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// Copyright Epic Games, Inc. All Rights Reserved.

#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Components/CapsuleComponent.h"
#include "Kismet/BlueprintFunctionLibrary.h"

#include "OculusXRInputFunctionLibrary.generated.h"

UENUM(BlueprintType)
enum class EOculusXRHandType : uint8
{
	None,
	HandLeft,
	HandRight,
};

UENUM(BlueprintType)
enum class EOculusXRTrackingConfidence : uint8
{
	Low,
	High
};

UENUM(BlueprintType)
enum class EOculusXRFinger : uint8
{
	Thumb,
	Index,
	Middle,
	Ring,
	Pinky,
	Invalid
};

/**
* EOculusXRBone is enum representing the Bone Ids that come from the Oculus Runtime. 
*/
UENUM(BlueprintType)
enum class EOculusXRBone : uint8
{
	Wrist_Root UMETA(DisplayName = "Wrist Root"),
	Hand_Start = Wrist_Root UMETA(DisplayName = "Hand Start"),
	Forearm_Stub UMETA(DisplayName = "Forearm Stub"),
	Thumb_0 UMETA(DisplayName = "Thumb0"),
	Thumb_1 UMETA(DisplayName = "Thumb1"),
	Thumb_2 UMETA(DisplayName = "Thumb2"),
	Thumb_3 UMETA(DisplayName = "Thumb3"),
	Index_1 UMETA(DisplayName = "Index1"),
	Index_2 UMETA(DisplayName = "Index2"),
	Index_3 UMETA(DisplayName = "Index3"),
	Middle_1 UMETA(DisplayName = "Middle1"),
	Middle_2 UMETA(DisplayName = "Middle2"),
	Middle_3 UMETA(DisplayName = "Middle3"),
	Ring_1 UMETA(DisplayName = "Ring1"),
	Ring_2 UMETA(DisplayName = "Ring2"),
	Ring_3 UMETA(DisplayName = "Ring3"),
	Pinky_0 UMETA(DisplayName = "Pinky0"),
	Pinky_1 UMETA(DisplayName = "Pinky1"),
	Pinky_2 UMETA(DisplayName = "Pinky2"),
	Pinky_3 UMETA(DisplayName = "Pinky3"),
	Thumb_Tip UMETA(DisplayName = "Thumb Tip"),
	Max_Skinnable = Thumb_Tip UMETA(DisplayName = "Max Skinnable"),
	Index_Tip UMETA(DisplayName = "Index Tip"),
	Middle_Tip UMETA(DisplayName = "Middle Tip"),
	Ring_Tip UMETA(DisplayName = "Ring Tip"),
	Pinky_Tip UMETA(DisplayName = "Pinky Tip"),
	Hand_End UMETA(DisplayName = "Hand End"),
	Bone_Max = Hand_End UMETA(DisplayName = "Hand Max"),
	Invalid UMETA(DisplayName = "Invalid")
};

/** Defines the haptics location of controller hands for tracking. */
UENUM(BlueprintType)
enum class EOculusXRHandHapticsLocation : uint8
{
	Hand = 0,   // Haptics is applied to the whole controller 
	Thumb,      // Haptics is applied to the thumb finger location
	Index,      // Haptics is applied to the index finger location

	HandHapticsLocation_Count UMETA(Hidden, DisplayName = "<INVALID>"),
};

struct FOculusXRHapticsDesc
{
	FOculusXRHapticsDesc(
		EOculusXRHandHapticsLocation ILocation = EOculusXRHandHapticsLocation::Hand,
		bool bIAppend = false) :
		Location(ILocation),
		bAppend(bIAppend)
	{}

	void Restart()
	{
		Location = EOculusXRHandHapticsLocation::Hand;
		bAppend = false;
	}
	EOculusXRHandHapticsLocation Location;
	bool bAppend;
};

/**
* FOculusXRCapsuleCollider is a struct that contains information on the physics/collider capsules created by the runtime for hands.
*
* @var Capsule		The UCapsuleComponent that is the collision capsule on the bone. Use this to register for overlap/collision events
* @var BoneIndex	The Bone that this collision capsule is parented to. Corresponds to the EOculusXRBone enum.
*
*/
USTRUCT(BlueprintType)
struct OCULUSXRINPUT_API FOculusXRCapsuleCollider
{
	GENERATED_BODY()

public:
	UPROPERTY(BlueprintReadOnly, Category = "OculusLibrary|HandTracking")
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		UCapsuleComponent* Capsule = nullptr;
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	UPROPERTY(BlueprintReadOnly, Category = "OculusLibrary|HandTracking")
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	EOculusXRBone BoneId = EOculusXRBone::Hand_Start;
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};

