VRTowerDef/Plugins/MetaXR/Source/OculusXRInput/Private/OculusXRInputState.h

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IOculusXRInputModule.h"
#if OCULUS_INPUT_SUPPORTED_PLATFORMS
#include "IMotionController.h"
#include "InputCoreTypes.h"
#include "OculusXRInputFunctionLibrary.h"
#include "GenericPlatform/GenericApplicationMessageHandler.h"
namespace OculusXRInput
{
//-------------------------------------------------------------------------------------------------
// Button names
//-------------------------------------------------------------------------------------------------
enum class EOculusTouchControllerButton
{
// NOTE: The Trigger and Grip digital buttons are synthetic. Oculus hardware doesn't support a digital press for these
Trigger,
Grip,
XA,
YB,
Thumbstick,
Thumbstick_Up,
Thumbstick_Down,
Thumbstick_Left,
Thumbstick_Right,
Menu,
Thumbstick_Touch,
Trigger_Touch,
XA_Touch,
YB_Touch,
/** Total number of controller buttons */
TotalButtonCount
};
enum class EOculusRemoteControllerButton
{
DPad_Up,
DPad_Down,
DPad_Left,
DPad_Right,
Enter,
Back,
VolumeUp,
VolumeDown,
Home,
/** Total number of controller buttons */
TotalButtonCount
};
enum class EOculusTouchCapacitiveAxes
{
Thumbstick,
Trigger,
XA,
YB,
IndexPointing,
ThumbUp,
ThumbRest,
/** Total number of capacitive axes */
TotalAxisCount
};
enum class EOculusHandButton
{
Thumb,
Index,
Middle,
Ring,
Pinky,
System,
Menu,
TotalButtonCount
};
enum class EOculusHandAxes
{
Thumb,
Index,
Middle,
Ring,
Pinky,
TotalAxisCount
};
//-------------------------------------------------------------------------------------------------
// FOculusKey
//-------------------------------------------------------------------------------------------------
struct FOculusKey
{
static const FKey OculusTouch_Left_Thumbstick;
static const FKey OculusTouch_Left_Trigger;
static const FKey OculusTouch_Left_FaceButton1; // X or A
static const FKey OculusTouch_Left_FaceButton2; // Y or B
static const FKey OculusTouch_Left_IndexPointing;
static const FKey OculusTouch_Left_ThumbUp;
static const FKey OculusTouch_Left_ThumbRest;
static const FKey OculusTouch_Left_ThumbRest_Force;
static const FKey OculusTouch_Left_Stylus_Force;
static const FKey OculusTouch_Left_IndexTrigger_Curl;
static const FKey OculusTouch_Left_IndexTrigger_Slide;
static const FKey OculusTouch_Left_IndexTrigger_Force;
static const FKey OculusTouch_Right_Thumbstick;
static const FKey OculusTouch_Right_Trigger;
static const FKey OculusTouch_Right_FaceButton1; // X or A
static const FKey OculusTouch_Right_FaceButton2; // Y or B
static const FKey OculusTouch_Right_IndexPointing;
static const FKey OculusTouch_Right_ThumbUp;
static const FKey OculusTouch_Right_ThumbRest;
static const FKey OculusTouch_Right_ThumbRest_Force;
static const FKey OculusTouch_Right_Stylus_Force;
static const FKey OculusTouch_Right_IndexTrigger_Curl;
static const FKey OculusTouch_Right_IndexTrigger_Slide;
static const FKey OculusTouch_Right_IndexTrigger_Force;
static const FKey OculusRemote_DPad_Up;
static const FKey OculusRemote_DPad_Down;
static const FKey OculusRemote_DPad_Left;
static const FKey OculusRemote_DPad_Right;
static const FKey OculusRemote_Enter;
static const FKey OculusRemote_Back;
static const FKey OculusRemote_VolumeUp;
static const FKey OculusRemote_VolumeDown;
static const FKey OculusRemote_Home;
static const FKey OculusHand_Left_ThumbPinch;
static const FKey OculusHand_Left_IndexPinch;
static const FKey OculusHand_Left_MiddlePinch;
static const FKey OculusHand_Left_RingPinch;
static const FKey OculusHand_Left_PinkyPinch;
static const FKey OculusHand_Right_ThumbPinch;
static const FKey OculusHand_Right_IndexPinch;
static const FKey OculusHand_Right_MiddlePinch;
static const FKey OculusHand_Right_RingPinch;
static const FKey OculusHand_Right_PinkyPinch;
static const FKey OculusHand_Left_SystemGesture;
static const FKey OculusHand_Right_SystemGesture;
static const FKey OculusHand_Left_ThumbPinchStrength;
static const FKey OculusHand_Left_IndexPinchStrength;
static const FKey OculusHand_Left_MiddlePinchStrength;
static const FKey OculusHand_Left_RingPinchStrength;
static const FKey OculusHand_Left_PinkyPinchStrength;
static const FKey OculusHand_Right_ThumbPinchStrength;
static const FKey OculusHand_Right_IndexPinchStrength;
static const FKey OculusHand_Right_MiddlePinchStrength;
static const FKey OculusHand_Right_RingPinchStrength;
