146 lines
6.0 KiB
C++
146 lines
6.0 KiB
C++
// @lint-ignore-every LICENSELINT
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IOculusXRInputModule.h"
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#if OCULUS_INPUT_SUPPORTED_PLATFORMS
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#include "OculusXRHMDModule.h"
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#include "GenericPlatform/IInputInterface.h"
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#include "XRMotionControllerBase.h"
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#include "IHapticDevice.h"
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#include "OculusXRInputState.h"
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#if PLATFORM_SUPPORTS_PRAGMA_PACK
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#pragma pack(push, 8)
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#endif
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#include "OculusXRPluginWrapper.h"
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#if PLATFORM_SUPPORTS_PRAGMA_PACK
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#pragma pack(pop)
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#endif
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DEFINE_LOG_CATEGORY_STATIC(LogOcInput, Log, All);
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class UHapticFeedbackEffect_Base;
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struct FActiveHapticFeedbackEffect;
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struct FOculusXRHapticsDesc;
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namespace OculusXRInput
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{
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//-------------------------------------------------------------------------------------------------
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// FOculusXRInput
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//-------------------------------------------------------------------------------------------------
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class FOculusXRInput : public IInputDevice, public FXRMotionControllerBase, public IHapticDevice
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{
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friend class FOculusHandTracking;
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public:
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/** Constructor that takes an initial message handler that will receive motion controller events */
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FOculusXRInput(const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler);
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/** Clean everything up */
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virtual ~FOculusXRInput();
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static void PreInit();
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/** Loads any settings from the config folder that we need */
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static void LoadConfig();
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// IInputDevice overrides
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virtual void Tick(float DeltaTime) override;
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virtual void SendControllerEvents() override;
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virtual void SetMessageHandler(const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler) override;
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virtual bool Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;
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virtual void SetChannelValue(int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value) override;
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virtual void SetChannelValues(int32 ControllerId, const FForceFeedbackValues& Values) override;
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virtual bool SupportsForceFeedback(int32 ControllerId) override;
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// IMotionController overrides
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virtual FName GetMotionControllerDeviceTypeName() const override;
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#if UE_VERSION_OLDER_THAN(5, 3, 0)
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virtual bool GetControllerOrientationAndPosition(const int32 ControllerIndex, const EControllerHand DeviceHand, FRotator& OutOrientation, FVector& OutPosition, float WorldToMetersScale) const override;
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virtual ETrackingStatus GetControllerTrackingStatus(const int32 ControllerIndex, const EControllerHand DeviceHand) const override;
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#endif
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virtual bool GetControllerOrientationAndPosition(const int32 ControllerIndex, const FName MotionSource, FRotator& OutOrientation, FVector& OutPosition, float WorldToMetersScale) const override;
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virtual ETrackingStatus GetControllerTrackingStatus(const int32 ControllerIndex, const FName MotionSource) const override;
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// IHapticDevice overrides
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IHapticDevice* GetHapticDevice() override { return (IHapticDevice*)this; }
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virtual void SetHapticFeedbackValues(int32 ControllerId, int32 Hand, const FHapticFeedbackValues& Values) override;
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void PlayHapticEffect(
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UHapticFeedbackEffect_Base* HapticEffect,
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EControllerHand Hand,
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EOculusXRHandHapticsLocation Location = EOculusXRHandHapticsLocation::Hand,
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bool bAppend = false,
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float Scale = 1.f,
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bool bLoop = false);
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int PlayHapticEffect(EControllerHand Hand, int SamplesCount, void* Samples, int SampleRate = -1, bool bPCM = false, bool bAppend = false);
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void SetHapticsByValue(float Frequency, float Amplitude, EControllerHand Hand, EOculusXRHandHapticsLocation Location = EOculusXRHandHapticsLocation::Hand);
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virtual void GetHapticFrequencyRange(float& MinFrequency, float& MaxFrequency) const override;
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virtual float GetHapticAmplitudeScale() const override;
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uint32 GetNumberOfTouchControllers() const;
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uint32 GetNumberOfHandControllers() const;
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float GetControllerSampleRateHz(EControllerHand Hand);
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int GetMaxHapticDuration(EControllerHand Hand);
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private:
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/** Applies force feedback settings to the controller */
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void UpdateForceFeedback(const FOculusControllerPair& ControllerPair, const EControllerHand Hand);
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bool OnControllerButtonPressed(const FOculusButtonState& ButtonState, FPlatformUserId UserId, FInputDeviceId DeviceId, bool IsRepeat);
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bool OnControllerButtonReleased(const FOculusButtonState& ButtonState, FPlatformUserId UserId, FInputDeviceId DeviceId, bool IsRepeat);
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void SetHapticFeedbackValues(int32 ControllerId, int32 Hand, const FHapticFeedbackValues& Values, TSharedPtr<FOculusXRHapticsDesc> HapticsDesc);
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ovrpHapticsLocation GetOVRPHapticsLocation(EOculusXRHandHapticsLocation InLocation);
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void ProcessHaptics(const float DeltaTime);
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bool GetOvrpHapticsDesc(int Hand);
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private:
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/** The recipient of motion controller input events */
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TSharedPtr<FGenericApplicationMessageHandler> MessageHandler;
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/** List of the connected pairs of controllers, with state for each controller device */
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TArray<FOculusControllerPair> ControllerPairs;
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FOculusRemoteControllerState Remote;
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ovrpHapticsDesc OvrpHapticsDesc;
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int LocalTrackingSpaceRecenterCount;
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// Maintain a cache of resampled raw data so we don't resample it on every play. This is a map of OriginalRawData pointers, used only as a key, to ResampledRawData buffers.
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// The values are pointers because the map could be reallocated and we cache raw pointers to the uint8 array data elsewhere.
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TMap<const uint8*, TSharedPtr<TArray<uint8>>> ResampledRawDataCache;
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TSharedPtr<FActiveHapticFeedbackEffect> ActiveHapticEffect_Left;
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TSharedPtr<FActiveHapticFeedbackEffect> ActiveHapticEffect_Right;
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TSharedPtr<FOculusXRHapticsDesc> HapticsDesc_Left;
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TSharedPtr<FOculusXRHapticsDesc> HapticsDesc_Right;
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double StartTime = 0.0;
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/** Threshold for treating trigger pulls as button presses, from 0.0 to 1.0 */
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static float TriggerThreshold;
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/** Are Remote keys mapped to gamepad or not. */
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static bool bRemoteKeysMappedToGamepad;
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/** Repeat key delays, loaded from config */
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static float InitialButtonRepeatDelay;
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static float ButtonRepeatDelay;
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static bool bPulledHapticsDesc;
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};
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} // namespace OculusXRInput
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#endif //OCULUS_INPUT_SUPPORTED_PLATFORMS
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