83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
// Copyright (c) Meta Platforms, Inc. and affiliates.
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#include "OculusXRRoomLayoutManagerComponent.h"
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#include "OculusXRHMD.h"
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#include "OculusXRRoomLayoutManager.h"
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#include "OculusXRAnchorDelegates.h"
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#include "OculusXRAnchorManager.h"
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#include "OculusXRAnchorBPFunctionLibrary.h"
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#include "ProceduralMeshComponent.h"
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#include "OculusXRAnchorsModule.h"
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UOculusXRRoomLayoutManagerComponent::UOculusXRRoomLayoutManagerComponent(const FObjectInitializer& ObjectInitializer)
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{
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bWantsInitializeComponent = true; // so that InitializeComponent() gets called
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}
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void UOculusXRRoomLayoutManagerComponent::OnRegister()
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{
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Super::OnRegister();
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FOculusXRAnchorEventDelegates::OculusSceneCaptureComplete.AddUObject(this, &UOculusXRRoomLayoutManagerComponent::OculusRoomLayoutSceneCaptureComplete_Handler);
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}
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void UOculusXRRoomLayoutManagerComponent::OnUnregister()
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{
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Super::OnUnregister();
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FOculusXRAnchorEventDelegates::OculusSceneCaptureComplete.RemoveAll(this);
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}
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void UOculusXRRoomLayoutManagerComponent::InitializeComponent()
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{
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Super::InitializeComponent();
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}
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void UOculusXRRoomLayoutManagerComponent::UninitializeComponent()
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{
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Super::UninitializeComponent();
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}
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bool UOculusXRRoomLayoutManagerComponent::LaunchCaptureFlow()
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{
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UE_LOG(LogOculusXRAnchors, Verbose, TEXT("Launch capture flow -- UOculusXRRoomLayoutManagerComponent"));
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uint64 OutRequest = 0;
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const bool bSuccess = OculusXRAnchors::FOculusXRRoomLayoutManager::RequestSceneCapture(OutRequest);
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if (bSuccess)
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{
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EntityRequestList.Add(OutRequest);
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}
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UE_LOG(LogOculusXRAnchors, Verbose, TEXT("Launch capture flow -- RequestSceneCapture -- %d"), bSuccess);
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return bSuccess;
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}
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bool UOculusXRRoomLayoutManagerComponent::GetRoomLayout(FOculusXRUInt64 Space, FOculusXRRoomLayout& RoomLayoutOut, int32 MaxWallsCapacity)
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{
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return UOculusXRAnchorBPFunctionLibrary::GetRoomLayout(Space, RoomLayoutOut, MaxWallsCapacity);
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}
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bool UOculusXRRoomLayoutManagerComponent::LoadTriangleMesh(FOculusXRUInt64 Space, UProceduralMeshComponent* Mesh, bool CreateCollision) const
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{
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ensure(Mesh);
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TArray<FVector> Vertices;
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TArray<int32> Triangles;
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bool Success = OculusXRAnchors::FOculusXRRoomLayoutManager::GetSpaceTriangleMesh(Space, Vertices, Triangles);
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if (!Success)
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{
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return false;
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}
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// Mesh->bUseAsyncCooking = true;
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TArray<FVector> EmptyNormals;
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TArray<FVector2D> EmptyUV;
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TArray<FColor> EmptyVertexColors;
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TArray<FProcMeshTangent> EmptyTangents;
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Mesh->CreateMeshSection(0, Vertices, Triangles, EmptyNormals, EmptyUV, EmptyVertexColors, EmptyTangents, CreateCollision);
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return true;
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}
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