static const FKey OculusHand_Right_PinkyPinchStrength;
};
//-------------------------------------------------------------------------------------------------
// FOculusKeyNames
//-------------------------------------------------------------------------------------------------
struct FOculusKeyNames
{
typedef FName Type;
static const FName OculusTouch_Left_Thumbstick;
static const FName OculusTouch_Left_Trigger;
static const FName OculusTouch_Left_FaceButton1; // X or A
static const FName OculusTouch_Left_FaceButton2; // Y or B
static const FName OculusTouch_Left_IndexPointing;
static const FName OculusTouch_Left_ThumbUp;
static const FName OculusTouch_Left_ThumbRest;
static const FName OculusTouch_Right_Thumbstick;
static const FName OculusTouch_Right_Trigger;
static const FName OculusTouch_Right_FaceButton1; // X or A
static const FName OculusTouch_Right_FaceButton2; // Y or B
static const FName OculusTouch_Right_IndexPointing;
static const FName OculusTouch_Right_ThumbUp;
static const FName OculusTouch_Right_ThumbRest;
static const FName OculusRemote_DPad_Up;
static const FName OculusRemote_DPad_Down;
static const FName OculusRemote_DPad_Left;
static const FName OculusRemote_DPad_Right;
static const FName OculusRemote_Enter;
static const FName OculusRemote_Back;
static const FName OculusRemote_VolumeUp;
static const FName OculusRemote_VolumeDown;
static const FName OculusRemote_Home;
static const FName OculusHand_Left_ThumbPinch;
static const FName OculusHand_Left_IndexPinch;
static const FName OculusHand_Left_MiddlePinch;
static const FName OculusHand_Left_RingPinch;
static const FName OculusHand_Left_PinkyPinch;
static const FName OculusHand_Right_ThumbPinch;
static const FName OculusHand_Right_IndexPinch;
static const FName OculusHand_Right_MiddlePinch;
static const FName OculusHand_Right_RingPinch;
static const FName OculusHand_Right_PinkyPinch;
static const FName OculusHand_Left_SystemGesture;
static const FName OculusHand_Right_SystemGesture;
static const FName OculusHand_Left_ThumbPinchStrength;
static const FName OculusHand_Left_IndexPinchStrength;
static const FName OculusHand_Left_MiddlePinchStrength;
static const FName OculusHand_Left_RingPinchStrength;
static const FName OculusHand_Left_PinkyPinchStrength;
static const FName OculusHand_Right_ThumbPinchStrength;
static const FName OculusHand_Right_IndexPinchStrength;
static const FName OculusHand_Right_MiddlePinchStrength;
static const FName OculusHand_Right_RingPinchStrength;
static const FName OculusHand_Right_PinkyPinchStrength;
};
//-------------------------------------------------------------------------------------------------
// FOculusButtonState - Digital button state
//-------------------------------------------------------------------------------------------------
struct FOculusButtonState
{
/** The Unreal button this maps to. Different depending on whether this is the Left or Right hand controller */
FName Key;
/** The Unreal button this maps to. Different depending on whether this is the Left or Right hand controller */
FName EmulatedKey;
/** Whether we're pressed or not. While pressed, we will generate repeat presses on a timer */
bool bIsPressed;
/** Next time a repeat event should be generated for each button */
double NextRepeatTime;
/** Default constructor that just sets sensible defaults */
FOculusButtonState()
: Key(NAME_None), EmulatedKey(NAME_None), bIsPressed(false), NextRepeatTime(0.0)
{
}
};
//-------------------------------------------------------------------------------------------------
// FOculusTouchCapacitiveState - Capacitive Axis State
//-------------------------------------------------------------------------------------------------
struct FOculusAxisState
{
/** The axis that this button state maps to */
FName Axis;
/** How close the finger is to this button, from 0.f to 1.f */
float State;
FOculusAxisState()
: Axis(NAME_None)
, State(0.f)
{
}
};
struct FOculusControllerState
{
/** True if the device is connected, otherwise false */
bool bIsConnected;
/** True if position is being tracked, otherwise false */
bool bIsPositionTracked;
/** True if position is valid (tracked or estimated), otherwise false */
bool bIsPositionValid;
/** True if orientation is being tracked, otherwise false */
bool bIsOrientationTracked;
/** True if orientation is valid (tracked or estimated), otherwise false */
bool bIsOrientationValid;
