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Commit 17baedfc authored by Sebastian Pape's avatar Sebastian Pape
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Merge remote-tracking branch 'remotes/localremote/master'

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# Visual Studio 2015 user specific files
.vs/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/*
Plugins/*/Binaries/*
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*
LocalDerivedDataCache/*
\ No newline at end of file
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "CAVEOverlay",
"Description": "Adds the ability to black out the CAVE door and display the magic tape",
"Category": "Other",
"CreatedBy": "",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"Installed": false,
"Modules": [
{
"Name": "CAVEOverlay",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "nDisplay",
"Enabled": true
}
],
"Plugins": [
{
"Name": "nDisplayExtensions",
"Enabled": true
}
]
}
\ No newline at end of file
File added
File added
File added
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Resources/Icon128.png

7.33 KiB

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class CAVEOverlay : ModuleRules
{
public CAVEOverlay(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"UMG",
"DisplayCluster",
"DisplayClusterExtensions",
"InputCore",
"CoreUObject",
"Engine",
"Slate",
"SlateCore"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "CAVEOverlay.h"
#define LOCTEXT_NAMESPACE "FCAVEOverlayModule"
void FCAVEOverlayModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FCAVEOverlayModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FCAVEOverlayModule, CAVEOverlay)
\ No newline at end of file
// Fill out your copyright notice in the Description page of Project Settings.
#include "CAVEOverlayController.h"
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "DoorOverlayData.h"
#include "IDisplayCluster.h"
#include "Engine/Engine.h"
#include "IXRTrackingSystem.h"
#include "Components/InputComponent.h"
#include "Cluster/IDisplayClusterClusterManager.h"
#include "IDisplayClusterGameManager.h"
#include "UObject/ConstructorHelpers.h"
#include <array>
#include "Components/StaticMeshComponent.h"
#include "Materials/Material.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "DisplayClusterExtensions/Public/VirtualRealityPawn.h"
#include "DisplayCluster/Public/DisplayClusterSceneComponent.h"
DEFINE_LOG_CATEGORY(LogCAVEOverlay);
template <std::size_t S>
bool ContainsFString(const std::array<FString, S>& 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, UStaticMesh* Mesh, USceneComponent* Parent)
{
UStaticMeshComponent* Result = CreateDefaultSubobject<UStaticMeshComponent>(Name);
Result->SetStaticMesh(Mesh);
Result->SetupAttachment(Parent);
Result->SetVisibility(false);
return Result;
}
template <typename T>
bool LoadAsset(const FString& Path, T* & Result)
{
ConstructorHelpers::FObjectFinder<T> Loader(*Path);
Result = Loader.Object;
if (!Loader.Succeeded()) UE_LOG(LogCAVEOverlay, Error, TEXT("Could not find %s. Have you renamed it?"), *Path);
return Loader.Succeeded();
}
// 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;
AutoReceiveInput = EAutoReceiveInput::Player0;
ConstructorHelpers::FClassFinder<UDoorOverlayData> WidgetClassFinder(TEXT("Blueprint'/CAVEOverlay/DoorOverlay'"));
if (WidgetClassFinder.Succeeded())
{
Overlay_Class = WidgetClassFinder.Class;
}
else
{
UE_LOG(LogCAVEOverlay, Error, TEXT("Could not find the DoorOverlay class. Have you renamed it?"));
}
//Creation of sub-components
Root = CreateDefaultSubobject<USceneComponent>("DefaultSceneRoot");
SetRootComponent(Root);
Tape_Root = CreateDefaultSubobject<USceneComponent>("TapeRoot");
Sign_Root = CreateDefaultSubobject<USceneComponent>("SignRoot");
Tape_Root->SetupAttachment(Root);
Sign_Root->SetupAttachment(Root);
//Loading of Materials and Meshes
LoadAsset("/CAVEOverlay/Stripes", Tape_Material);
LoadAsset("/CAVEOverlay/StopMaterial", Sign_Material);
LoadAsset("/CAVEOverlay/Plane", Plane_Mesh_);
Tape_Negative_Y = CreateMeshComponent("TapeNegY", Plane_Mesh_, Tape_Root);
