Android build settings + metaxr

This commit is contained in:
2025-05-14 14:00:02 +03:00
parent 6a2bb7475e
commit d5aa21f55c
594 changed files with 200530 additions and 2 deletions

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
#define OCULUS_SCENE_SUPPORTED_PLATFORMS (PLATFORM_WINDOWS && WINVER > 0x0502) || (PLATFORM_ANDROID_ARM || PLATFORM_ANDROID_ARM64 || PLATFORM_ANDROID_X64)
/**
* The public interface to this module. In most cases, this interface is only public to sibling modules
* within this plugin.
*/
class IOculusXRSceneModule : public IModuleInterface
{
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 IOculusXRSceneModule& Get()
{
return FModuleManager::LoadModuleChecked<IOculusXRSceneModule>("OculusXRScene");
}
/**
* 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("OculusXRScene");
}
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreMinimal.h"
#include "OculusXRSpatialAnchorComponent.h"
#include "OculusXRAnchorBPFunctionLibrary.h"
#include "OculusXRRoomLayoutManagerComponent.generated.h"
UCLASS(meta = (DisplayName = "OculusXR Room Layout Manager Component", BlueprintSpawnableComponent))
class OCULUSXRSCENE_API UOculusXRRoomLayoutManagerComponent : public UActorComponent
{
GENERATED_BODY()
public:
UOculusXRRoomLayoutManagerComponent(const FObjectInitializer& ObjectInitializer);
virtual void InitializeComponent() override;
virtual void UninitializeComponent() override;
virtual void OnRegister() override;
virtual void OnUnregister() override;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOculusXRRoomLayoutSceneCaptureCompleteDelegate,
FOculusXRUInt64, requestId,
bool, result);
DECLARE_MULTICAST_DELEGATE_TwoParams(FOculusXRRoomLayoutSceneCompleteNativeDelegate, FOculusXRUInt64 /*requestId*/, bool /*success*/);
FOculusXRRoomLayoutSceneCompleteNativeDelegate OculusXRRoomLayoutSceneCaptureCompleteNative;
UPROPERTY(BlueprintAssignable, Category = "OculusXR|Room Layout Manager")
FOculusXRRoomLayoutSceneCaptureCompleteDelegate OculusXRRoomLayoutSceneCaptureComplete;
// Requests to launch Capture Flow
UFUNCTION(BlueprintCallable, Category = "OculusXR|Room Layout Manager")
bool LaunchCaptureFlow();
// Gets room layout for a specific space
UFUNCTION(BlueprintCallable, Category = "OculusXR|Room Layout Manager")
bool GetRoomLayout(FOculusXRUInt64 Space, UPARAM(ref) FOculusXRRoomLayout& RoomLayoutOut, int32 MaxWallsCapacity = 64);
// Loads mesh data (vertices, indeces) associated with the space into UProceduralMeshComponent
UFUNCTION(BlueprintCallable, Category = "OculusXR|Room Layout Manager")
bool LoadTriangleMesh(FOculusXRUInt64 Space, class UProceduralMeshComponent* Mesh, bool CreateCollision) const;
protected:
UPROPERTY(Transient)
TSet<uint64> EntityRequestList;
UPROPERTY(Transient)
TMap<FOculusXRUInt64, FOculusXRRoomLayout> RoomLayouts;
private:
UFUNCTION()
void OculusRoomLayoutSceneCaptureComplete_Handler(FOculusXRUInt64 RequestId, bool bSuccess)
{
if (EntityRequestList.Find(RequestId.Value) != nullptr)
{
OculusXRRoomLayoutSceneCaptureComplete.Broadcast(RequestId, bSuccess);
OculusXRRoomLayoutSceneCaptureCompleteNative.Broadcast(RequestId, bSuccess);
EntityRequestList.Remove(RequestId.Value);
}
}
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "OculusXRSceneFunctions.h"
#include "OculusXRAnchorTypes.h"
#include "OculusXRSceneTypes.h"
namespace OculusXRScene
{
struct OCULUSXRSCENE_API FOculusXRScene
{
static EOculusXRAnchorResult::Type GetScenePlane(uint64 AnchorHandle, FVector& OutPos, FVector& OutSize);