UCLASS()
class OCULUSXRINPUT_API UOculusXRInputFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_UCLASS_BODY()

public:

	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|HandTracking")
	static EOculusXRFinger ConvertBoneToFinger(const EOculusXRBone Bone);
	
	DECLARE_MULTICAST_DELEGATE_FourParams(FHandMovementFilterDelegate, EControllerHand, FVector*, FRotator*, bool*);
	static FHandMovementFilterDelegate HandMovementFilter; /// Called to modify Hand position and orientation whenever it is queried
	
	/**
	 * Creates a new runtime hand skeletal mesh.
	 *
	 * @param HandSkeletalMesh			(out) Skeletal Mesh object that will be used for the runtime hand mesh
	 * @param SkeletonType				(in) The skeleton type that will be used for generating the hand bones
	 * @param MeshType					(in) The mesh type that will be used for generating the hand mesh
	 * @param WorldTometers				(in) Optional change to the world to meters conversion value
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|HandTracking")
	static bool GetHandSkeletalMesh(USkeletalMesh* HandSkeletalMesh, EOculusXRHandType SkeletonType, EOculusXRHandType MeshType, const float WorldToMeters = 100.0f);

	/**
	 * Initializes physics capsules for collision and physics on the runtime mesh
	 *
	 * @param SkeletonType				(in) The skeleton type that will be used to generated the capsules
	 * @param HandComponent				(in) The skinned mesh component that the capsules will be attached to
	 * @param WorldTometers				(in) Optional change to the world to meters conversion value
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|HandTracking")
	static TArray<FOculusXRCapsuleCollider> InitializeHandPhysics(EOculusXRHandType SkeletonType, USkinnedMeshComponent* HandComponent, const float WorldToMeters = 100.0f);

	/**
	 * Get the rotation of a specific bone
	 *
	 * @param DeviceHand				(in) The hand to get the rotations from
	 * @param BoneId					(in) The specific bone to get the rotation from
	 * @param ControllerIndex			(in) Optional different controller index
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static FQuat GetBoneRotation(const EOculusXRHandType DeviceHand, const EOculusXRBone BoneId, const int32 ControllerIndex = 0);
	
	/**
	 * Get the pointer pose
	 *
	 * @param DeviceHand				(in) The hand to get the pointer pose from
	 * @param ControllerIndex			(in) Optional different controller index
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static FTransform GetPointerPose(const EOculusXRHandType DeviceHand, const int32 ControllerIndex = 0);

	/**
	 * Check if the pointer pose is a valid pose
	 *
	 * @param DeviceHand				(in) The hand to get the pointer status from
	 * @param ControllerIndex			(in) Optional different controller index
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static bool IsPointerPoseValid(const EOculusXRHandType DeviceHand, const int32 ControllerIndex = 0);

	/**
	 * Get the tracking confidence of the hand
	 *
	 * @param DeviceHand				(in) The hand to get tracking confidence of
	 * @param ControllerIndex			(in) Optional different controller index
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static EOculusXRTrackingConfidence GetTrackingConfidence(const EOculusXRHandType DeviceHand, const int32 ControllerIndex = 0);

	/**
	* Get the tracking confidence of a finger
	*
	* @param DeviceHand				(in) The hand to get tracking confidence of
	* @param ControllerIndex			(in) Optional different controller index
	* @param Finger			(in) The finger to get tracking confidence of
	*/
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static EOculusXRTrackingConfidence GetFingerTrackingConfidence(const EOculusXRHandType DeviceHand, const EOculusXRFinger Finger, const int32 ControllerIndex = 0);

	/**
	 * Get the scale of the hand
	 *
	 * @param DeviceHand				(in) The hand to get scale of
	 * @param ControllerIndex			(in) Optional different controller index
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static float GetHandScale(const EOculusXRHandType DeviceHand, const int32 ControllerIndex = 0);

	/**
	 * Get the user's dominant hand
	 *
	 * @param ControllerIndex			(in) Optional different controller index
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static EOculusXRHandType GetDominantHand(const int32 ControllerIndex = 0);

	/**
	 * Check if hand tracking is enabled currently
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static bool IsHandTrackingEnabled();

	/**
	* Check if the hand position is valid
	*
	* @param DeviceHand				(in) The hand to get the position from
	* @param ControllerIndex			(in) Optional different controller index
	*/
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static bool IsHandPositionValid(const EOculusXRHandType DeviceHand, const int32 ControllerIndex = 0);

