VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRHMD/Public/IOculusXRHMDModule.h

133 lines
6.2 KiB
C++

// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
#include "IHeadMountedDisplayModule.h"
#include "HeadMountedDisplayTypes.h"
// Oculus support is not available on Windows XP
#define OCULUS_HMD_SUPPORTED_PLATFORMS (PLATFORM_WINDOWS && WINVER > 0x0502) || (PLATFORM_ANDROID_ARM || PLATFORM_ANDROID_ARM64)
//-------------------------------------------------------------------------------------------------
// IOculusXRHMDModule
//-------------------------------------------------------------------------------------------------
/**
* The public interface to this module. In most cases, this interface is only public to sibling modules
* within this plugin.
*/
class IOculusXRHMDModule : public IHeadMountedDisplayModule
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IOculusXRHMDModule& Get()
{
return FModuleManager::LoadModuleChecked<IOculusXRHMDModule>("OculusXRHMD");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("OculusXRHMD");
}
/**
* Grabs the current orientation and position for the HMD. If positional tracking is not available, DevicePosition will be a zero vector
*
* @param DeviceRotation (out) The device's current rotation
* @param DevicePosition (out) The device's current position, in its own tracking space
* @param NeckPosition (out) The estimated neck position, calculated using NeckToEye vector from User Profile. Same coordinate space as DevicePosition.
* @param bUseOrienationForPlayerCamera (in) Should be set to 'true' if the orientation is going to be used to update orientation of the camera manually.
* @param bUsePositionForPlayerCamera (in) Should be set to 'true' if the position is going to be used to update position of the camera manually.
* @param PositionScale (in) The 3D scale that will be applied to position.
*/
virtual void GetPose(FRotator& DeviceRotation, FVector& DevicePosition, FVector& NeckPosition, bool bUseOrienationForPlayerCamera = false, bool bUsePositionForPlayerCamera = false, const FVector PositionScale = FVector::ZeroVector) = 0;
/**
* Reports raw sensor data. If HMD doesn't support any of the parameters then it will be set to zero.
*
* @param AngularAcceleration (out) Angular acceleration in radians per second per second.
* @param LinearAcceleration (out) Acceleration in meters per second per second.
* @param AngularVelocity (out) Angular velocity in radians per second.
* @param LinearVelocity (out) Velocity in meters per second.
* @param TimeInSeconds (out) Time when the reported IMU reading took place, in seconds.
*/
virtual void GetRawSensorData(FVector& AngularAcceleration, FVector& LinearAcceleration, FVector& AngularVelocity, FVector& LinearVelocity, float& TimeInSeconds) = 0;
/**
* Returns current user profile.
*
* @param Profile (out) Structure to hold current user profile.
* @return (boolean) True, if user profile was acquired.
*/
virtual bool GetUserProfile(struct FOculusXRHmdUserProfile& Profile) = 0;
/**
* Sets 'base rotation' - the rotation that will be subtracted from
* the actual HMD orientation.
* Sets base position offset (in meters). The base position offset is the distance from the physical (0, 0, 0) position
* to current HMD position (bringing the (0, 0, 0) point to the current HMD position)
* Note, this vector is set by ResetPosition call; use this method with care.
* The axis of the vector are the same as in Unreal: X - forward, Y - right, Z - up.
*
* @param Rotation (in) Rotator object with base rotation
* @param BaseOffsetInMeters (in) the vector to be set as base offset, in meters.
* @param Options (in) specifies either position, orientation or both should be set.
*/
virtual void SetBaseRotationAndBaseOffsetInMeters(FRotator Rotation, FVector BaseOffsetInMeters, EOrientPositionSelector::Type Options) = 0;
/**
* Returns current base rotation and base offset.
* The base offset is currently used base position offset, previously set by the
* ResetPosition or SetBasePositionOffset calls. It represents a vector that translates the HMD's position
* into (0,0,0) point, in meters.
* The axis of the vector are the same as in Unreal: X - forward, Y - right, Z - up.
*
* @param OutRotation (out) Rotator object with base rotation
* @param OutBaseOffsetInMeters (out) base position offset, vector, in meters.
*/
virtual void GetBaseRotationAndBaseOffsetInMeters(FRotator& OutRotation, FVector& OutBaseOffsetInMeters) = 0;
/**
* Sets 'base rotation' - the rotation that will be subtracted from
* the actual HMD orientation.
* The position offset might be added to current HMD position,
* effectively moving the virtual camera by the specified offset. The addition
* occurs after the HMD orientation and position are applied.
*
* @param BaseRot (in) Rotator object with base rotation
* @param PosOffset (in) the vector to be added to HMD position.
* @param Options (in) specifies either position, orientation or both should be set.
*/
virtual void SetBaseRotationAndPositionOffset(FRotator BaseRot, FVector PosOffset, EOrientPositionSelector::Type Options) = 0;
/**
* Returns current base rotation and position offset.
*
* @param OutRot (out) Rotator object with base rotation
* @param OutPosOffset (out) the vector with previously set position offset.
*/
virtual void GetBaseRotationAndPositionOffset(FRotator& OutRot, FVector& OutPosOffset) = 0;
/**
* Returns IStereoLayers interface to work with overlays.
*/
virtual class IStereoLayers* GetStereoLayers() = 0;
virtual FString GetDeviceSystemName() = 0;
#if OCULUS_HMD_SUPPORTED_PLATFORMS
virtual bool PoseToOrientationAndPosition(const FQuat& InOrientation, const FVector& InPosition, FQuat& OutOrientation, FVector& OutPosition) const = 0;
#endif //OCULUS_HMD_SUPPORTED_PLATFORMS
};