static EOculusXRAnchorResult::Type GetSceneVolume(uint64 AnchorHandle, FVector& OutPos, FVector& OutSize);
static EOculusXRAnchorResult::Type GetSemanticClassification(uint64 AnchorHandle, TArray<FString>& OutSemanticClassifications);
static EOculusXRAnchorResult::Type GetBoundary2D(uint64 AnchorHandle, TArray<FVector2f>& OutVertices);
static EOculusXRAnchorResult::Type RequestSceneCapture(uint64& OutRequestID);
static EOculusXRAnchorResult::Type GetRoomLayout(uint64 AnchorHandle, const uint32 MaxWallsCapacity, FOculusXRUUID& OutCeilingUuid, FOculusXRUUID& OutFloorUuid, TArray<FOculusXRUUID>& OutWallsUuid);
static EOculusXRAnchorResult::Type GetTriangleMesh(uint64 AnchorHandle, TArray<FVector>& Vertices, TArray<int32>& Triangles);
// Requests to change the current boundary visibility
static EOculusXRAnchorResult::Type RequestBoundaryVisibility(EOculusXRBoundaryVisibility NewVisibilityRequest);
// Gets the current boundary visibility
static EOculusXRAnchorResult::Type GetBoundaryVisibility(EOculusXRBoundaryVisibility& OutVisibility);
private:
static TSharedPtr<IOculusXRSceneFunctions> GetOculusXRSceneFunctionsImpl();
static TSharedPtr<IOculusXRSceneFunctions> SceneFunctionsImpl;
};
} // namespace OculusXRScene

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Actor.h"
#include "OculusXRRoomLayoutManagerComponent.h"
#include "OculusXRAnchorComponent.h"
#include "OculusXRFunctionLibrary.h"
#include "OculusXRSceneAnchorComponent.h"
#include "OculusXRSceneTypes.h"
#include "OculusXRSceneActor.generated.h"
/** EOculusXRLaunchCaptureFlowWhenMissingScene
* Used to dictate whether the actor should launch the Capture Flow application when a scene is not detected on the device.
* The Actor will check if a scene capture is either non-existent or invalid (ie. missing walls/ceiling/floor) before checking if Capture Flow
* should be launched.
*
* NEVER: will never launch Flow Capture.
* ONCE: will only launch it once. If the actor still doesn't detect that a scene was captured, it will not launch Capture Flow again.
* ALWAYS: will always re-launch Flow Capture if a scene was not detected on the device.
*/
UENUM(BlueprintType)
enum EOculusXRLaunchCaptureFlowWhenMissingScene
{
NEVER UMETA(DisplayName = "Never"),
ONCE UMETA(DisplayName = "Once"),
ALWAYS UMETA(DisplayName = "Always")
};
/** FOculusXRSpawnedSceneAnchorProperties
* Properties/Components that a spawned scene anchor will use.
*/
USTRUCT(BlueprintType)
struct OCULUSXRSCENE_API FOculusXRSpawnedSceneAnchorProperties
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = "Spawned Scene Anchor Properties")
TSoftClassPtr<UOculusXRSceneAnchorComponent> ActorComponent = TSoftClassPtr<UOculusXRSceneAnchorComponent>(FSoftClassPath(UOculusXRSceneAnchorComponent::StaticClass()));
UPROPERTY(EditAnywhere, Category = "Spawned Scene Anchor Properties")
TSoftObjectPtr<UStaticMesh> StaticMesh;
UPROPERTY(EditAnywhere, Category = "Spawned Scene Anchor Properties", Meta = (DeprecatedProperty, DeprecationMessage = "This property is deprecated. Alignment is done automatically at lower level."))
bool ForceParallelToFloor = false;
UPROPERTY(EditAnywhere, Category = "Spawned Scene Anchor Properties")
FVector AddOffset = FVector::ZeroVector;
};
/**
* AOculusXRSceneActor
*
* DEPRECATED: AOculusXRSceneActor and associated classes are deprecated (v65), please use MR Utility Kit instead
* (https://developer.oculus.com/documentation/unreal/unreal-mr-utility-kit-overview)
*
* The purpose of this actor is to be able to spawn "scene anchor" actors.
