Finger, const int32 ControllerIndex)
{
return OculusXRInput::FOculusHandTracking::GetFingerTrackingConfidence(ControllerIndex, DeviceHand, (OculusXRInput::EOculusHandAxes)(uint8)Finger);
}
bool UOculusXRInputFunctionLibrary::GetHandSkeletalMesh(USkeletalMesh* HandSkeletalMesh, EOculusXRHandType SkeletonType, EOculusXRHandType MeshType, float WorldToMeters)
{
return OculusXRInput::FOculusHandTracking::GetHandSkeletalMesh(HandSkeletalMesh, SkeletonType, MeshType, WorldToMeters);
}
TArray<FOculusXRCapsuleCollider> UOculusXRInputFunctionLibrary::InitializeHandPhysics(EOculusXRHandType SkeletonType, USkinnedMeshComponent* HandComponent, const float WorldToMeters)
{
return OculusXRInput::FOculusHandTracking::InitializeHandPhysics(SkeletonType, HandComponent, WorldToMeters);
}
FQuat UOculusXRInputFunctionLibrary::GetBoneRotation(const EOculusXRHandType DeviceHand, const EOculusXRBone BoneId, const int32 ControllerIndex)
{
return OculusXRInput::FOculusHandTracking::GetBoneRotation(ControllerIndex, DeviceHand, BoneId);
}
EOculusXRTrackingConfidence UOculusXRInputFunctionLibrary::GetTrackingConfidence(const EOculusXRHandType DeviceHand, const int32 ControllerIndex)
{
return OculusXRInput::FOculusHandTracking::GetTrackingConfidence(ControllerIndex, DeviceHand);
}
FTransform UOculusXRInputFunctionLibrary::GetPointerPose(const EOculusXRHandType DeviceHand, const int32 ControllerIndex)
{
return OculusXRInput::FOculusHandTracking::GetPointerPose(ControllerIndex, DeviceHand);
}
bool UOculusXRInputFunctionLibrary::IsPointerPoseValid(const EOculusXRHandType DeviceHand, const int32 ControllerIndex)
{
return OculusXRInput::FOculusHandTracking::IsPointerPoseValid(ControllerIndex, DeviceHand);
}
float UOculusXRInputFunctionLibrary::GetHandScale(const EOculusXRHandType DeviceHand, const int32 ControllerIndex)
{
return OculusXRInput::FOculusHandTracking::GetHandScale(ControllerIndex, DeviceHand);
}
EOculusXRHandType UOculusXRInputFunctionLibrary::GetDominantHand(const int32 ControllerIndex)
{
EOculusXRHandType DominantHand = EOculusXRHandType::None;
if (OculusXRInput::FOculusHandTracking::IsHandDominant(ControllerIndex, EOculusXRHandType::HandLeft))
{
DominantHand = EOculusXRHandType::HandLeft;
}
else if (OculusXRInput::FOculusHandTracking::IsHandDominant(ControllerIndex, EOculusXRHandType::HandRight))
{
DominantHand = EOculusXRHandType::HandRight;
}
return DominantHand;
}
bool UOculusXRInputFunctionLibrary::IsHandTrackingEnabled()
{
return OculusXRInput::FOculusHandTracking::IsHandTrackingEnabled();
}
bool UOculusXRInputFunctionLibrary::IsHandPositionValid(const EOculusXRHandType DeviceHand, const int32 ControllerIndex)
{
return OculusXRInput::FOculusHandTracking::IsHandPositionValid(ControllerIndex, DeviceHand);
}
FString UOculusXRInputFunctionLibrary::GetBoneName(EOculusXRBone BoneId)
{
const auto ovrBoneId = OculusXRInput::FOculusHandTracking::ToOvrBone(BoneId);
if (ovrBoneId == ovrpBoneId_Invalid)
{
return OculusXRInput::FOculusHandTracking::GetBoneName(static_cast<uint8>(EOculusXRBone::Invalid));
}
return OculusXRInput::FOculusHandTracking::GetBoneName(static_cast<uint8>(ovrBoneId));
}
void UOculusXRInputFunctionLibrary::PlayCurveHapticEffect(class UHapticFeedbackEffect_Curve* HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location, float Scale, bool bLoop)
{
OculusXRInput::FOculusXRControllerTracking::PlayHapticEffect(HapticEffect, Hand, Location, false, Scale, bLoop);
}
void UOculusXRInputFunctionLibrary::PlayBufferHapticEffect(class UHapticFeedbackEffect_Buffer* HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location, float Scale, bool bLoop)
{
OculusXRInput::FOculusXRControllerTracking::PlayHapticEffect(HapticEffect, Hand, Location, false, Scale, bLoop);
}
void UOculusXRInputFunctionLibrary::PlayAmplitudeEnvelopeHapticEffect(class UHapticFeedbackEffect_Buffer* HapticEffect, EControllerHand Hand)
{
OculusXRInput::FOculusXRControllerTracking::PlayHapticEffect(Hand, HapticEffect->Amplitudes, HapticEffect->SampleRate, false, false);
}
void UOculusXRInputFunctionLibrary::PlaySoundWaveHapticEffect(class UHapticFeedbackEffect_SoundWave* HapticEffect, EControllerHand Hand, bool bAppend, float Scale, bool bLoop)
{
OculusXRInput::FOculusXRControllerTracking::PlayHapticEffect(HapticEffect, Hand, EOculusXRHandHapticsLocation::Hand, bAppend, Scale, bLoop);
}
void UOculusXRInputFunctionLibrary::StopHapticEffect(EControllerHand Hand, EOculusXRHandHapticsLocation Location)
{
OculusXRInput::FOculusXRControllerTracking::StopHapticEffect(Hand, Location);
}
void UOculusXRInputFunctionLibrary::SetHapticsByValue(const float Frequency, const float Amplitude, EControllerHand Hand, EOculusXRHandHapticsLocation Location)
{
OculusXRInput::FOculusXRControllerTracking::SetHapticsByValue(Frequency, Amplitude, Hand, Location);
}
float UOculusXRInputFunctionLibrary::GetControllerSampleRateHz(EControllerHand Hand)
{
return OculusXRInput::FOculusXRControllerTracking::GetControllerSampleRateHz(Hand);
}
int UOculusXRInputFunctionLibrary::GetMaxHapticDuration(EControllerHand Hand)
{
return OculusXRInput::FOculusXRControllerTracking::GetMaxHapticDuration(Hand);
}
void UOculusXRInputFunctionLibrary::SetControllerDrivenHandPoses(EOculusXRControllerDrivenHandPoseTypes Type)
{
return OculusXRInput::FOculusHandTracking::SetControllerDrivenHandPoses(Type);
}