VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRInput/Public/OculusXRControllerComponent.h

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// Copyright (c) Meta Platforms, Inc. and affiliates.
// A class to render the currently connected controller.
// Similar to how hands are tracked.
#pragma once
#include "OculusXRInputFunctionLibrary.h"
#include "OculusXRFunctionLibrary.h"
#include "Components/StaticMeshComponent.h"
#include <Engine/StreamableManager.h>
// Must always be the last include.
#include "OculusXRControllerComponent.generated.h"
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = OculusHand)
class UOculusXRControllerComponent : public UStaticMeshComponent
{
GENERATED_BODY()
public:
UOculusXRControllerComponent();
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/** The skeleton that will be loaded */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Properties")
EOculusXRSide SkeletonType;
/** Should this controller be rendered when using controller driven hand poses */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Properties")
bool RenderWhenUsingControllerDrivenHands;
private:
enum MeshLoadingState
{
None,
Loading,
Loaded
};
UStaticMesh* _runtimeMesh;
MeshLoadingState _meshLoadingState;
TSharedPtr<FStreamableHandle> _loadAssetHandle;
FStreamableManager _streamableManager;
EOculusXRControllerType _controllerType;
FSoftObjectPath _runtimeMeshPath;
EOculusXRControllerDrivenHandPoseTypes _cachedControllerHandType;
void InitializeMesh();
void MeshLoaded();
EOculusXRControllerType GetControllerType();
const FVector PositionOffsets
[EOculusXRSideCount]
[EOculusXRControllerDrivenHandPoseTypesCount];
const FVector RotationOffsets
[EOculusXRSideCount]
[EOculusXRControllerDrivenHandPoseTypesCount];
};