*
* Each actor type (based on their semantic label) can be configured to be spawned with a specific mesh and actor component.
*
* Overall, it provides a simple interface to be able to quickly get a captured scene from Capture Flow populated at runtime.
* It also provides a basic and flexible template to making use of the OculusAnchorSDK and UOculusXRRoomLayoutManagerComponent
* to drive the actor's logic. This removes the need for the developer to implement a system from scratch that makes use of
* the native methods and components.
*
* TLDR:
* - This actor populates a captured scene (created in Capture Flow) by spawning child actors with predefined actor and mesh components.
* - Can be used as is, or can be derived or modified as needed depending on the application's needs.
*/
UCLASS(ClassGroup = OculusXRScene)
class OCULUSXRSCENE_API AOculusXRSceneActor : public AActor
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor")
void LaunchCaptureFlow();
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor")
bool IsScenePopulated();
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor", Meta = (DeprecatedFunction, DeprecationMessage = "Is Room Layout Valid is deprecated and no longer returns any value but true. Please validate your room configuration in the way your application requires."))
bool IsRoomLayoutValid();
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor")
void PopulateScene();
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor")
void ClearScene();
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor")
void SetVisibilityToAllSceneAnchors(const bool bIsVisible);
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor")
void SetVisibilityToSceneAnchorsBySemanticLabel(const FString SemanticLabel, const bool bIsVisible);
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene Actor")
TArray<AActor*> GetActorsBySemanticLabel(const FString SemanticLabel);
UFUNCTION(BlueprintPure, BlueprintCallable, Category = "OculusXR|Scene Actor")
TArray<FOculusXRRoomLayout> GetRoomLayouts() const;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Scene Actor")
TEnumAsByte<EOculusXRLaunchCaptureFlowWhenMissingScene> LauchCaptureFlowWhenMissingScene = EOculusXRLaunchCaptureFlowWhenMissingScene::ALWAYS;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Scene Actor", meta = (UIMin = 1, ClampMin = 1, UIMax = 1024, ClampMax = 1024))
int32 MaxQueries = 64;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Scene Actor")
bool bPopulateSceneOnBeginPlay = true;
// If true then when the scene model is loaded we will only attempt to populate the room the user is standing in.
// Otherwise all rooms and all scene anchors will be loaded.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "OculusXR|Scene Actor")
bool bActiveRoomOnly = true;
UPROPERTY(EditAnywhere, Category = "OculusXR|Scene Actor")
TMap<FString, FOculusXRSpawnedSceneAnchorProperties> ScenePlaneSpawnedSceneAnchorProperties;
UPROPERTY(EditAnywhere, Category = "OculusXR|Scene Actor")
TMap<FString, FOculusXRSpawnedSceneAnchorProperties> SceneVolumeSpawnedSceneAnchorProperties;
public:
AOculusXRSceneActor(const FObjectInitializer& ObjectInitializer);
virtual void BeginPlay() override;
virtual void EndPlay(EEndPlayReason::Type Reason) override;
virtual void Tick(float DeltaTime) override;
virtual void PostLoad() override;
private:
EOculusXRAnchorResult::Type QueryAllRooms();