FOculusControllerState()
: bIsConnected(false), bIsPositionTracked(false), bIsPositionValid(false), bIsOrientationTracked(false), bIsOrientationValid(false)
{
}
};
//-------------------------------------------------------------------------------------------------
// FOculusTouchControllerState - Input state for an Oculus motion controller
//-------------------------------------------------------------------------------------------------
struct FOculusTouchControllerState : FOculusControllerState
{
/** Analog trigger */
float TriggerAxis;
/** Grip trigger */
float GripAxis;
/** Thumbstick */
FVector2D ThumbstickAxes;
/** Thumbstick */
FVector2D TouchpadAxes;
/** Button states */
FOculusButtonState Buttons[(int32)EOculusTouchControllerButton::TotalButtonCount];
/** Capacitive Touch axes */
FOculusAxisState CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::TotalAxisCount];
/** Thumb Rest Force **/
float ThumbRestForce;
/** Stylus tip**/
float StylusForce;
/** Index trigger Curl**/
float IndexTriggerCurl;
/** Index trigger Slide**/
float IndexTriggerSlide;
/** Second stage Index trigger force **/
float IndexTriggerForce;
/** Whether or not we're playing a haptic effect. If true, force feedback calls will be early-outed in favor of the haptic effect */
bool bPlayingHapticEffect;
/** Haptic frequency (zero to disable) */
float HapticFrequency;
/** Haptic amplitude (zero to disable) */
float HapticAmplitude;
/** Force feedback haptic frequency (zero to disable) */
float ForceFeedbackHapticFrequency;
/** Force feedback haptic amplitude (zero to disable) */
float ForceFeedbackHapticAmplitude;
/** Number of times that controller was recentered (for mobile controllers) */
int RecenterCount;
public:
FHapticFeedbackBuffer ResampledHapticBuffer;
void ResampleHapticBufferData(const FHapticFeedbackBuffer& HapticBuffer, TMap<const uint8*, TSharedPtr<TArray<uint8>>>& ResampledRawDataCache);
/** Explicit constructor sets up sensible defaults */
FOculusTouchControllerState(const EControllerHand Hand)
: TriggerAxis(0.0f), GripAxis(0.0f), ThumbstickAxes(FVector2D::ZeroVector), bPlayingHapticEffect(false), HapticFrequency(0.0f), HapticAmplitude(0.0f), ForceFeedbackHapticFrequency(0.0f), ForceFeedbackHapticAmplitude(0.0f), RecenterCount(0)
{
for (FOculusButtonState& Button : Buttons)
{
Button.bIsPressed = false;
Button.NextRepeatTime = 0.0;
}
Buttons[(int32)EOculusTouchControllerButton::Trigger].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Trigger_Click.GetFName() : EKeys::OculusTouch_Right_Trigger_Click.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Grip].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Grip_Click.GetFName() : EKeys::OculusTouch_Right_Grip_Click.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Thumbstick].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Thumbstick_Click.GetFName() : EKeys::OculusTouch_Right_Thumbstick_Click.GetFName();
Buttons[(int32)EOculusTouchControllerButton::XA].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_X_Click.GetFName() : EKeys::OculusTouch_Right_A_Click.GetFName();
Buttons[(int32)EOculusTouchControllerButton::YB].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Y_Click.GetFName() : EKeys::OculusTouch_Right_B_Click.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Thumbstick_Up].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Thumbstick_Up.GetFName() : EKeys::OculusTouch_Right_Thumbstick_Up.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Thumbstick_Down].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Thumbstick_Down.GetFName() : EKeys::OculusTouch_Right_Thumbstick_Down.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Thumbstick_Left].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Thumbstick_Left.GetFName() : EKeys::OculusTouch_Right_Thumbstick_Left.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Thumbstick_Right].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Thumbstick_Right.GetFName() : EKeys::OculusTouch_Right_Thumbstick_Right.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Menu].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Menu_Click.GetFName() : FName("OculusTouch_Right_System_Click");
Buttons[(int32)EOculusTouchControllerButton::Thumbstick_Touch].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Thumbstick_Touch.GetFName() : EKeys::OculusTouch_Right_Thumbstick_Touch.GetFName();
