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CAVEOverlayController.cpp

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  • CAVEOverlayController.cpp 14.57 KiB
    #include "CAVEOverlay/CAVEOverlayController.h"
    
    #include "CoreMinimal.h"
    #include "EnhancedInputComponent.h"
    #include "IDisplayCluster.h"
    #include "MotionControllerComponent.h"
    #include "CAVEOverlay/DoorOverlayData.h"
    #include "Camera/CameraComponent.h"
    #include "Cluster/DisplayClusterClusterEvent.h"
    #include "Cluster/IDisplayClusterClusterManager.h"
    #include "Components/StaticMeshComponent.h"
    #include "Engine/CollisionProfile.h"
    #include "Logging/StructuredLog.h"
    #include "Materials/MaterialInstanceDynamic.h"
    #include "Utility/RWTHVRClusterUtilities.h"
    
    
    DEFINE_LOG_CATEGORY(LogCAVEOverlay);
    
    // Helper function to check if a string is contained within an array of strings, ignoring case.
    bool ContainsFString(const TArray<FString>& Array, const FString& Entry)
    {
    	for (FString Current_Entry : Array)
    	{
    		if (Current_Entry.Equals(Entry, ESearchCase::IgnoreCase))
    			return true;
    	}
    	return false;
    }
    
    UStaticMeshComponent* ACAVEOverlayController::CreateMeshComponent(const FName& Name, USceneComponent* Parent)
    {
    	UStaticMeshComponent* Result = CreateDefaultSubobject<UStaticMeshComponent>(Name);
    	Result->SetupAttachment(Parent);
    	Result->SetVisibility(false);
    	Result->SetCollisionEnabled(ECollisionEnabled::NoCollision);
    	return Result;
    }
    
    // Sets default values
    ACAVEOverlayController::ACAVEOverlayController()
    {
    	// Set this actor to call Tick() every frame.
    	PrimaryActorTick.bCanEverTick = true;
    	bAllowTickBeforeBeginPlay = false;
    
    	// Creation of sub-components
    	Root = CreateDefaultSubobject<USceneComponent>("DefaultSceneRoot");
    	SetRootComponent(Root);
    
    	Tape = CreateMeshComponent("Tape", Root);
    	SignsStaticMeshComponents.Reserve(2);
    	MotionControllers.Reserve(2);
    }
    
    void ACAVEOverlayController::CycleDoorType()
    {
    	DoorCurrentMode = static_cast<EDoorMode>((DoorCurrentMode + 1) % DOOR_NUM_MODES);
    
    	// Send out a cluster event to the whole cluster that the door mode has been changed
    	if (auto* const Manager = IDisplayCluster::Get().GetClusterMgr())
    	{
    		FDisplayClusterClusterEventJson cluster_event;
    		cluster_event.Name = "CAVEOverlay Change Door to " + DoorModeNames[DoorCurrentMode];
    		cluster_event.Type = "DoorChange";
    		cluster_event.Category = "CAVEOverlay";
    		cluster_event.Parameters.Add("NewDoorState", FString::FromInt(DoorCurrentMode));
    		Manager->EmitClusterEventJson(cluster_event, true);
    	}
    }
    
    void ACAVEOverlayController::HandleClusterEvent(const FDisplayClusterClusterEventJson& Event)
    {
    	if (Event.Category.Equals("CAVEOverlay") && Event.Type.Equals("DoorChange") &&
    		Event.Parameters.Contains("NewDoorState"))
    	{
    		SetDoorMode(static_cast<EDoorMode>(FCString::Atoi(*Event.Parameters["NewDoorState"])));
    	}
    }
    
    void ACAVEOverlayController::SetDoorMode(const EDoorMode NewMode)
    {
    	DoorCurrentMode = NewMode;
    	switch (DoorCurrentMode)
    	{
    	case EDoorMode::DOOR_DEBUG:
    	case EDoorMode::DOOR_PARTIALLY_OPEN:
    		DoorCurrentOpeningWidthAbsolute = DoorOpeningWidthAbsolute;
    		if (ScreenType == SCREEN_DOOR)
    			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    		if (ScreenType == SCREEN_DOOR_PARTIAL)
    			Overlay->BlackBox->SetRenderScale(FVector2D(DoorOpeningWidthRelative, 1));
    		if (ScreenType == SCREEN_PRIMARY)
    			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    
    		Overlay->BlackBox->SetVisibility(ESlateVisibility::Visible);
    		break;
    	case EDoorMode::DOOR_OPEN:
    		DoorCurrentOpeningWidthAbsolute = WallDistance * 2;
    		if (ScreenType == SCREEN_DOOR)
    			Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
    		if (ScreenType == SCREEN_DOOR_PARTIAL)
    			Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
    		if (ScreenType == SCREEN_PRIMARY)
    			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    
    		Overlay->BlackBox->SetVisibility(ESlateVisibility::Visible);
    		break;
    	case EDoorMode::DOOR_CLOSED:
    		DoorCurrentOpeningWidthAbsolute = 0;
    		if (ScreenType == SCREEN_DOOR)
    			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    		if (ScreenType == SCREEN_DOOR_PARTIAL)
    			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    		if (ScreenType == SCREEN_PRIMARY)
    			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    
    		Overlay->BlackBox->SetVisibility(ESlateVisibility::Hidden);
    		break;
    	default:;
    	}
    