void RoomLayoutDiscoveryResultsAvailable(const TArray<FOculusXRAnchorsDiscoverResult>& QueryResults);
void ProcessRoomQueryResult(FOculusXRUInt64 AnchorHandle, FOculusXRUUID UUID);
EOculusXRAnchorResult::Type QueryRoomUUIDs(const FOculusXRUInt64 RoomSpaceID, const TArray<FOculusXRUUID>& RoomUUIDs);
void SceneRoomDiscoveryResultsAvailable(const TArray<FOculusXRAnchorsDiscoverResult>& QueryResults, const FOculusXRUInt64 RoomSpaceID);
void ProcessRoomElementsResult(FOculusXRUInt64 AnchorHandle, const FOculusXRUInt64 RoomSpaceID);
void StartSingleRoomQuery(FOculusXRUInt64 RoomSpaceID, FOculusXRRoomLayout RoomLayout);
EOculusXRAnchorResult::Type QueryFloorForActiveRoom(FOculusXRUInt64 RoomSpaceID, FOculusXRRoomLayout RoomLayout);
void ActiveRoomFloorDiscoveryResultsAvailable(const TArray<FOculusXRAnchorsDiscoverResult>& QueryResults, FOculusXRUInt64 RoomSpaceID, FOculusXRRoomLayout RoomLayout);
bool CheckFloorBounds(FOculusXRUInt64 AnchorHandle, FOculusXRUUID UUID, FOculusXRUInt64 RoomAnchorHandle);
bool PointInPolygon2D(FVector2f PointToTest, const TArray<FVector2f>& PolyVerts) const;
void GetSemanticClassifications(uint64 Space, TArray<FString>& OutSemanticLabels) const;
// Scene capture event handler
void SceneCaptureComplete_Handler(FOculusXRUInt64 RequestId, bool bResult);
// Launches Capture Flow if (based on LauchCaptureFlowWhenMissingScene member value)
void LaunchCaptureFlowIfNeeded();
// Resets states of the Actor
void ResetStates();
// Validates UUID
bool IsValidUuid(const FOculusXRUUID& Uuid);
// Helper method to spawn an actor for anchor
AActor* SpawnActorWithSceneComponent(const FOculusXRUInt64& Space, const FOculusXRUInt64& RoomSpaceID, const TArray<FString>& SemanticClassifications, UClass* sceneAnchorComponentInstanceClass);
// Spawns a scene anchor
AActor* SpawnOrUpdateSceneAnchor(AActor* Anchor, const FOculusXRUInt64& Space, const FOculusXRUInt64& RoomSpaceID, const FVector& BoundedPos, const FVector& BoundedSize, const TArray<FString>& SemanticClassifications, const EOculusXRSpaceComponentType AnchorComponentType);
// Components for room layout and spatial anchors functionalities
UOculusXRRoomLayoutManagerComponent* RoomLayoutManagerComponent = nullptr;
class UOculusXRSceneGlobalMeshComponent* SceneGlobalMeshComponent = nullptr;
// Whether Capture Flow was already launched once
bool bCaptureFlowWasLaunched;
// Whether last room layout was valid
bool bRoomLayoutIsValid;
// Whether we found a captured scene
bool bFoundCapturedScene;
UPROPERTY(Transient)
TMap<FOculusXRUInt64, FOculusXRRoomLayout> RoomLayouts;
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreMinimal.h"
#include "OculusXRAnchorComponent.h"
#include "OculusXRSceneAnchorComponent.generated.h"
/**
* DEPRECATED: AOculusXRSceneActor and associated classes are deprecated (v65), please use MR Utility Kit instead
* (https://developer.oculus.com/documentation/unreal/unreal-mr-utility-kit-overview)
*/
UCLASS(meta = (DisplayName = "OculusXR Scene Anchor Component", BlueprintSpawnableComponent))
class OCULUSXRSCENE_API UOculusXRSceneAnchorComponent : public UOculusXRAnchorComponent
{
GENERATED_BODY()
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
public:
UOculusXRSceneAnchorComponent(const FObjectInitializer& ObjectInitializer);
UPROPERTY(Transient, BlueprintReadOnly, Category = "OculusXR|Scene Anchor Component")
TArray<FString> SemanticClassifications;
UPROPERTY(Transient, BlueprintReadOnly, Category = "OculusXR|Scene Anchor Component")
