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