    	// On the secondary nodes that are not the door, hide the overlay completely
    	// It might make more sense to just not add it there...
    	if (ScreenType == SCREEN_NORMAL)
    		Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    
    	UE_LOGFMT(LogCAVEOverlay, Log, "Switched door state to {State}. New opening width is {Width}.",
    			  *DoorModeNames[DoorCurrentMode], DoorCurrentOpeningWidthAbsolute);
    
    	// On the primary node, show which door mode is currently active.
    	if (ScreenType == SCREEN_PRIMARY)
    	{
    		Overlay->CornerText->SetText(FText::FromString(DoorModeNames[DoorCurrentMode]));
    	}
    }
    
    // Called when the game starts or when spawned
    void ACAVEOverlayController::BeginPlay()
    {
    	Super::BeginPlay();
    
    	// Don't do anything if we're a dedicated server. We shouldn't even exist there.
    	if (GetNetMode() == NM_DedicatedServer)
    		return;
    
    	// Currently, there is no support for multi-user systems in general, as we only depend on the local pawn.
    	// In a MU setting, the relevant pawn isn't our local one, but the primary node's pawn.
    	if (GetNetMode() != NM_Standalone)
    		return;
    
    	// If we're not in room-mounted mode, return as well
    	if (!URWTHVRClusterUtilities::IsRoomMountedMode())
    		return;
    
    	// This should return the respective client's local playercontroller or, if we're a listen server, our own PC.
    	auto* PC = GetWorld() ? GetWorld()->GetFirstPlayerController() : nullptr;
    
    	// it can happen that the PC is valid, but we have no player attached to it yet.
    	// Check for this - however, we should work around it by somehow getting notified when that happens.
    	// Not sure which place would be best...
    	const bool bValidPC = PC && PC->GetLocalPlayer();
    
    	if (!bValidPC)
    		return;
    
    	// Input config
    	if (URWTHVRClusterUtilities::IsPrimaryNode())
    	{
    		if (CycleDoorTypeInputAction == nullptr)
    		{
    			UE_LOGFMT(LogCAVEOverlay, Error, "Input action and mapping not set in CaveOverlayController!");
    			return;
    		}
    
    		UEnhancedInputComponent* Input = Cast<UEnhancedInputComponent>(PC->InputComponent);
    		Input->BindAction(CycleDoorTypeInputAction, ETriggerEvent::Triggered, this,
    						  &ACAVEOverlayController::CycleDoorType);
    	}
    
    	// Bind the cluster events that manage the door state.
    	IDisplayClusterClusterManager* ClusterManager = IDisplayCluster::Get().GetClusterMgr();
    	if (ClusterManager && !ClusterEventListenerDelegate.IsBound())
    	{
    		ClusterEventListenerDelegate =
    			FOnClusterEventJsonListener::CreateUObject(this, &ACAVEOverlayController::HandleClusterEvent);
    		ClusterManager->AddClusterEventJsonListener(ClusterEventListenerDelegate);
    	}
    
    	// Determine the screen-type for later usage
    	if (IDisplayCluster::Get().GetClusterMgr()->GetNodeId().Equals(ScreenMain, ESearchCase::IgnoreCase))
    	{
    		ScreenType = SCREEN_PRIMARY;
    	}
    	else if (ContainsFString(ScreensDoor, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
    	{
    		ScreenType = SCREEN_DOOR;
    	}
    	else if (ContainsFString(ScreensDoorPartial, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
    	{
    		ScreenType = SCREEN_DOOR_PARTIAL;
    	}
    	else
    	{
    		ScreenType = SCREEN_NORMAL;
    	}
    
    	// Create and add widget to local playercontroller.
    	if (!OverlayClass)
    	{
    		UE_LOGFMT(LogCAVEOverlay, Error, "OverlayClass not set in CaveOverlayController!");
    		return;
    	}
    
    	Overlay = CreateWidget<UDoorOverlayData>(PC, OverlayClass);
    	Overlay->AddToViewport(0);
    