FOculusXRUInt64 RoomSpaceID = 0;
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "UObject/Class.h"
#include "OculusXRAnchorComponents.h"
#include "OculusXRSceneComponents.generated.h"
UCLASS(Blueprintable)
class OCULUSXRSCENE_API UOculusXRPlaneAnchorComponent : public UOculusXRBaseAnchorComponent
{
GENERATED_BODY()
public:
UOculusXRPlaneAnchorComponent()
{
Type = EOculusXRSpaceComponentType::ScenePlane;
}
UFUNCTION(BlueprintCallable, Category = "OculusXR|SpatialAnchor")
bool GetPositionAndSize(FVector& outPosition, FVector& outSize) const;
};
UCLASS(Blueprintable)
class OCULUSXRSCENE_API UOculusXRVolumeAnchorComponent : public UOculusXRBaseAnchorComponent
{
GENERATED_BODY()
public:
UOculusXRVolumeAnchorComponent()
{
Type = EOculusXRSpaceComponentType::SceneVolume;
}
UFUNCTION(BlueprintCallable, Category = "OculusXR|SpatialAnchor")
bool GetPositionAndSize(FVector& outPosition, FVector& outSize) const;
};
UCLASS(Blueprintable)
class OCULUSXRSCENE_API UOculusXRSemanticClassificationAnchorComponent : public UOculusXRBaseAnchorComponent
{
GENERATED_BODY()
public:
UOculusXRSemanticClassificationAnchorComponent()
{
Type = EOculusXRSpaceComponentType::SemanticClassification;
}
UFUNCTION(BlueprintCallable, Category = "OculusXR|SpatialAnchor")
bool GetSemanticClassifications(TArray<FString>& outClassifications) const;
};
UCLASS(Blueprintable)
class OCULUSXRSCENE_API UOculusXRRoomLayoutAnchorComponent : public UOculusXRBaseAnchorComponent
{
GENERATED_BODY()
public:
UOculusXRRoomLayoutAnchorComponent()
{
Type = EOculusXRSpaceComponentType::RoomLayout;
}
UFUNCTION(BlueprintCallable, Category = "OculusXR|SpatialAnchor")
bool GetRoomLayout(FOculusXRUUID& outFloorUUID, FOculusXRUUID& outCeilingUUID, TArray<FOculusXRUUID>& outWallsUUIDs) const;
};
UCLASS(Blueprintable)
class OCULUSXRSCENE_API UOculusXRTriangleMeshAnchorComponent : public UOculusXRBaseAnchorComponent
{
GENERATED_BODY()
public:
UOculusXRTriangleMeshAnchorComponent()
{
Type = EOculusXRSpaceComponentType::TriangleMesh;
}
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreTypes.h"
#include "OculusXRAnchorTypes.h"
#include "OculusXRSceneTypes.h"
#include "Delegates/Delegate.h"
class OCULUSXRSCENE_API FOculusXRSceneEventDelegates
{
public:
DECLARE_MULTICAST_DELEGATE_OneParam(FOculusXRBoundaryVisibilityChanged, EOculusXRBoundaryVisibility /*Visibility*/);
static FOculusXRBoundaryVisibilityChanged OculusBoundaryVisibilityChanged;
DECLARE_MULTICAST_DELEGATE_TwoParams(FOculusXRSceneCaptureCompleteDelegate, FOculusXRUInt64 /*RequestId*/, bool /*Success*/);
static FOculusXRSceneCaptureCompleteDelegate OculusSceneCaptureComplete;
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include <Subsystems/EngineSubsystem.h>
#include "OculusXRSceneTypes.h"
#include "OculusXRAnchorTypes.h"
#include "OculusXRSceneEventDelegates.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOculusXRScene_BoundaryVisibilityChanged, EOculusXRBoundaryVisibility, BoundaryVisibility);
UCLASS()
class OCULUSXRSCENE_API UOculusXRSceneEventDelegates : public UEngineSubsystem
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FOculusXRScene_BoundaryVisibilityChanged OnBoundaryVisibilityChanged;
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "OculusXRAnchorTypes.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "OculusXRSceneFunctionLibrary.generated.h"
UCLASS()
class OCULUSXRSCENE_API UOculusXRSceneFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
