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CAVEOverlayController.h

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  • CAVEOverlayController.h 5.17 KiB
    // Fill out your copyright notice in the Description page of Project Settings.
    
    #pragma once
    
    #include "CoreMinimal.h"
    #include "GameFramework/Actor.h"
    #include "DoorOverlayData.h"
    #include "Engine/Engine.h"
    #include "Components/StaticMeshComponent.h"
    #include "Materials/Material.h"
    #include "Materials/MaterialInstanceDynamic.h"
    #include "DisplayClusterExtensions/Public/VirtualRealityPawn.h"
    #include "DisplayCluster/Public/DisplayClusterSceneComponent.h"
    #include "Cluster/DisplayClusterClusterEvent.h"
    #include "Cluster/IDisplayClusterClusterManager.h"
    #include "CAVEOverlayController.generated.h"
    
    DECLARE_LOG_CATEGORY_EXTERN(LogCAVEOverlay, Log, All);
    
    UCLASS()
    class CAVEOVERLAY_API ACAVEOverlayController : public AActor
    {
    	GENERATED_BODY()
    	
    public:
    	ACAVEOverlayController();
    protected:
    	// Called when the game starts or when spawned
    	virtual void BeginPlay() override;
    	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
    	virtual void PostInitializeComponents() override;
    
    private:
    	//Execution Modes
    	bool bCAVE_Mode = false;
    
    	//Screen Types
    	enum EScreen_Type { SCREEN_MASTER, SCREEN_NORMAL, SCREEN_DOOR_PARTIAL, SCREEN_DOOR };
    
    	EScreen_Type Screen_Type = SCREEN_NORMAL;
    	const TArray<FString> Screens_Door = {"node_bul_left_eye", "node_bul_right_eye", "node_bll_left_eye", "node_bll_right_eye"};
    	const TArray<FString> Screens_Door_Partial = {"node_bur_left_eye", "node_bur_right_eye", "node_blr_left_eye", "node_blr_right_eye"};
    	const TArray<FString> Screens_FPS = {"node_rur_left_eye", "node_rur_right_eye", "node_lur_left_eye", "node_lur_right_eye", "node_main"};
    	const FString Screen_Main = "node_main";
    
    	//Door Mode
    	enum EDoor_Mode { DOOR_PARTIALLY_OPEN = 0, DOOR_OPEN = 1, DOOR_CLOSED = 2, DOOR_DEBUG = 3, DOOR_NUM_MODES = 4 };
    
    	const FString Door_Mode_Names[DOOR_NUM_MODES] = {"Partially Open", "Open", "Closed", "Debug"};
    	EDoor_Mode Door_Current_Mode = DOOR_PARTIALLY_OPEN;
    	const float Door_Opening_Width_Relative = 0.522; //%, used for the overlay width on the screen
    	const float Door_Opening_Width_Absolute = 165; //cm, used for the non tape part at the door
    	const float Wall_Distance = 262.5; //cm, distance from center to a wall, *2 = wall width
    	const float Wall_Close_Distance = 75; //cm, the distance considered to be too close to the walls
    	const float Wall_Fade_Distance = 35; //cm, the distance over which the tape is faded
    	const float Wall_Warning_Distance = 40; //cm, distance on which the tape turns red, measured from wall
    	float Door_Current_Opening_Width_Absolute = 0;
    
    	//Overlay
    	TSubclassOf<class UDoorOverlayData> Overlay_Class;
    	UDoorOverlayData* Overlay;
    
    	//Geometry and Material
    	UStaticMeshComponent* CreateMeshComponent(const FName& Name, UStaticMesh* Mesh, USceneComponent* Parent);
    	UMaterial* Tape_Material = nullptr;
    	UMaterial* Sign_Material = nullptr;
    	float CalculateOpacityFromPosition(FVector Position);
    	bool PositionInDoorOpening(FVector Position);
    
    	//Pawn Components
    	bool bAttached = false;
    	void RefreshPawnComponents();
    	AVirtualRealityPawn* Player_Pawn;
    	USceneComponent* Cave_Origin;
    	USceneComponent* Head;
    
    	//Cluster Events
    	FOnClusterEventListener ClusterEventListenerDelegate;
    	void HandleClusterEvent(const FDisplayClusterClusterEvent& Event);
    
    public:
    
    	// Called every frame
    	virtual void Tick(float DeltaTime) override;
    
    	void CycleDoorType();
    	void SetDoorMode(EDoor_Mode M);
    
    	//Signs and Banners
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* Root = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* Tape_Root = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) USceneComponent* Sign_Root = nullptr;
    
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Negative_Y = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Negative_X = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Positive_Y = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Tape_Positive_X = nullptr;
    
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Negative_Y = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Negative_X = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Positive_Y = nullptr;
    	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "CAVEOverlay", meta = (AllowPrivateAccess = "true")) UStaticMeshComponent* Sign_Positive_X = nullptr;
    
    	UMaterialInstanceDynamic* Tape_Material_Dynamic_ = nullptr;
    	UMaterialInstanceDynamic* Sign_Material_Dynamic_ = nullptr;
    	UStaticMesh* Plane_Mesh_ = nullptr;
    };