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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
203 lines
7.1 KiB
C++
203 lines
7.1 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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//
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#include "MotionControllerComponent.h"
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#include "GameFramework/Pawn.h"
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#include "PrimitiveSceneProxy.h"
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#include "Misc/ScopeLock.h"
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#include "EngineGlobals.h"
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#include "Engine/Engine.h"
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#include "Features/IModularFeatures.h"
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#include "IMotionController.h"
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#include "PrimitiveSceneInfo.h"
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namespace {
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/** This is to prevent destruction of motion controller components while they are
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in the middle of being accessed by the render thread */
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FCriticalSection CritSect;
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/** Console variable for specifying whether motion controller late update is used */
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TAutoConsoleVariable<int32> CVarEnableMotionControllerLateUpdate(
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TEXT("vr.EnableMotionControllerLateUpdate"),
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1,
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TEXT("This command allows you to specify whether the motion controller late update is applied.\n")
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TEXT(" 0: don't use late update\n")
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TEXT(" 1: use late update (default)"),
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ECVF_Cheat);
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} // anonymous namespace
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//=============================================================================
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UMotionControllerComponent::UMotionControllerComponent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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PrimaryComponentTick.bCanEverTick = true;
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PrimaryComponentTick.bStartWithTickEnabled = true;
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PrimaryComponentTick.TickGroup = TG_PrePhysics;
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PrimaryComponentTick.bTickEvenWhenPaused = true;
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PlayerIndex = 0;
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Hand = EControllerHand::Left;
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bDisableLowLatencyUpdate = false;
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bHasAuthority = false;
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bAutoActivate = true;
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}
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//=============================================================================
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UMotionControllerComponent::~UMotionControllerComponent()
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{
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if (ViewExtension.IsValid())
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{
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{
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// This component could be getting accessed from the render thread so it needs to wait
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// before clearing MotionControllerComponent and allowing the destructor to continue
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FScopeLock ScopeLock(&CritSect);
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ViewExtension->MotionControllerComponent = NULL;
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}
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if (GEngine)
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{
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GEngine->ViewExtensions.Remove(ViewExtension);
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}
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}
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ViewExtension.Reset();
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}
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//=============================================================================
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void UMotionControllerComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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if (bIsActive)
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{
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FVector Position;
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FRotator Orientation;
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bTracked = PollControllerState(Position, Orientation);
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if (bTracked)
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{
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SetRelativeLocationAndRotation(Position, Orientation);
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}
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if (!ViewExtension.IsValid() && GEngine)
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{
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TSharedPtr< FViewExtension, ESPMode::ThreadSafe > NewViewExtension(new FViewExtension(this));
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ViewExtension = NewViewExtension;
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GEngine->ViewExtensions.Add(ViewExtension);
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}
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}
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}
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//=============================================================================
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bool UMotionControllerComponent::PollControllerState(FVector& Position, FRotator& Orientation)
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{
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if (IsInGameThread())
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{
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// Cache state from the game thread for use on the render thread
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const AActor* MyOwner = GetOwner();
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const APawn* MyPawn = Cast<APawn>(MyOwner);
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bHasAuthority = MyPawn ? MyPawn->IsLocallyControlled() : (MyOwner->Role == ENetRole::ROLE_Authority);
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}
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if ((PlayerIndex != INDEX_NONE) && bHasAuthority)
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{
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TArray<IMotionController*> MotionControllers = IModularFeatures::Get().GetModularFeatureImplementations<IMotionController>( IMotionController::GetModularFeatureName() );
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for( auto MotionController : MotionControllers )
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{
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if ((MotionController != nullptr) && MotionController->GetControllerOrientationAndPosition(PlayerIndex, Hand, Orientation, Position))