// Returns the current boundary visibility
UFUNCTION(BlueprintPure, Category = "OculusXR|Scene", meta = (WorldContext = "WorldContext"))
static bool GetBoundaryVisibility(const UObject* WorldContext, EOculusXRBoundaryVisibility& OutVisibility);
// Returns the requested boundary visibility state
UFUNCTION(BlueprintPure, Category = "OculusXR|Scene", meta = (WorldContext = "WorldContext"))
static bool GetRequestedBoundaryVisibility(const UObject* WorldContext, EOculusXRBoundaryVisibility& OutVisibility);
// Requests to change the current boundary visibility
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene", meta = (WorldContext = "WorldContext"))
static bool RequestBoundaryVisibility(const UObject* WorldContext, EOculusXRBoundaryVisibility NewVisibilityRequest);
// Returns the room layout for the specified anchor handle that contains a RoomLayout component
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene")
static bool GetRoomLayout(FOculusXRUInt64 AnchorHandle, FOculusXRRoomLayout& RoomLayoutOut, int32 MaxWallsCapacity = 64);
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "OculusXRAnchorTypes.h"
#include "OculusXRSceneTypes.h"
namespace OculusXRScene
{
struct OCULUSXRSCENE_API IOculusXRSceneFunctions
{
virtual EOculusXRAnchorResult::Type GetScenePlane(uint64 AnchorHandle, FVector& OutPos, FVector& OutSize) = 0;
virtual EOculusXRAnchorResult::Type GetSceneVolume(uint64 AnchorHandle, FVector& OutPos, FVector& OutSize) = 0;
virtual EOculusXRAnchorResult::Type GetSemanticClassification(uint64 AnchorHandle, TArray<FString>& OutSemanticClassifications) = 0;
virtual EOculusXRAnchorResult::Type GetBoundary2D(uint64 AnchorHandle, TArray<FVector2f>& OutVertices) = 0;
virtual EOculusXRAnchorResult::Type RequestSceneCapture(uint64& OutRequestID) = 0;
virtual EOculusXRAnchorResult::Type GetRoomLayout(uint64 AnchorHandle, const uint32 MaxWallsCapacity, FOculusXRUUID& OutCeilingUuid, FOculusXRUUID& OutFloorUuid, TArray<FOculusXRUUID>& OutWallsUuid) = 0;
virtual EOculusXRAnchorResult::Type GetTriangleMesh(uint64 AnchorHandle, TArray<FVector>& Vertices, TArray<int32>& Triangles) = 0;
// Requests to change the current boundary visibility
virtual EOculusXRAnchorResult::Type RequestBoundaryVisibility(EOculusXRBoundaryVisibility NewVisibilityRequest) = 0;
// Gets the current boundary visibility
virtual EOculusXRAnchorResult::Type GetBoundaryVisibility(EOculusXRBoundaryVisibility& OutVisibility) = 0;
};
} // namespace OculusXRScene

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "CoreMinimal.h"
#include "OculusXRSceneAnchorComponent.h"
#include "Engine/CollisionProfile.h"
#include "OculusXRRoomLayoutManagerComponent.h"
#include "OculusXRSceneGlobalMeshComponent.generated.h"
class UMaterialInterface;
/**
* DEPRECATED: AOculusXRSceneActor and associated classes are deprecated (v65), please use MR Utility Kit instead
* (https://developer.oculus.com/documentation/unreal/unreal-mr-utility-kit-overview)
*/
UCLASS(meta = (DisplayName = "OculusXR Scene Global Mesh Component", BlueprintSpawnableComponent))
class OCULUSXRSCENE_API UOculusXRSceneGlobalMeshComponent : public UActorComponent
{
GENERATED_BODY()
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
public:
UOculusXRSceneGlobalMeshComponent(const FObjectInitializer& ObjectInitializer);
void CreateMeshComponent(const FOculusXRUInt64& Space, AActor* GlobalMeshAnchor, const UOculusXRRoomLayoutManagerComponent* RoomLayoutManagerComponent) const;