Buttons[(int32)EOculusTouchControllerButton::Trigger_Touch].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Trigger_Touch.GetFName() : EKeys::OculusTouch_Right_Trigger_Touch.GetFName();
Buttons[(int32)EOculusTouchControllerButton::XA_Touch].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_X_Touch.GetFName() : EKeys::OculusTouch_Right_A_Touch.GetFName();
Buttons[(int32)EOculusTouchControllerButton::YB_Touch].Key = (Hand == EControllerHand::Left) ? EKeys::OculusTouch_Left_Y_Touch.GetFName() : EKeys::OculusTouch_Right_B_Touch.GetFName();
CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::Thumbstick].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusTouch_Left_Thumbstick : FOculusKeyNames::OculusTouch_Right_Thumbstick;
CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::Trigger].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusTouch_Left_Trigger : FOculusKeyNames::OculusTouch_Right_Trigger;
CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::XA].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusTouch_Left_FaceButton1 : FOculusKeyNames::OculusTouch_Right_FaceButton1;
CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::YB].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusTouch_Left_FaceButton2 : FOculusKeyNames::OculusTouch_Right_FaceButton2;
CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::IndexPointing].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusTouch_Left_IndexPointing : FOculusKeyNames::OculusTouch_Right_IndexPointing;
CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::ThumbUp].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusTouch_Left_ThumbUp : FOculusKeyNames::OculusTouch_Right_ThumbUp;
CapacitiveAxes[(int32)EOculusTouchCapacitiveAxes::ThumbRest].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusTouch_Left_ThumbRest : FOculusKeyNames::OculusTouch_Right_ThumbRest;
}
/** Default constructor does nothing. Don't use it. This only exists because we cannot initialize an array of objects with no default constructor on non-C++ 11 compliant compilers (VS 2013) */
FOculusTouchControllerState()
{
}
};
//-------------------------------------------------------------------------------------------------
// FOculusHandControllerState - Input state for an Oculus Hands
//-------------------------------------------------------------------------------------------------
struct FOculusHandControllerState : FOculusControllerState
{
/** True if the pointer pose for hands is valid */
bool bIsPointerPoseValid;
/** True if the current hand is the dominant hand */
bool bIsDominantHand;
/** Scale of the hand */
float HandScale;
/** Pose of the pointer */
FTransform PointerPose;
/** Tracking confidence of hand tracking */
EOculusXRTrackingConfidence TrackingConfidence;
/** Finger Pinch States **/
FOculusButtonState HandButtons[(int32)EOculusHandButton::TotalButtonCount];
/** Finger Pinch Strength States **/
FOculusAxisState HandAxes[(int32)EOculusHandAxes::TotalAxisCount];
/** Finger Confidences **/
EOculusXRTrackingConfidence FingerConfidences[(int32)EOculusHandAxes::TotalAxisCount] = {};
FQuat BoneRotations[(int32)EOculusXRBone::Bone_Max];
FOculusHandControllerState(const EControllerHand Hand)
{
TrackingConfidence = EOculusXRTrackingConfidence::Low;
bIsPointerPoseValid = false;
bIsDominantHand = false;
HandScale = 0.0f;
PointerPose = FTransform::Identity;
for (FOculusButtonState& Button : HandButtons)
{
Button.bIsPressed = false;
Button.NextRepeatTime = 0.0;
}
for (int32 i = 0; i < (int32)EOculusXRBone::Bone_Max; i++)
{
BoneRotations[i] = FQuat::Identity;
}
HandButtons[(int32)EOculusHandButton::Thumb].Key = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_ThumbPinch : FOculusKeyNames::OculusHand_Right_ThumbPinch;
HandButtons[(int32)EOculusHandButton::Index].Key = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_IndexPinch : FOculusKeyNames::OculusHand_Right_IndexPinch;
HandButtons[(int32)EOculusHandButton::Middle].Key = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_MiddlePinch : FOculusKeyNames::OculusHand_Right_MiddlePinch;
HandButtons[(int32)EOculusHandButton::Ring].Key = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_RingPinch : FOculusKeyNames::OculusHand_Right_RingPinch;
HandButtons[(int32)EOculusHandButton::Pinky].Key = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_PinkyPinch : FOculusKeyNames::OculusHand_Right_PinkyPinch;