Tape_Negative_X = CreateMeshComponent("TapeNegX", Plane_Mesh_, Tape_Root);
Tape_Positive_Y = CreateMeshComponent("TapePosY", Plane_Mesh_, Tape_Root);
Tape_Positive_X = CreateMeshComponent("TapePosX", Plane_Mesh_, Tape_Root);
Sign_Negative_Y = CreateMeshComponent("SignNegY", Plane_Mesh_, Sign_Root);
Sign_Negative_X = CreateMeshComponent("SignNegX", Plane_Mesh_, Sign_Root);
Sign_Positive_Y = CreateMeshComponent("SignPosY", Plane_Mesh_, Sign_Root);
Sign_Positive_X = CreateMeshComponent("SignPosX", Plane_Mesh_, Sign_Root);
//Set initial Position, Rotation and Scale of Tape
Tape_Negative_Y->SetRelativeLocationAndRotation(FVector(0, -Wall_Distance, 0), FRotator(0, 0, 90));
Tape_Positive_Y->SetRelativeLocationAndRotation(FVector(0, +Wall_Distance, 0), FRotator(0, 180, 90));
Tape_Negative_X->SetRelativeLocationAndRotation(FVector(-Wall_Distance, 0, 0), FRotator(0, -90, 90));
Tape_Positive_X->SetRelativeLocationAndRotation(FVector(+Wall_Distance, 0, 0), FRotator(0, 90, 90));
Tape_Negative_Y->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
Tape_Positive_Y->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
Tape_Negative_X->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
Tape_Positive_X->SetRelativeScale3D(FVector(Wall_Distance / 100 * 2, 0.15, 1));
//Set initial Position, Rotation and Scale of Signs
Sign_Negative_Y->SetRelativeLocationAndRotation(FVector(0, -Wall_Distance, 0), FRotator(0, 0, 90));
Sign_Positive_Y->SetRelativeLocationAndRotation(FVector(0, +Wall_Distance, 0), FRotator(0, 180, 90));
Sign_Negative_X->SetRelativeLocationAndRotation(FVector(-Wall_Distance, 0, 0), FRotator(0, -90, 90));
Sign_Positive_X->SetRelativeLocationAndRotation(FVector(+Wall_Distance, 0, 0), FRotator(0, 90, 90));
Sign_Negative_Y->SetRelativeScale3D(FVector(0.5f));
Sign_Positive_Y->SetRelativeScale3D(FVector(0.5f));
Sign_Negative_X->SetRelativeScale3D(FVector(0.5f));
Sign_Positive_X->SetRelativeScale3D(FVector(0.5f));
}
void ACAVEOverlayController::PostInitializeComponents()
{
Super::PostInitializeComponents();
//Create dynamic materials in runtime
Tape_Material_Dynamic_ = UMaterialInstanceDynamic::Create(Tape_Material, Tape_Root);
Sign_Material_Dynamic_ = UMaterialInstanceDynamic::Create(Sign_Material, Sign_Root);
Tape_Negative_Y->SetMaterial(0, Tape_Material_Dynamic_);
Tape_Negative_X->SetMaterial(0, Tape_Material_Dynamic_);
Tape_Positive_Y->SetMaterial(0, Tape_Material_Dynamic_);
Tape_Positive_X->SetMaterial(0, Tape_Material_Dynamic_);
Sign_Negative_Y->SetMaterial(0, Sign_Material_Dynamic_);
Sign_Negative_X->SetMaterial(0, Sign_Material_Dynamic_);
Sign_Positive_Y->SetMaterial(0, Sign_Material_Dynamic_);
Sign_Positive_X->SetMaterial(0, Sign_Material_Dynamic_);
}
void ACAVEOverlayController::CycleDoorType()
{
Door_Current_Mode = static_cast<EDoor_Mode>((Door_Current_Mode + 1) % DOOR_NUM_MODES);
SetDoorMode(Door_Current_Mode);
}
void ACAVEOverlayController::SetDoorMode(EDoor_Mode M)
{
switch (Door_Current_Mode)
{
case EDoor_Mode::DOOR_DEBUG:
case EDoor_Mode::DOOR_PARTIALLY_OPEN:
Door_Current_Opening_Width_Absolute = Door_Opening_Width_Absolute;
if (Screen_Type == SCREEN_DOOR) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
if (Screen_Type == SCREEN_DOOR_PARTIAL) Overlay->BlackBox->SetRenderScale(FVector2D(Door_Opening_Width_Relative, 1));
if (Screen_Type == SCREEN_MASTER) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
Overlay->BlackBox->SetVisibility(ESlateVisibility::Visible);
break;
case EDoor_Mode::DOOR_OPEN:
Door_Current_Opening_Width_Absolute = Wall_Distance * 2;
if (Screen_Type == SCREEN_DOOR) Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
if (Screen_Type == SCREEN_DOOR_PARTIAL) Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
if (Screen_Type == SCREEN_MASTER) Overlay->BlackBox->SetRenderScale(FVector2D(1, 1));
Overlay->BlackBox->SetVisibility(ESlateVisibility::Visible);
break;
case EDoor_Mode::DOOR_CLOSED:
Door_Current_Opening_Width_Absolute = 0;
if (Screen_Type == SCREEN_DOOR) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
if (Screen_Type == SCREEN_DOOR_PARTIAL) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