static const FString GlobalMeshSemanticLabel;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "OculusXR")
bool Collision = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "OculusXR")
FCollisionProfileName CollisionProfileName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "OculusXR")
bool Visible = false;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "OculusXR")
UMaterialInterface* Material = nullptr;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "OculusXR")
TSoftClassPtr<UOculusXRSceneAnchorComponent> SceneAnchorComponent = TSoftClassPtr<UOculusXRSceneAnchorComponent>(FSoftClassPath(UOculusXRSceneAnchorComponent::StaticClass()));
public:
bool HasCollision() const;
bool IsVisible() const;
UClass* GetAnchorComponentClass() const;
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Templates/SharedPointer.h"
#include "OculusXRSceneTypes.h"
#include "OculusXRSceneLatentActions.generated.h"
UCLASS()
class OCULUSXRSCENE_API UOculusXRAsyncAction_LaunchCaptureFlow : public UBlueprintAsyncActionBase
{
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOculusXRAsyncAction_CaptureFlowFinished);
UFUNCTION(BlueprintCallable, Category = "OculusXR|SpatialAnchor", meta = (WorldContext = "WorldContext", BlueprintInternalUseOnly = "true"))
static UOculusXRAsyncAction_LaunchCaptureFlow* LaunchCaptureFlowAsync(const UObject* WorldContext);
void Activate() override;
UPROPERTY(BlueprintAssignable)
FOculusXRAsyncAction_CaptureFlowFinished Success;
UPROPERTY(BlueprintAssignable)
FOculusXRAsyncAction_CaptureFlowFinished Failure;
private:
uint64 RequestId = 0;
UFUNCTION(CallInEditor)
void OnCaptureFinish(FOculusXRUInt64 Id, bool bSuccess);
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "OculusXRSceneTypes.h"
#include <Subsystems/GameInstanceSubsystem.h>
#include <Tickable.h>
#include "OculusXRSceneSubsystem.generated.h"
UCLASS()
class OCULUSXRSCENE_API UOculusXRSceneSubsystem : public UGameInstanceSubsystem, public FTickableGameObject
{
GENERATED_BODY()
public:
UOculusXRSceneSubsystem();
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
// FTickableGameObject implementation Begin
virtual ETickableTickType GetTickableTickType() const override;
virtual bool IsAllowedToTick() const override final;
virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override { RETURN_QUICK_DECLARE_CYCLE_STAT(UOculusXRSceneSubsystem, STATGROUP_Tickables); }
// FTickableGameObject implementation End
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene")
EOculusXRBoundaryVisibility GetBoundaryVisibility();
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene")
EOculusXRBoundaryVisibility GetRequestedBoundaryVisibility();
UFUNCTION(BlueprintCallable, Category = "OculusXR|Scene")
void SetRequestedBoundaryVisibility(EOculusXRBoundaryVisibility Visibility);
private:
void OnBoundaryVisibilityChanged(EOculusXRBoundaryVisibility visibility);
void UpdateBoundary();
EOculusXRBoundaryVisibility requestedVisibilityState_;
FDelegateHandle visChangedEventHandle_;
bool bInitialized;
};

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// Copyright (c) Meta Platforms, Inc. and affiliates.
#pragma once
#include "OculusXRSceneTypes.generated.h"
USTRUCT()
struct OCULUSXRSCENE_API FSceneTypesPlaceholder
{
GENERATED_BODY()
public:
};
UENUM(BlueprintType)
enum class EOculusXRBoundaryVisibility : uint8
{
Invalid = 0,
NotSuppressed = 1,
Suppressed = 2
};