#include <MotionControllerComponent.h>
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| virtual HEADMOUNTEDDISPLAY_API void | CreateRenderState_Concurrent (FRegisterComponentContext *Context) override |
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| virtual HEADMOUNTEDDISPLAY_API void | SendRenderTransform_Concurrent () override |
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| HEADMOUNTEDDISPLAY_API void | OnMotionControllerUpdated () |
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| HEADMOUNTEDDISPLAY_API float | GetParameterValue (FName InName, bool &bValueFound) |
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| HEADMOUNTEDDISPLAY_API FVector | GetHandJointPosition (int jointIndex, bool &bValueFound) |
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| HEADMOUNTEDDISPLAY_API bool | GetLinearVelocity (FVector &OutLinearVelocity) const |
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| HEADMOUNTEDDISPLAY_API bool | GetAngularVelocity (FRotator &OutAngularVelocity) const |
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| HEADMOUNTEDDISPLAY_API bool | GetLinearAcceleration (FVector &OutLinearAcceleration) const |
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| HEADMOUNTEDDISPLAY_API bool | PollControllerState (FVector &Position, FRotator &Orientation, float WorldToMetersScale) |
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| HEADMOUNTEDDISPLAY_API bool | PollControllerState_GameThread (FVector &Position, FRotator &Orientation, bool &OutbProvidedLinearVelocity, FVector &OutLinearVelocity, bool &OutbProvidedAngularVelocity, FVector &OutAngularVelocityAsAxisAndLength, bool &OutbProvidedLinearAcceleration, FVector &OutLinearAcceleration, float WorldToMetersScale) |
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| HEADMOUNTEDDISPLAY_API bool | PollControllerState_RenderThread (FVector &Position, FRotator &Orientation, float WorldToMetersScale) |
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| HEADMOUNTEDDISPLAY_API void | OnModularFeatureUnregistered (const FName &Type, class IModularFeature *ModularFeature) |
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◆ CreateRenderState_Concurrent()
◆ DECLARE_MULTICAST_DELEGATE_OneParam()
◆ GetAngularVelocity()
| bool UMotionControllerComponent::GetAngularVelocity |
( |
FRotator & |
OutAngularVelocity | ) |
const |
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protected |
If the motion tracking system provides angular velocity at this time OutAngularVelocity will be that velocity in deg/s in unreal world space and the function will return true. Note that it is not difficult to rotate a controller at more than 0.5 or 1 rotation per second briefly and some mathmatical operations(such as conversion to quaternion) lose rotations beyond 180 degrees or 360 degrees.. In some cases that is OK becuase the resulting final rotation is the same, but in some cases it would generate incorrect results. If angular velocity is unavailable it will return false.
◆ GetHandJointPosition()
| FVector UMotionControllerComponent::GetHandJointPosition |
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int |
jointIndex, |
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bool & |
bValueFound |
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) |
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protected |
◆ GetLinearAcceleration()
| bool UMotionControllerComponent::GetLinearAcceleration |
( |
FVector & |
OutLinearAcceleration | ) |
const |
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protected |
If the motion tracking system provides linear acceleration at this time the vector will be that acceleration in cm/(s^2) in unreal world space and the function will return true. If acceleration is unavailable it will return false.
◆ GetLinearVelocity()
| bool UMotionControllerComponent::GetLinearVelocity |
( |
FVector & |
OutLinearVelocity | ) |
const |
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protected |
If the motion tracking system provides linear velocity at this time the vector will be that velocity in cm/s in unreal world space and the function will return true. If velocity is unavailable it will return false.
◆ GetParameterValue()
| float UMotionControllerComponent::GetParameterValue |
( |
FName |
InName, |
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bool & |
bValueFound |
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) |
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protected |
◆ InitializeComponent()
| void UMotionControllerComponent::InitializeComponent |
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overridevirtual |
◆ OnModularFeatureUnregistered()
| void UMotionControllerComponent::OnModularFeatureUnregistered |
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const FName & |
Type, |
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class IModularFeature * |
ModularFeature |
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) |
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protected |
◆ OnMotionControllerUpdated()
Blueprint Implementable function for responding to updated data from a motion controller (so we can use custom parameter values from it)
◆ PollControllerState()
| bool UMotionControllerComponent::PollControllerState |
( |
FVector & |
Position, |
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FRotator & |
Orientation, |
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float |
WorldToMetersScale |
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) |
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protected |
If true, the Position and Orientation args will contain the most recent controller state
◆ PollControllerState_GameThread()
| bool UMotionControllerComponent::PollControllerState_GameThread |
( |
FVector & |
Position, |
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FRotator & |
Orientation, |
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bool & |
OutbProvidedLinearVelocity, |
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FVector & |
OutLinearVelocity, |
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bool & |
OutbProvidedAngularVelocity, |
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FVector & |
OutAngularVelocityAsAxisAndLength, |
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bool & |
OutbProvidedLinearAcceleration, |
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FVector & |
OutLinearAcceleration, |
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float |
WorldToMetersScale |
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) |
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protected |
◆ PollControllerState_RenderThread()
| bool UMotionControllerComponent::PollControllerState_RenderThread |
( |
FVector & |
Position, |
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FRotator & |
Orientation, |
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float |
WorldToMetersScale |
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) |
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protected |
◆ SendRenderTransform_Concurrent()
| void UMotionControllerComponent::SendRenderTransform_Concurrent |
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overrideprotectedvirtual |
◆ Serialize()
◆ AngularVelocityAsAxisAndLength
| FVector UMotionControllerComponent::AngularVelocityAsAxisAndLength |
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protected |
◆ bHasAuthority
| bool UMotionControllerComponent::bHasAuthority |
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protected |
Whether or not this component has authority within the frame
◆ bPolledHMD_GameThread
| bool UMotionControllerComponent::bPolledHMD_GameThread |
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protected |
◆ bPolledHMD_RenderThread
| bool UMotionControllerComponent::bPolledHMD_RenderThread |
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protected |
◆ bProvidedAngularVelocity
| bool UMotionControllerComponent::bProvidedAngularVelocity |
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protected |
◆ bProvidedLinearAcceleration
| bool UMotionControllerComponent::bProvidedLinearAcceleration |
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protected |
◆ bProvidedLinearVelocity
| bool UMotionControllerComponent::bProvidedLinearVelocity |
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protected |
◆ bTracked
| bool UMotionControllerComponent::bTracked |
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protected |
Whether or not this component had a valid tracked controller associated with it this frame
◆ InUseMotionController
◆ LinearAcceleration
| FVector UMotionControllerComponent::LinearAcceleration |
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protected |
◆ LinearVelocity
| FVector UMotionControllerComponent::LinearVelocity |
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protected |
◆ OnActivateVisualizationComponent
| UMotionControllerComponent::FActivateVisualizationComponent UMotionControllerComponent::OnActivateVisualizationComponent |
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static |
◆ PolledMotionController_GameThread
◆ PolledMotionController_RenderThread
◆ PolledMotionControllerMutex
◆ RenderThreadComponentScale
| FVector UMotionControllerComponent::RenderThreadComponentScale |
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protected |
◆ RenderThreadRelativeTransform
| FTransform UMotionControllerComponent::RenderThreadRelativeTransform |
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protected |
◆ ViewExtension
The documentation for this class was generated from the following files: