Skip to content
Snippets Groups Projects
Select Git revision
  • 646a25ce670ff70cbfc37c3d1b5a7fd4a627f936
  • 5.4 default protected
  • 5.5
  • dev/5.5
  • dev/5.4
  • dev/5.3_downgrade
  • feature/experimenttime_hack
  • 5.3 protected
  • _IntenSelect5.3
  • IntenSelect5.3
  • 4.27 protected
  • 4.26 protected
  • 5.0 protected
  • 4.22 protected
  • 4.21 protected
  • UE5.4-2024.1
  • UE5.4-2024.1-rc1
  • UE5.3-2023.1-rc3
  • UE5.3-2023.1-rc2
  • UE5.3-2023.1-rc
20 results

CAVEOverlayController.cpp

Blame
  • CAVEOverlayController.cpp 10.74 KiB
    #include "CAVEOverlay/CAVEOverlayController.h"
    
    #include "CoreMinimal.h"
    #include "IDisplayCluster.h"
    #include "Camera/CameraComponent.h"
    #include "CAVEOverlay/DoorOverlayData.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 "Pawn/VirtualRealityPawn.h"
    #include "Utility/VirtualRealityUtilities.h"
    #include "MotionControllerComponent.h"
    
    
    DEFINE_LOG_CATEGORY(LogCAVEOverlay);
    
    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->SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
    	return Result;
    }
    
    // Sets default values
    ACAVEOverlayController::ACAVEOverlayController()
    {
    	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    	PrimaryActorTick.bCanEverTick = true;
    	bAllowTickBeforeBeginPlay = false;
    
    	//Creation of sub-components
    	Root = CreateDefaultSubobject<USceneComponent>("DefaultSceneRoot");
    	SetRootComponent(Root);
    
    	Tape = CreateMeshComponent("Tape", Root);
    	SignRightHand = CreateMeshComponent("SignRightHand", Root);
    	SignLeftHand = CreateMeshComponent("SignLeftHand", Root);
    }
    
    void ACAVEOverlayController::CycleDoorType()
    {
    	DoorCurrentMode = static_cast<EDoorMode>((DoorCurrentMode + 1) % DOOR_NUM_MODES);
    
    	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_MASTER)
    			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_MASTER)
    			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_MASTER)
    			Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
    		
    		Overlay->BlackBox->SetVisibility(ESlateVisibility::Hidden);
    		break;
    	default: ;
    	}
    	
    	if (ScreenType == SCREEN_NORMAL)
    		Overlay->BlackBox->SetRenderScale(FVector2D(0, 1)); //no overlay
    
    	UE_LOGFMT(LogCAVEOverlay, Log, "Switched door state to {State}. New opening width is {Width}.",
    	       *DoorModeNames[DoorCurrentMode], DoorCurrentOpeningWidthAbsolute);
    
    	if (ScreenType == SCREEN_MASTER)
    	{
    		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;
    
    	// 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;
    
    	bCAVEMode = UVirtualRealityUtilities::IsRoomMountedMode();
    	const bool bValidPC = PC != nullptr;
    
    	if (!bValidPC || !bCAVEMode)
    		return;
    
    	//Input config
    	//InputComponent->BindKey(EKeys::F10, EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType);
    	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_MASTER;
    	}
    	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);
    	SetDoorMode(DoorCurrentMode);
    	//Set Text to "" until someone presses the key for the first time
    	Overlay->CornerText->SetText(FText::FromString(""));
    
    	VRPawn = Cast<AVirtualRealityPawn>(PC->GetPawnOrSpectator());
    	if (VRPawn)
    	{
    		//AttachToActor(VRPawn, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
    		bInitialized = true;
    	}
    	else
    	{
    		UE_LOGFMT(LogCAVEOverlay, Error, "No VirtualRealityPawn found which we could attach to!");
    	}
    
    	//Create dynamic materials in runtime
    	TapeMaterialDynamic = Tape->CreateDynamicMaterialInstance(0);
    	RightSignMaterialDynamic = SignRightHand->CreateDynamicMaterialInstance(0);
    	LeftSignMaterialDynamic = SignLeftHand->CreateDynamicMaterialInstance(0);
    
    	UE_LOGFMT(LogCAVEOverlay, Display, "CaveOverlay Initialization was successfull.");
    }
    
    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
    {
    	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
    {
    	//Overlap both sides 10cm
    	return FMath::IsWithinInclusive(-Position.X, WallDistance + 10 - 20 - WallCloseDistance, WallDistance + 10)
    		//Overlap one side 10cm
    		&& FMath::IsWithinInclusive(-Position.Y, WallDistance + 10 - DoorCurrentOpeningWidthAbsolute,
    		                            WallDistance + 10);
    }
    
    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 = HandPosition.X > 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;
    
    		const auto Rot = bXWallCloser ? FRotator(0, 0, 0) : FRotator(0, 0, 90);
    		const auto Pos = FVector(X, Y, Z);
    		Sign->SetRelativeLocationAndRotation(Pos, Rot);
    
    		UE_LOGFMT(LogCAVEOverlay, Log, "HandPos: {Hand} vs SignPos: {Sign}", HandPosition.ToString(), Pos.ToString());
    
    	}
    	else
    	{
    		Sign->SetVisibility(false);
    	}
    }
    
    void ACAVEOverlayController::Tick(float DeltaTime)
    {
    	Super::Tick(DeltaTime);
    
    	if (!bInitialized)
    	{
    		return;
    	}
    
    	//Head/Tape Logic
    	const FVector HeadPosition = VRPawn->HeadCameraComponent->GetRelativeTransform().GetLocation();
    	const bool bHeadIsCloseToWall = FMath::IsWithinInclusive(HeadPosition.GetAbsMax(),
    	                                                         WallDistance - WallCloseDistance, WallDistance);
    	if (bHeadIsCloseToWall && !PositionInDoorOpening(HeadPosition))
    	{
    		Tape->SetVisibility(true);
    		Tape->SetRelativeLocation(HeadPosition * FVector(0, 0, 1)); //Only apply Z
    
    		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
    		{
    			TapeMaterialDynamic->SetVectorParameterValue("StripeColor", FVector(1, 1, 0));
    		}
    	}
    	else
    	{
    		Tape->SetVisibility(false);
    	}
    
    	// Hand Logic
    	const FVector RightPosition = VRPawn->RightHand->GetRelativeTransform().GetLocation();
    	const FVector LeftPosition = VRPawn->LeftHand->GetRelativeTransform().GetLocation();
    
    	SetSignsForHand(SignRightHand, RightPosition, RightSignMaterialDynamic);
    	SetSignsForHand(SignLeftHand, LeftPosition, LeftSignMaterialDynamic);
    }