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{
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CurrentTrackingStatus = MotionController->GetControllerTrackingStatus(PlayerIndex, Hand);
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return true;
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}
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}
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}
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return false;
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}
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//=============================================================================
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void UMotionControllerComponent::FViewExtension::BeginRenderViewFamily(FSceneViewFamily& InViewFamily)
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{
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if (!MotionControllerComponent)
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{
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return;
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}
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FScopeLock ScopeLock(&CritSect);
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if (!MotionControllerComponent || MotionControllerComponent->bDisableLowLatencyUpdate || !CVarEnableMotionControllerLateUpdate.GetValueOnGameThread())
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{
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return;
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}
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LateUpdatePrimitives.Reset();
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GatherLateUpdatePrimitives(MotionControllerComponent, LateUpdatePrimitives);
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}
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//=============================================================================
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void UMotionControllerComponent::FViewExtension::PreRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily)
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{
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if (!MotionControllerComponent)
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{
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return;
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}
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FScopeLock ScopeLock(&CritSect);
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if (!MotionControllerComponent || MotionControllerComponent->bDisableLowLatencyUpdate || !CVarEnableMotionControllerLateUpdate.GetValueOnRenderThread())
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{
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return;
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}
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// Poll state for the most recent controller transform
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FVector Position;
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FRotator Orientation;
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if (!MotionControllerComponent->PollControllerState(Position, Orientation))
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{
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return;
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}
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if (LateUpdatePrimitives.Num())
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{
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// Calculate the late update transform that will rebase all children proxies within the frame of reference
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const FTransform OldLocalToWorldTransform = MotionControllerComponent->CalcNewComponentToWorld(MotionControllerComponent->GetRelativeTransform());
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const FTransform NewLocalToWorldTransform = MotionControllerComponent->CalcNewComponentToWorld(FTransform(Orientation, Position, MotionControllerComponent->GetComponentScale()));
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const FMatrix LateUpdateTransform = (OldLocalToWorldTransform.Inverse() * NewLocalToWorldTransform).ToMatrixWithScale();
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// Apply delta to the affected scene proxies
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for (auto PrimitiveInfo : LateUpdatePrimitives)
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{
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FPrimitiveSceneInfo* RetrievedSceneInfo = InViewFamily.Scene->GetPrimitiveSceneInfo(*PrimitiveInfo.IndexAddress);
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FPrimitiveSceneInfo* CachedSceneInfo = PrimitiveInfo.SceneInfo;
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// If the retrieved scene info is different than our cached scene info then the primitive was removed from the scene
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if (CachedSceneInfo == RetrievedSceneInfo && CachedSceneInfo->Proxy)
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{
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CachedSceneInfo->Proxy->ApplyLateUpdateTransform(LateUpdateTransform);
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}
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}
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LateUpdatePrimitives.Reset();
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}
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}
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void UMotionControllerComponent::FViewExtension::GatherLateUpdatePrimitives(USceneComponent* Component, TArray<LateUpdatePrimitiveInfo>& Primitives)
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{
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// If a scene proxy is present, cache it
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UPrimitiveComponent* PrimitiveComponent = dynamic_cast<UPrimitiveComponent*>(Component);
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if (PrimitiveComponent && PrimitiveComponent->SceneProxy)
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{
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FPrimitiveSceneInfo* PrimitiveSceneInfo = PrimitiveComponent->SceneProxy->GetPrimitiveSceneInfo();
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if (PrimitiveSceneInfo)
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{
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LateUpdatePrimitiveInfo PrimitiveInfo;
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PrimitiveInfo.IndexAddress = PrimitiveSceneInfo->GetIndexAddress();
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PrimitiveInfo.SceneInfo = PrimitiveSceneInfo;
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Primitives.Add(PrimitiveInfo);
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}
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}
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// Gather children proxies
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const int32 ChildCount = Component->GetNumChildrenComponents();
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for (int32 ChildIndex = 0; ChildIndex < ChildCount; ++ChildIndex)
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{
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USceneComponent* ChildComponent = Component->GetChildComponent(ChildIndex);
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if (!ChildComponent)
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{
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continue;
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}
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GatherLateUpdatePrimitives(ChildComponent, Primitives);
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}
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}
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