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

101 lines
3.4 KiB
C
Raw Normal View History

// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "OculusXRInputFunctionLibrary.h"
#include "Components/PoseableMeshComponent.h"
#include "OculusXRHandComponent.generated.h"
UENUM(BlueprintType)
enum class EOculusXRConfidenceBehavior : uint8
{
None,
HideActor
};
UENUM(BlueprintType)
enum class EOculusXRSystemGestureBehavior : uint8
{
None,
SwapMaterial
};
static const FQuat HandRootFixupRotation = FQuat(-0.5f, -0.5f, 0.5f, 0.5f);
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = OculusHand)
class OCULUSXRINPUT_API UOculusXRHandComponent : public UPoseableMeshComponent
{
GENERATED_UCLASS_BODY()
public:
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
/** The hand skeleton that will be loaded */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
EOculusXRHandType SkeletonType;
/** The hand mesh that will be applied to the skeleton */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
EOculusXRHandType MeshType;
/** Behavior for when hand tracking loses high confidence tracking */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
EOculusXRConfidenceBehavior ConfidenceBehavior = EOculusXRConfidenceBehavior::HideActor;
/** Behavior for when the system gesture is actived */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
EOculusXRSystemGestureBehavior SystemGestureBehavior = EOculusXRSystemGestureBehavior::SwapMaterial;
/** Material that gets applied to the hands when the system gesture is active */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
class UMaterialInterface* SystemGestureMaterial;
/** Whether or not to initialize physics capsules on the skeletal mesh */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
bool bInitializePhysics;
/** Whether or not the hand scale should update based on values from the runtime to match the users hand scale */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
bool bUpdateHandScale;
/** Material override for the runtime skeletal mesh */
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "HandProperties")
class UMaterialInterface* MaterialOverride;
/** Bone mapping for custom hand skeletal meshes */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CustomSkeletalMesh")
TMap<EOculusXRBone, FName> BoneNameMappings;
/** List of capsule colliders created for the skeletal mesh */
UPROPERTY(BlueprintReadOnly, Category = "HandProperties")
TArray<FOculusXRCapsuleCollider> CollisionCapsules;
/** Whether or not the runtime skeletal mesh has been loaded and initialized */
UPROPERTY(BlueprintReadOnly, Category = "HandProperties")
bool bSkeletalMeshInitialized = false;
protected:
virtual void SystemGesturePressed();
virtual void SystemGestureReleased();
private:
/** Whether or not this component has authority within the frame */
bool bHasAuthority;
/** Whether or not a custom hand mesh is being used */
bool bCustomHandMesh = false;
/** Whether or not the physics capsules have been initialized */
bool bInitializedPhysics = false;
USkeletalMesh* RuntimeSkeletalMesh;
UMaterialInterface* CachedBaseMaterial;
void InitializeSkeletalMesh();
void UpdateBonePose();
};