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This is an archived project. Repository and other project resources are read-only.
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LuFG VR VIS
VR-Group
Unreal-Development
Plugins
Cave Overlay Plugin
Merge requests
!7
Feature/platform distinction
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Merged
Feature/platform distinction
feature/platform_distinction
into
develop
Overview
0
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2
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0
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2
Merged
Feature/platform distinction
Jan Delember
requested to merge
feature/platform_distinction
into
develop
Sep 18, 2019
Overview
0
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2
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0
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2
0
0
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develop
develop (base)
and
latest version
latest version
db7f7464
2 commits,
Sep 18, 2019
2 files
+
9
−
7
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2
Source/CAVEOverlay/Private/CAVEOverlayController.cpp
+
8
−
5
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@@ -10,6 +10,7 @@
#include
"Components/InputComponent.h"
#include
"Cluster/IDisplayClusterClusterManager.h"
#include
"IDisplayClusterGameManager.h"
#include
"IDisplayClusterConfigManager.h"
#include
"UObject/ConstructorHelpers.h"
#include
<array>
#include
"Components/StaticMeshComponent.h"
@@ -181,10 +182,12 @@ 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
if
(
IDisplayCluster
::
Get
().
GetOperationMode
()
==
EDisplayClusterOperationMode
::
Cluster
)
{
auto
ClusterConfigCustom
=
IDisplayCluster
::
Get
().
GetConfigMgr
()
->
GetConfigCustom
();
bCAVE_Mode
=
ClusterConfigCustom
.
Args
.
Contains
(
"Hardware_Platform"
)
&&
ClusterConfigCustom
.
Args
.
Find
(
"Hardware_Platform"
)
->
Equals
(
"aixcave"
,
ESearchCase
::
IgnoreCase
);
}
if
(
!
bCAVE_Mode
)
return
;
// Not our business
//Input config
InputComponent
->
BindAction
(
"Action4"
,
EInputEvent
::
IE_Pressed
,
this
,
&
ACAVEOverlayController
::
CycleDoorType
);
@@ -253,7 +256,7 @@ void ACAVEOverlayController::Tick(float DeltaTime)
{
Super
::
Tick
(
DeltaTime
);
if
(
!
b
Display_Cluster
_Mode
)
return
;
// Not our business
if
(
!
b
CAVE
_Mode
)
return
;
// Not our business
RefreshPawnComponents
();
if
(
!
bAttached
&&
Cave_Origin
)
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