if (Screen_Type == SCREEN_MASTER) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1));
Overlay->BlackBox->SetVisibility(ESlateVisibility::Hidden);
break;
default: ;
}
if (Screen_Type == SCREEN_NORMAL) Overlay->BlackBox->SetRenderScale(FVector2D(0, 1)); //no overlay
UE_LOG(LogCAVEOverlay, Log, TEXT("Switched door state to '%s'. New opening width is %f."), *Door_Mode_Names[Door_Current_Mode], Door_Current_Opening_Width_Absolute);
if (Screen_Type == SCREEN_MASTER)
{
Overlay->CornerText->SetText(FText::FromString(Door_Mode_Names[Door_Current_Mode]));
}
}
// Called when the game starts or when spawned
void ACAVEOverlayController::BeginPlay()
{
Super::BeginPlay();
//Read situation
bHMD_Mode = GEngine->XRSystem.IsValid() && GEngine->XRSystem->IsHeadTrackingAllowed();
bDisplay_Cluster_Mode = IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster;
if (!bDisplay_Cluster_Mode) return; // Not our business
//Input config
InputComponent->BindAction("Action4", EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType);
InputComponent->BindKey(EKeys::F10, EInputEvent::IE_Pressed, this, &ACAVEOverlayController::CycleDoorType);
//Determine the screen-type for later usage
if (IDisplayCluster::Get().GetClusterMgr()->GetNodeId().Equals(Screen_Main, ESearchCase::IgnoreCase))
{
Screen_Type = SCREEN_MASTER;
}
else if (ContainsFString(Screens_Door, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
{
Screen_Type = SCREEN_DOOR;
}
else if (ContainsFString(Screens_Door_Partial, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
{
Screen_Type = SCREEN_DOOR_PARTIAL;
}
else
{
Screen_Type = SCREEN_NORMAL;
}
Overlay = CreateWidget<UDoorOverlayData>(GetWorld()->GetFirstPlayerController(), Overlay_Class);
Overlay->AddToViewport(0);
SetDoorMode(Door_Current_Mode);
Overlay->CornerText->SetText(FText::FromString("")); //Set Text to "" until someone presses the key for the first time
Player_Pawn = Cast<AVirtualRealityPawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
RefreshPawnComponents();
if (!bAttached && Cave_Origin)
{
AttachToComponent(Cave_Origin, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
bAttached = true;
}
}
float ACAVEOverlayController::CalculateOpacityFromPosition(FVector Position)
{
return FMath::Max(
FMath::Clamp((FMath::Abs(Position.X) - (Wall_Distance - Wall_Close_Distance)) / Wall_Fade_Distance, 0.0f, 1.0f),
FMath::Clamp((FMath::Abs(Position.Y) - (Wall_Distance - Wall_Close_Distance)) / Wall_Fade_Distance, 0.0f, 1.0f)
);
}
bool ACAVEOverlayController::PositionInDoorOpening(FVector Position)
{
return FMath::IsWithinInclusive(-Position.X, Wall_Distance + 10 - 20 - Wall_Close_Distance, Wall_Distance + 10) //Overlap both sides 10cm
&& FMath::IsWithinInclusive(-Position.Y, Wall_Distance + 10 - Door_Current_Opening_Width_Absolute, Wall_Distance + 10); //Overlap one side 10cm
}
void ACAVEOverlayController::RefreshPawnComponents()
{
TArray<UDisplayClusterSceneComponent*> Pawn_Components;
Player_Pawn->GetComponents<UDisplayClusterSceneComponent>(Pawn_Components);
for (UDisplayClusterSceneComponent* c : Pawn_Components)
{
if (c->GetName().Equals("cave_origin", ESearchCase::IgnoreCase)) Cave_Origin = c;
if (c->GetName().Equals("shutter_glasses", ESearchCase::IgnoreCase)) Shutter_Glasses = c;
}
}
// Called every frame
void ACAVEOverlayController::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!bDisplay_Cluster_Mode) return; // Not our business
RefreshPawnComponents();
if (!bAttached && Cave_Origin)
{
AttachToComponent(Cave_Origin, FAttachmentTransformRules::SnapToTargetNotIncludingScale);
bAttached = true;
}
//FPS Counter
if (Overlay) {
if (Door_Current_Mode == EDoor_Mode::DOOR_DEBUG && ContainsFString(Screens_FPS, IDisplayCluster::Get().GetClusterMgr()->GetNodeId()))
{
Overlay->FPS->SetText(FText::FromString(FString::Printf(TEXT("FPS: %.1f"), 1.0f / DeltaTime)));
}
else
{
Overlay->FPS->SetText(FText::FromString(""));
}
}
if (!Shutter_Glasses) return; //Display Cluster not initialized
//Tape Logic
FVector Shutter_Position = Shutter_Glasses->GetRelativeTransform().GetLocation();
bool bOverlay_Visible = FMath::IsWithinInclusive(Shutter_Position.GetAbsMax(), Wall_Distance - Wall_Close_Distance, Wall_Distance);
