VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRInput/Private/OculusXRHandComponent.cpp

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#include "OculusXRHandComponent.h"
#include "OculusXRInput.h"
#include "Engine/SkeletalMesh.h"
#include "Components/InputComponent.h"
#include "Materials/MaterialInterface.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/PlayerController.h"
UOculusXRHandComponent::UOculusXRHandComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bStartWithTickEnabled = true;
PrimaryComponentTick.TickGroup = TG_PrePhysics;
bHasAuthority = false;
bAutoActivate = true;
bWantsInitializeComponent = true;
for (uint8 BoneIndex = 0; BoneIndex < (uint8)EOculusXRBone::Bone_Max; BoneIndex++)
{
BoneNameMappings.Add((EOculusXRBone)BoneIndex, TEXT(""));
}
}
void UOculusXRHandComponent::BeginPlay()
{
Super::BeginPlay();
// Use custom mesh if a skeletal mesh is already set, else try to load the runtime mesh
if (GetSkinnedAsset())
{
bCustomHandMesh = true;
bSkeletalMeshInitialized = true;
}
else
{
RuntimeSkeletalMesh = NewObject<USkeletalMesh>(this, TEXT("OculusHandMesh"));
InitializeSkeletalMesh();
}
}
void UOculusXRHandComponent::InitializeSkeletalMesh()
{
if (RuntimeSkeletalMesh)
{
if (UOculusXRInputFunctionLibrary::GetHandSkeletalMesh(RuntimeSkeletalMesh, SkeletonType, MeshType))
{
SetSkinnedAssetAndUpdate(RuntimeSkeletalMesh, true);
if (MaterialOverride)
{
SetMaterial(0, MaterialOverride);
}
CachedBaseMaterial = GetMaterial(0);
bSkeletalMeshInitialized = true;
// Initialize physics capsules on the runtime mesh
if (bInitializePhysics)
{
CollisionCapsules = UOculusXRInputFunctionLibrary::InitializeHandPhysics(SkeletonType, this);
}
}
}
}
void UOculusXRHandComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
#if WITH_EDITOR
if (!bSkeletalMeshInitialized && !bCustomHandMesh)
{
InitializeSkeletalMesh();
}
#endif
if (IsInGameThread())
{
// Cache state from the game thread for use on the render thread
const AActor* MyOwner = GetOwner();
bHasAuthority = MyOwner->HasLocalNetOwner();
int i = 0;
}
if (bHasAuthority)
{
bool bHidden = false;
if (UOculusXRInputFunctionLibrary::IsHandTrackingEnabled())
{
// Update Visibility based on Confidence
if (ConfidenceBehavior == EOculusXRConfidenceBehavior::HideActor)
{
EOculusXRTrackingConfidence TrackingConfidence = UOculusXRInputFunctionLibrary::GetTrackingConfidence(SkeletonType);
bHidden |= TrackingConfidence != EOculusXRTrackingConfidence::High;
}
// Update Hand Scale
if (bUpdateHandScale)
{
float NewScale = UOculusXRInputFunctionLibrary::GetHandScale(SkeletonType);
SetRelativeScale3D(FVector(NewScale));
}
// Update Bone Pose Rotations
if (GetSkinnedAsset())
{
UpdateBonePose();
}
#if OCULUS_INPUT_SUPPORTED_PLATFORMS
// Check for system gesture pressed through player controller
if (APawn* Pawn = Cast<APawn>(GetOwner()))
{
if (APlayerController* PC = Pawn->GetController<APlayerController>())
{
if (PC->WasInputKeyJustPressed(SkeletonType == EOculusXRHandType::HandLeft ? OculusXRInput::FOculusKey::OculusHand_Left_SystemGesture : OculusXRInput::FOculusKey::OculusHand_Right_SystemGesture))
{
SystemGesturePressed();
}
if (PC->WasInputKeyJustReleased(SkeletonType == EOculusXRHandType::HandLeft ? OculusXRInput::FOculusKey::OculusHand_Left_SystemGesture : OculusXRInput::FOculusKey::OculusHand_Right_SystemGesture))
{
SystemGestureReleased();
}
}
}
#endif
}
else
{
bHidden = true;
}
if (bHidden != bHiddenInGame)
{
SetHiddenInGame(bHidden);
for (int32 i = 0; i < CollisionCapsules.Num(); i++)
{
CollisionCapsules[i].Capsule->SetCollisionEnabled(bHidden ? ECollisionEnabled::NoCollision : ECollisionEnabled::QueryAndPhysics);
}
}
}
}
void UOculusXRHandComponent::UpdateBonePose()
{
if (bCustomHandMesh)
{
for (auto& BoneElem : BoneNameMappings)
{
// Set Root Bone Rotaiton
if (BoneElem.Key == EOculusXRBone::Wrist_Root)
{
FQuat RootBoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, EOculusXRBone::Wrist_Root);
RootBoneRotation *= HandRootFixupRotation;
RootBoneRotation.Normalize();
BoneSpaceTransforms[0].SetRotation(RootBoneRotation);
}
else
{
// Set Remaing Bone Rotations
int32 BoneIndex = GetSkinnedAsset()->GetRefSkeleton().FindBoneIndex(BoneElem.Value);
if (BoneIndex >= 0)
{
FQuat BoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, (EOculusXRBone)BoneElem.Key);
BoneSpaceTransforms[BoneIndex].SetRotation(BoneRotation);
}
}
}
}
else
{
// Set Root Bone Rotation
FQuat RootBoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, EOculusXRBone::Wrist_Root);
RootBoneRotation *= HandRootFixupRotation;
RootBoneRotation.Normalize();
BoneSpaceTransforms[0].SetRotation(RootBoneRotation);
// Set Remaining Bone Rotations
for (uint32 BoneIndex = 1; BoneIndex < (uint32)GetSkinnedAsset()->GetRefSkeleton().GetNum(); BoneIndex++)
{
FQuat BoneRotation = UOculusXRInputFunctionLibrary::GetBoneRotation(SkeletonType, (EOculusXRBone)BoneIndex);
BoneSpaceTransforms[BoneIndex].SetRotation(BoneRotation);
}
}
MarkRefreshTransformDirty();
}
void UOculusXRHandComponent::SystemGesturePressed()
{
if (SystemGestureBehavior == EOculusXRSystemGestureBehavior::SwapMaterial)
{
if (SystemGestureMaterial)
{
SetMaterial(0, SystemGestureMaterial);
}
else
{
UE_LOG(LogTemp, Log, TEXT("System Gesture Behavior was set to Swap Material but no System Gesture Material was provided!"));
}
}
}
void UOculusXRHandComponent::SystemGestureReleased()
{
if (SystemGestureBehavior == EOculusXRSystemGestureBehavior::SwapMaterial)
{
if (CachedBaseMaterial)
{
SetMaterial(0, CachedBaseMaterial);
}
else
{
UE_LOG(LogTemp, Log, TEXT("System Gesture Behavior was set to Swap Material but no System Gesture Material was provided!"));
}
}
}