	/**
	 * Get the bone name from the bone index
	 *
	 * @param BoneIndex					(in) Bone index to get the name of
	 */
	UFUNCTION(BlueprintPure, Category = "OculusLibrary|HandTracking")
	static FString GetBoneName(EOculusXRBone BoneId);

	/**
	 * Play a haptic feedback curve on the player's controller with location support.
	 * The curve data will be sampled and sent to controller to vibrate a specific location at each frame.
	 * @param	HapticEffect			The haptic effect to play
	 * @param	Hand					Which hand to play the effect on
	 * @param	Location				Which hand location to play the effect on
	 * @param	Scale					Scale between 0.0 and 1.0 on the intensity of playback
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static void PlayCurveHapticEffect(class UHapticFeedbackEffect_Curve* HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location = EOculusXRHandHapticsLocation::Hand, float Scale = 1.f, bool bLoop = false);

	/**
	 * Play a haptic feedback buffer on the player's controller with location support.
	 * In each frame, the buffer data will be sampled and the individual sampled data will be sent to controller to vibrate a specific location.
	 * @param	HapticEffect			The haptic effect to play
	 * @param	Hand					Which hand to play the effect on
	 * @param	Location				Which hand location to play the effect on
	 * @param	Scale					Scale between 0.0 and 1.0 on the intensity of playback
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static void PlayBufferHapticEffect(class UHapticFeedbackEffect_Buffer* HapticEffect, EControllerHand Hand, EOculusXRHandHapticsLocation Location = EOculusXRHandHapticsLocation::Hand, float Scale = 1.f, bool bLoop = false);

	/**
	 * Play a haptic feedback buffer on the player's controller.
	 * All buffer data will be sent to controller together in one frame.
	 * Data duration should be no greater than controller's maximum haptics duration which can be queried with GetMaxHapticDuration.
	 * @param	HapticEffect			The haptic effect to play
	 * @param	Hand					Which hand to play the effect on
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static void PlayAmplitudeEnvelopeHapticEffect(class UHapticFeedbackEffect_Buffer* HapticEffect, EControllerHand Hand);

	/**
	 * Play a haptic feedback soundwave on the player's controller.
	 * In each frame, the soundwave data will be splitted into a batch of data and sent to controller.
	 * The data duration of each frame is equal to controller's maximum haptics duration which can be queried with GetMaxHapticDuration.
	 * @param	HapticEffect			The haptic effect to play
	 * @param	Hand					Which hand to play the effect on
	 * @param	bAppend					False: any existing samples will be cleared and a new haptic effect will begin; True: samples will be appended to the currently playing effect
	 * @param	Scale					Scale between 0.0 and 1.0 on the intensity of playback
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static void PlaySoundWaveHapticEffect(class UHapticFeedbackEffect_SoundWave* HapticEffect, EControllerHand Hand, bool bAppend = false, float Scale = 1.f, bool bLoop = false);

	/**
	 * Stops a playing haptic feedback curve at a specific location.
	 * @param	HapticEffect			The haptic effect to stop
	 * @param	Hand					Which hand to stop the effect for
	 * @param	Location				Which hand location to play the effect on
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static void StopHapticEffect(EControllerHand Hand, EOculusXRHandHapticsLocation Location = EOculusXRHandHapticsLocation::Hand);

	/**
	 * Set the value of the haptics for the specified hand and location directly, using frequency and amplitude.  NOTE:  If a curve is already
	 * playing for this hand, it will be cancelled in favour of the specified values.
	 *
	 * @param	Frequency				The normalized frequency [0.0, 1.0] to play through the haptics system
	 * @param	Amplitude				The normalized amplitude [0.0, 1.0] to set the haptic feedback to
	 * @param	Hand					Which hand to play the effect on
	 * @param	Location				Which hand location to play the effect on
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static void SetHapticsByValue(const float Frequency, const float Amplitude, EControllerHand Hand, EOculusXRHandHapticsLocation Location = EOculusXRHandHapticsLocation::Hand);

	/**
	 * Get the controller haptics sample rate.
	 * @param	Hand					Which hand to play the effect on
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static float GetControllerSampleRateHz(EControllerHand Hand);

	/**
	 * Get the maximum duration (in seconds) that the controller haptics can handle each time.
	 * @param	Hand					Which hand to play the effect on
	 */
	UFUNCTION(BlueprintCallable, Category = "OculusLibrary|Controller")
	static int GetMaxHapticDuration(EControllerHand Hand);
};