    	// Set the default door mode (partially open)
    	SetDoorMode(DoorCurrentMode);
    
    	// Set Text to "" until someone presses the key for the first time
    	Overlay->CornerText->SetText(FText::FromString(""));
    
    	if (!SignStaticMesh)
    	{
    		UE_LOGFMT(LogCAVEOverlay, Error, "SignStaticMesh not set in CaveOverlayController!");
    		return;
    	}
    
    	PC->OnPossessedPawnChanged.AddUniqueDynamic(this, &ACAVEOverlayController::UpdatePossessedPawn);
    
    	// I think this breaks in multiplayer mode
    	InitFromPawn(PC->GetPawn());
    
    	// Create dynamic material for tape
    	TapeMaterialDynamic = Tape->CreateDynamicMaterialInstance(0);
    
    	UE_LOGFMT(LogCAVEOverlay, Display, "CaveOverlay Initialization was successfull.");
    }
    
    void ACAVEOverlayController::UpdatePossessedPawn(APawn* OldPawn, APawn* NewPawn) { InitFromPawn(NewPawn); }
    
    
    void ACAVEOverlayController::InitFromPawn(const APawn* CurrentPawn)
    {
    	// Clear previous properties. We could reuse the SMCs and MIDs, clearing them might be dangerous.
    	// Too much in a hurry here to make this better.
    	MotionControllers.Empty();
    	SignsStaticMeshComponents.Empty();
    	SignsMIDs.Empty();
    
    	// Get the pawn so we can have access to head and hand positions
    	if (CurrentPawn)
    	{
    		PawnCamera = CurrentPawn->GetComponentByClass<UCameraComponent>();
    		auto FoundMotionControllers = CurrentPawn->K2_GetComponentsByClass(UMotionControllerComponent::StaticClass());
    
    		for (const auto FoundMotionController : FoundMotionControllers)
    		{
    			if (auto* MC = Cast<UMotionControllerComponent>(FoundMotionController);
    				MC && MC->MotionSource != EName::None)
    			{
    				// Create new static mesh for them
    				auto* SignStaticMeshComp = NewObject<UStaticMeshComponent>(this);
    				SignStaticMeshComp->SetStaticMesh(SignStaticMesh);
    				SignStaticMeshComp->SetupAttachment(RootComponent);
    				SignStaticMeshComp->RegisterComponent();
    				AddInstanceComponent(SignStaticMeshComp);
    				SignStaticMeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
    
    
    				MotionControllers.Add(MC);
    				SignsStaticMeshComponents.Add(SignStaticMeshComp);
    				SignsMIDs.Add(SignStaticMeshComp->CreateAndSetMaterialInstanceDynamic(0));
    			}
    		}
    
    		if (MotionControllers.Num() != 2)
    		{
    			UE_LOGFMT(LogCAVEOverlay, Display,
    					  "Found unexpected number of MotionControllers on Pawn. Expected 2, found {Number}. This might "
    					  "lead to weird results",
    					  MotionControllers.Num());
    		}
    		// we're good to go!
    		bInitialized = true;
    	}
    	else
    	{
    		bInitialized = false;
    		UE_LOGFMT(LogCAVEOverlay, Error, "No VirtualRealityPawn found which we could attach to!");
    	}
    }
    
    void ACAVEOverlayController::EndPlay(const EEndPlayReason::Type EndPlayReason)
    {
    	IDisplayClusterClusterManager* ClusterManager = IDisplayCluster::Get().GetClusterMgr();
    	if (ClusterManager && ClusterEventListenerDelegate.IsBound())
    	{
    		ClusterManager->RemoveClusterEventJsonListener(ClusterEventListenerDelegate);
    	}
    
    	Super::EndPlay(EndPlayReason);
    }
    
    double ACAVEOverlayController::CalculateOpacityFromPosition(const FVector& Position) const
    {
    	// Calculate opacity value depending on how far we are from the walls. Further away == lower opacity,
    	// fully opaque when WallFadeDistance away from the wall. Could just use a lerp here..
    	return FMath::Max(
    		FMath::Clamp((FMath::Abs(Position.X) - (WallDistance - WallCloseDistance)) / WallFadeDistance, 0.0, 1.0),
    		FMath::Clamp((FMath::Abs(Position.Y) - (WallDistance - WallCloseDistance)) / WallFadeDistance, 0.0, 1.0));
    }
    
    bool ACAVEOverlayController::PositionInDoorOpening(const FVector& Position) const
    {
    	// The position of the corner with 10cm of buffer. In negative direction because the door is in negative direction
    	// of the cave
    	const float CornerValue = -(WallDistance + 10);
    