if (bOverlay_Visible && !PositionInDoorOpening(Shutter_Position))
{
Tape_Root->SetVisibility(true, true);
Tape_Root->SetRelativeLocation(Shutter_Position * FVector(0, 0, 1)); //Only apply Z
float Tape_Opacity = CalculateOpacityFromPosition(Shutter_Position);
Tape_Material_Dynamic_->SetScalarParameterValue("BarrierOpacity", Tape_Opacity);
if (FMath::IsWithin(FVector2D(Shutter_Position).GetAbsMax(), Wall_Distance - Wall_Warning_Distance, Wall_Distance))
{
//in warning distance == red tape
Tape_Material_Dynamic_->SetVectorParameterValue("StripeColor", FVector(1, 0, 0));
}
else
{
Tape_Material_Dynamic_->SetVectorParameterValue("StripeColor", FVector(1, 1, 0));
}
}
else
{
Tape_Root->SetVisibility(false, true);
}
//Sign Logic
UDisplayClusterSceneComponent* Flystick = IDisplayCluster::Get().GetGameMgr()->GetNodeById(TEXT("flystick"));
if (Flystick)
{
FVector Flystick_Position = Flystick->GetRelativeTransform().GetLocation();
bool bFlystick_In_Door = PositionInDoorOpening(Flystick_Position);
float Sign_Opacity = CalculateOpacityFromPosition(Flystick_Position);
Sign_Negative_X->SetRelativeLocation(FVector(-Wall_Distance, Flystick_Position.Y, Flystick_Position.Z));
Sign_Negative_Y->SetRelativeLocation(FVector(Flystick_Position.X, -Wall_Distance, Flystick_Position.Z));
Sign_Positive_X->SetRelativeLocation(FVector(+Wall_Distance, Flystick_Position.Y, Flystick_Position.Z));
Sign_Positive_Y->SetRelativeLocation(FVector(Flystick_Position.X, +Wall_Distance, Flystick_Position.Z));
Sign_Negative_X->SetVisibility(FMath::IsWithin(-Flystick_Position.X, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
Sign_Negative_Y->SetVisibility(FMath::IsWithin(-Flystick_Position.Y, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
Sign_Positive_X->SetVisibility(FMath::IsWithin(+Flystick_Position.X, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
Sign_Positive_Y->SetVisibility(FMath::IsWithin(+Flystick_Position.Y, Wall_Distance - Wall_Close_Distance, Wall_Distance) && !bFlystick_In_Door);
Sign_Material_Dynamic_->SetScalarParameterValue("SignOpacity", Sign_Opacity);
}
else
{
Sign_Negative_X->SetVisibility(false);
Sign_Negative_Y->SetVisibility(false);
Sign_Positive_X->SetVisibility(false);
Sign_Positive_Y->SetVisibility(false);
}
}
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FCAVEOverlayModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
// 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 <array>
#include "Components/StaticMeshComponent.h"
#include "Materials/Material.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "DisplayClusterExtensions/Public/VirtualRealityPawn.h"
#include "DisplayCluster/Public/DisplayClusterSceneComponent.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 PostInitializeComponents() override;
private:
//Execution Modes
bool bHMD_Mode = false;
bool bDisplay_Cluster_Mode = false;
//Screen Types
enum EScreen_Type { SCREEN_MASTER, SCREEN_NORMAL, SCREEN_DOOR_PARTIAL, SCREEN_DOOR };
EScreen_Type Screen_Type = SCREEN_NORMAL;
const std::array<FString, 4> Screens_Door = {"node_bul_left_eye", "node_bul_right_eye", "node_bll_left_eye", "node_bll_right_eye"};
const std::array<FString, 4> Screens_Door_Partial = {"node_bur_left_eye", "node_bur_right_eye", "node_blr_left_eye", "node_blr_right_eye"};
const std::array<FString, 5> 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;
UDisplayClusterSceneComponent* Cave_Origin;
UDisplayClusterSceneComponent* Shutter_Glasses;
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;
};
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "TextBlock.h"
#include "Border.h"
#include "DoorOverlayData.generated.h"
/**
*
*/
UCLASS()
class CAVEOVERLAY_API UDoorOverlayData : public UUserWidget
{
GENERATED_BODY()
public:
//These declarations are magically bound to the UMG blueprints elements,
//if they are named the same
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UTextBlock* CornerText;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UBorder* BlackBox;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UTextBlock* FPS;
};
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