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CAVEOverlayController.cpp
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Kris Tabea Helwig authoredKris Tabea Helwig authored
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]);
}
}