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Daniel Rupp
RWTH VR Toolkit
Commits
6512fd6f
Commit
6512fd6f
authored
6 years ago
by
Ali Can Demiralp
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Merge branch 'develop'
parents
ba4756a3
dc8713ff
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Changes
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1 changed file
Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
+13
-6
13 additions, 6 deletions
...e/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
with
13 additions
and
6 deletions
Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
+
13
−
6
View file @
6512fd6f
...
@@ -3,6 +3,7 @@
...
@@ -3,6 +3,7 @@
#include
"Cluster/IDisplayClusterClusterManager.h"
#include
"Cluster/IDisplayClusterClusterManager.h"
#include
"Engine/World.h"
#include
"Engine/World.h"
#include
"Game/IDisplayClusterGameManager.h"
#include
"Game/IDisplayClusterGameManager.h"
#include
"GameFramework/InputSettings.h"
#include
"GameFramework/WorldSettings.h"
#include
"GameFramework/WorldSettings.h"
#include
"Input/IDisplayClusterInputManager.h"
#include
"Input/IDisplayClusterInputManager.h"
#include
"Kismet/GameplayStatics.h"
#include
"Kismet/GameplayStatics.h"
...
@@ -81,6 +82,10 @@ void AVirtualRealityPawn::BeginPlay ()
...
@@ -81,6 +82,10 @@ void AVirtualRealityPawn::BeginPlay ()
{
{
Super
::
BeginPlay
();
Super
::
BeginPlay
();
bUseControllerRotationYaw
=
true
;
bUseControllerRotationPitch
=
true
;
bUseControllerRotationRoll
=
true
;
// Display cluster settings apply to all setups (PC, HMD, CAVE/ROLV) despite the unfortunate name due to being an UE4 internal.
// Display cluster settings apply to all setups (PC, HMD, CAVE/ROLV) despite the unfortunate name due to being an UE4 internal.
TArray
<
AActor
*>
SettingsActors
;
TArray
<
AActor
*>
SettingsActors
;
UGameplayStatics
::
GetAllActorsOfClass
(
GetWorld
(),
ADisplayClusterSettings
::
StaticClass
(),
SettingsActors
);
UGameplayStatics
::
GetAllActorsOfClass
(
GetWorld
(),
ADisplayClusterSettings
::
StaticClass
(),
SettingsActors
);
...
@@ -96,6 +101,9 @@ void AVirtualRealityPawn::BeginPlay ()
...
@@ -96,6 +101,9 @@ void AVirtualRealityPawn::BeginPlay ()
if
(
IDisplayCluster
::
Get
().
GetOperationMode
()
==
EDisplayClusterOperationMode
::
Cluster
)
if
(
IDisplayCluster
::
Get
().
GetOperationMode
()
==
EDisplayClusterOperationMode
::
Cluster
)
{
{
UInputSettings
::
GetInputSettings
()
->
RemoveAxisMapping
(
FInputAxisKeyMapping
(
FName
(
TEXT
(
"TurnRate"
)),
EKeys
::
MouseX
));
UInputSettings
::
GetInputSettings
()
->
RemoveAxisMapping
(
FInputAxisKeyMapping
(
FName
(
TEXT
(
"LookUpRate"
)),
EKeys
::
MouseY
));
// Requires a scene node called flystick in the config.
// Requires a scene node called flystick in the config.
Flystick
=
IDisplayCluster
::
Get
().
GetGameMgr
()
->
GetNodeById
(
TEXT
(
"flystick"
));
Flystick
=
IDisplayCluster
::
Get
().
GetGameMgr
()
->
GetNodeById
(
TEXT
(
"flystick"
));
...
@@ -103,8 +111,11 @@ void AVirtualRealityPawn::BeginPlay ()
...
@@ -103,8 +111,11 @@ void AVirtualRealityPawn::BeginPlay ()
LeftHand
=
Flystick
;
LeftHand
=
Flystick
;
RightHand
=
Flystick
;
RightHand
=
Flystick
;
}
}
else
if
(
UHeadMountedDisplayFunctionLibrary
::
IsHeadMountedDisplay
Enabl
ed
())
else
if
(
UHeadMountedDisplayFunctionLibrary
::
IsHeadMountedDisplay
Connect
ed
())
{
{
UInputSettings
::
GetInputSettings
()
->
RemoveAxisMapping
(
FInputAxisKeyMapping
(
FName
(
TEXT
(
"TurnRate"
)),
EKeys
::
MouseX
));
UInputSettings
::
GetInputSettings
()
->
RemoveAxisMapping
(
FInputAxisKeyMapping
(
FName
(
TEXT
(
"LookUpRate"
)),
EKeys
::
MouseY
));
LeftMotionController
->
SetVisibility
(
true
);
LeftMotionController
->
SetVisibility
(
true
);
RightMotionController
->
SetVisibility
(
true
);
RightMotionController
->
SetVisibility
(
true
);
...
@@ -114,10 +125,6 @@ void AVirtualRealityPawn::BeginPlay ()
...
@@ -114,10 +125,6 @@ void AVirtualRealityPawn::BeginPlay ()
}
}
else
else
{
{
bUseControllerRotationYaw
=
true
;
bUseControllerRotationPitch
=
true
;
bUseControllerRotationRoll
=
true
;
Forward
=
RootComponent
;
Forward
=
RootComponent
;
LeftHand
=
RootComponent
;
LeftHand
=
RootComponent
;
RightHand
=
RootComponent
;
RightHand
=
RootComponent
;
...
...
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