Files
UnrealEngineUWP/Engine/Source/Runtime/HeadMountedDisplay/Private/IXRTrackingSystem.cpp
Marc Audy 4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00

35 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IXRTrackingSystem.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "Kismet/GameplayStatics.h"
void IXRTrackingSystem::GetHMDData(UObject* WorldContext, FXRHMDData& HMDData)
{
HMDData.bValid = true;
HMDData.DeviceName = GetSystemName();
HMDData.ApplicationInstanceID = FApp::GetInstanceId();
bool bIsTracking = IsTracking(IXRTrackingSystem::HMDDeviceId);
HMDData.TrackingStatus = bIsTracking ? ETrackingStatus::Tracked : ETrackingStatus::NotTracked;
APlayerCameraManager* CameraManager = UGameplayStatics::GetPlayerCameraManager(WorldContext, 0);
if (CameraManager)
{
HMDData.Rotation = CameraManager->GetCameraRotation().Quaternion();
HMDData.Position = CameraManager->GetCameraLocation();
}
//GetCurrentPose(0, HMDVisualizationData.Rotation, HMDVisualizationData.Position);
}
bool IXRTrackingSystem::IsHeadTrackingAllowedForWorld(UWorld& World) const
{
#if WITH_EDITOR
// For VR PIE only the first instance uses the headset
return IsHeadTrackingAllowed() && ((World.WorldType != EWorldType::PIE) || (World.GetOutermost()->PIEInstanceID == 0));
#else
return IsHeadTrackingAllowed();
#endif
}