HandButtons[(int32)EOculusHandButton::System].Key = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_SystemGesture : FOculusKeyNames::OculusHand_Right_SystemGesture;
HandButtons[(int32)EOculusHandButton::Menu].Key = (Hand == EControllerHand::Left) ? FGamepadKeyNames::SpecialLeft : FGamepadKeyNames::SpecialRight;
HandAxes[(int32)EOculusHandAxes::Thumb].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_ThumbPinchStrength : FOculusKeyNames::OculusHand_Right_ThumbPinchStrength;
HandAxes[(int32)EOculusHandAxes::Index].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_IndexPinchStrength : FOculusKeyNames::OculusHand_Right_IndexPinchStrength;
HandAxes[(int32)EOculusHandAxes::Middle].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_MiddlePinchStrength : FOculusKeyNames::OculusHand_Right_MiddlePinchStrength;
HandAxes[(int32)EOculusHandAxes::Ring].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_RingPinchStrength : FOculusKeyNames::OculusHand_Right_RingPinchStrength;
HandAxes[(int32)EOculusHandAxes::Pinky].Axis = (Hand == EControllerHand::Left) ? FOculusKeyNames::OculusHand_Left_PinkyPinchStrength : FOculusKeyNames::OculusHand_Right_PinkyPinchStrength;
}
FOculusHandControllerState()
{
}
};
//-------------------------------------------------------------------------------------------------
// FOculusRemoteControllerState
//-------------------------------------------------------------------------------------------------
struct FOculusRemoteControllerState
{
/** Button states */
FOculusButtonState Buttons[(int32)EOculusRemoteControllerButton::TotalButtonCount];
FOculusRemoteControllerState()
{
for (FOculusButtonState& Button : Buttons)
{
Button.bIsPressed = false;
Button.NextRepeatTime = 0.0;
}
Buttons[(int32)EOculusRemoteControllerButton::DPad_Up].Key = FOculusKeyNames::OculusRemote_DPad_Up;
Buttons[(int32)EOculusRemoteControllerButton::DPad_Down].Key = FOculusKeyNames::OculusRemote_DPad_Down;
Buttons[(int32)EOculusRemoteControllerButton::DPad_Left].Key = FOculusKeyNames::OculusRemote_DPad_Left;
Buttons[(int32)EOculusRemoteControllerButton::DPad_Right].Key = FOculusKeyNames::OculusRemote_DPad_Right;
Buttons[(int32)EOculusRemoteControllerButton::Enter].Key = FOculusKeyNames::OculusRemote_Enter;
Buttons[(int32)EOculusRemoteControllerButton::Back].Key = FOculusKeyNames::OculusRemote_Back;
Buttons[(int32)EOculusRemoteControllerButton::VolumeUp].Key = FOculusKeyNames::OculusRemote_VolumeUp;
Buttons[(int32)EOculusRemoteControllerButton::VolumeDown].Key = FOculusKeyNames::OculusRemote_VolumeDown;
Buttons[(int32)EOculusRemoteControllerButton::Home].Key = FOculusKeyNames::OculusRemote_Home;
}
void MapKeysToGamepad()
{
Buttons[(int32)EOculusRemoteControllerButton::DPad_Up].EmulatedKey = FGamepadKeyNames::DPadUp;
Buttons[(int32)EOculusRemoteControllerButton::DPad_Down].EmulatedKey = FGamepadKeyNames::DPadDown;
Buttons[(int32)EOculusRemoteControllerButton::DPad_Left].EmulatedKey = FGamepadKeyNames::DPadLeft;
Buttons[(int32)EOculusRemoteControllerButton::DPad_Right].EmulatedKey = FGamepadKeyNames::DPadRight;
Buttons[(int32)EOculusRemoteControllerButton::Enter].EmulatedKey = FGamepadKeyNames::SpecialRight;
Buttons[(int32)EOculusRemoteControllerButton::Back].EmulatedKey = FGamepadKeyNames::SpecialLeft;
}
};
//-------------------------------------------------------------------------------------------------
// FOculusControllerPair - A pair of Oculus controllers, hand/touch, one for either hand
//-------------------------------------------------------------------------------------------------
struct FOculusControllerPair
{
/** The input device ID for this oculus controller */
FInputDeviceId DeviceId;
/** Current device state for either hand */
FOculusTouchControllerState TouchControllerStates[2];
FOculusHandControllerState HandControllerStates[2];
FOculusControllerPair()
: DeviceId(INPUTDEVICEID_NONE), TouchControllerStates(), HandControllerStates()
{
TouchControllerStates[(int32)EControllerHand::Left] = FOculusTouchControllerState(EControllerHand::Left);
TouchControllerStates[(int32)EControllerHand::Right] = FOculusTouchControllerState(EControllerHand::Right);
HandControllerStates[(int32)EControllerHand::Left] = FOculusHandControllerState(EControllerHand::Left);
HandControllerStates[(int32)EControllerHand::Right] = FOculusHandControllerState(EControllerHand::Right);
}
};
} // namespace OculusXRInput
#endif // OCULUS_INPUT_SUPPORTED_PLATFORMS