    	// Check whether our X position is within the door zone. This zone starts 10cm further away from the wall
    	// than the WallCloseDistance, and ends 10cm outside of the wall (door). As the door is in negative X direction,
    	// the signs need to be negated.
    	const bool bXWithinDoor =
    		FMath::IsWithinInclusive(Position.X, CornerValue, -(WallDistance - WallCloseDistance - 10));
    
    	// Checks whether our Y position is between the lower corner with some overlap and
    	// the door corner (CornerValue + DoorCurrentOpeningWidthAbsolute)
    	const bool bYWithinDoor =
    		FMath::IsWithinInclusive(Position.Y, CornerValue, CornerValue + DoorCurrentOpeningWidthAbsolute);
    	return bXWithinDoor && bYWithinDoor;
    }
    
    void ACAVEOverlayController::SetSignsForHand(UStaticMeshComponent* Sign, const FVector& HandPosition,
    											 UMaterialInstanceDynamic* HandMaterial) const
    {
    	const bool bHandIsCloseToWall =
    		FMath::IsWithinInclusive(HandPosition.GetAbsMax(), WallDistance - WallCloseDistance, WallDistance);
    	if (bHandIsCloseToWall && !PositionInDoorOpening(HandPosition))
    	{
    		Sign->SetVisibility(true);
    		HandMaterial->SetScalarParameterValue("SignOpacity", CalculateOpacityFromPosition(HandPosition));
    
    		// Which wall are we closest to? This is the wall we project the sign onto
    		const bool bXWallCloser = FMath::Abs(HandPosition.X) > FMath::Abs(HandPosition.Y);
    
    		// Set the position towards the closest wall to the wall itself, keep the other positions
    		const double X = bXWallCloser ? FMath::Sign(HandPosition.X) * WallDistance : HandPosition.X;
    		const double Y = bXWallCloser ? HandPosition.Y : FMath::Sign(HandPosition.Y) * WallDistance;
    		const double Z = HandPosition.Z;
    
    		// Rotate the sign by 90° if we're on a side wall
    		const auto Rot = bXWallCloser ? FRotator(0, 0, 0) : FRotator(0, 90, 0);
    		const auto Pos = FVector(X, Y, Z);
    		Sign->SetRelativeLocationAndRotation(Pos, Rot);
    	}
    	else
    	{
    		Sign->SetVisibility(false);
    	}
    }
    
    void ACAVEOverlayController::Tick(float DeltaTime)
    {
    	Super::Tick(DeltaTime);
    
    	// If we're not yet initialized, do nothing. This shouldn't really happen as we only spawn on the cave anyway
    	if (!bInitialized)
    	{
    		return;
    	}
    
    	// Head/Tape Logic
    
    	if (PawnCamera)
    	{
    		const FVector HeadPosition = PawnCamera->GetRelativeTransform().GetLocation();
    		const bool bHeadIsCloseToWall =
    			FMath::IsWithinInclusive(HeadPosition.GetAbsMax(), WallDistance - WallCloseDistance, WallDistance);
    
    		// Only show the tape when close to a wall and not within the door opening
    		if (bHeadIsCloseToWall && !PositionInDoorOpening(HeadPosition))
    		{
    			Tape->SetVisibility(true);
    
    			// Offset the tape in z direction to always be at head height
    			Tape->SetRelativeLocation(HeadPosition * FVector(0, 0, 1));
    
    			TapeMaterialDynamic->SetScalarParameterValue("BarrierOpacity", CalculateOpacityFromPosition(HeadPosition));
    
    			if (FMath::IsWithin(FVector2D(HeadPosition).GetAbsMax(), WallDistance - WallWarningDistance, WallDistance))
    			{
    				// in warning distance == red tape
    				TapeMaterialDynamic->SetVectorParameterValue("StripeColor", FVector(1, 0, 0));
    			}
    			else
    			{
    				// otherwise we're just yellow
    				TapeMaterialDynamic->SetVectorParameterValue("StripeColor", FVector(1, 1, 0));
    			}
    		}
    		else
    		{
    			Tape->SetVisibility(false);
    		}
    	}
    
    	// Hand Logic
    	for (int i = 0; i < MotionControllers.Num(); i++)
    	{
    		if (MotionControllers[i] == nullptr)
    		{
    			UE_LOGFMT(LogCAVEOverlay, Error, "Motion Controller was nullptr, disabling overlay!");
    			bInitialized = false;
    			return;
    		}
    		const FVector HandPosition = MotionControllers[i]->GetRelativeLocation();
    
    		// Set the position rotation, opacity, visibility of the hand warning signs.
    		SetSignsForHand(SignsStaticMeshComponents[i], HandPosition, SignsMIDs[i]);
    	}
    }