100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
// Copyright (c) Meta Platforms, Inc. and affiliates.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "Components/PoseableMeshComponent.h"
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#include "OculusXRMovementTypes.h"
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#include "OculusXREyeTrackingComponent.generated.h"
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struct FOculusXREyeTrackingData
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{
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public:
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FOculusXREyeTrackingData()
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: EyeIsMapped(false)
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, MappedBoneName(NAME_None)
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{
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}
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bool EyeIsMapped;
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FName MappedBoneName;
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FQuat InitialRotation;
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};
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UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent, DisplayName = "OculusXR Eye Tracking Component"), ClassGroup = OculusXRHMD)
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class OCULUSXRMOVEMENT_API UOculusXREyeTrackingComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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UOculusXREyeTrackingComponent();
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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/**
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* Reset the rotation values of the eyes to their initial rotation
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*/
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UFUNCTION(BlueprintCallable, Category = "Oculus|Movement")
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void ClearRotationValues();
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/**
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* The name of the poseable mesh component that this component targets for eyes glazes movement.
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* This must be the name of a component on this actor.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "OculusXR|Movement")
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FName TargetMeshComponentName;
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/**
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* The map of eye to mesh bone that this component supports.
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* Names are validated on (@see BeginPlay) so only valid bone names will be targeted.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "OculusXR|Movement")
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TMap<EOculusXREye, FName> EyeToBone;
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/**
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* Update the target mesh position when eye state changes
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Movement")
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bool bUpdatePosition;
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/**
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* Update the target mesh rotation when eye state changes
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Movement")
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bool bUpdateRotation;
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/**
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* Do not accept an eye gaze state if confidence is lower than this value. Confidence is in range [0,1].
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Movement")
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float ConfidenceThreshold;
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/**
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* Bypass eye gaze state validity.
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*
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* @Note: It doesn't check the confidence (@see ConfidenceThreshold). The eye gaze state can be marked as invalid. This flag bypass that state flag.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Movement")
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bool bAcceptInvalid;
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private:
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bool InitializeEyes();
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// One meter in unreal world units.
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float WorldToMeters;
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// Per eye, eye tracking data
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TStaticArray<FOculusXREyeTrackingData, static_cast<uint32>(EOculusXREye::COUNT)> PerEyeData;
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// The mesh component targeted for eyes
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UPROPERTY()
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UPoseableMeshComponent* TargetPoseableMeshComponent;
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// Stop the tracker just once.
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static int TrackingInstanceCount;
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};
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