void ALeapMotionHandActor::Init(int32 HandIdParam, const TSubclassOf<class ALeapMotionBoneActor>& BoneBlueprint) { FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe(); if (Device && Device->IsConnected()) { Leap::Hand Hand = Device->Frame().hand(HandIdParam); HandId = HandIdParam; bool IsLeft; Device->GetIsHandLeft(HandId, IsLeft); HandSide = IsLeft ? ELeapSide::Left : ELeapSide::Right; } CreateBones(BoneBlueprint); OnHandAdded.Broadcast(HandId); }
void ULeapMotionImageComponent::UpdateImageTexture() { FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe(); if (Device && Device->IsConnected()) { Device->SetReferenceFrameOncePerTick(); } if (Device && Device->IsConnected() && Device->Frame().images().count() > 1) { Leap::ImageList ImageList = Device->Frame().images(); for (int eye = 0; eye < 2; eye++) { Leap::Image Image = ImageList[eye]; bool isRGB = Image.format() != Leap::Image::INFRARED; UTexture2D*& Texture = eye ? ImagePassthroughRight : ImagePassthroughLeft; UTexture2D*& Distortion = eye ? DistortionTextureRight : DistortionTextureLeft; // Recreate the image & distortion textures. if (!Texture || Image.width() != Texture->PlatformData->SizeX || Image.height() != Texture->PlatformData->SizeY) { EPixelFormat PixelFormat = !isRGB ? PF_G8 : PF_R8G8B8A8; Texture = UTexture2D::CreateTransient(Image.width(), Image.height(), PixelFormat); Texture->SRGB = 0; Texture->UpdateResource(); Distortion = BuildDistortionTextures(Image); if (isRGB) { DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("BaseTextureRGB_Right") : TEXT("BaseTextureRGB"), Texture); DynamicPassthroughMaterial->SetScalarParameterValue(TEXT("ImageFormat"), 1.0); } else { DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("BaseTextureIR_Right") : TEXT("BaseTextureIR"), Texture); DynamicPassthroughMaterial->SetScalarParameterValue(TEXT("ImageFormat"), -1.0); } DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("DistortionTextureRight") : TEXT("DistortionTexture"), Distortion); if (GEngine && GEngine->GameViewport && GEngine->GameViewport->Viewport) { FIntPoint Resolution = GEngine->GameViewport->Viewport->GetSizeXY(); FLinearColor ScreenRes = FLinearColor(Resolution.X, Resolution.Y, 0.f, 0.f); DynamicPassthroughMaterial->SetVectorParameterValue(TEXT("ScreenResolution"), ScreenRes); } AttachDisplaySurface(); } // Extract the image { UTexture2D*& Texture = eye ? ImagePassthroughRight : ImagePassthroughLeft; const uint8* LeapData = Image.data(); const int LeapDataSize = Image.width() * Image.height() * Image.bytesPerPixel(); //Check for dragonfly if (!isRGB) { uint8* Dest = (uint8*)Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE); FMemory::Memcpy(Dest, LeapData, LeapDataSize); } else { uint32* Dest = (uint32*)Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE); FMemory::Memcpy(Dest, LeapData, LeapDataSize); } Texture->PlatformData->Mips[0].BulkData.Unlock(); Texture->UpdateResource(); } // Hack: need to update distortion texture every frame to handle device flipping. UpdateDistortionTextures(Image, Distortion); } const bool bUsingHmd = GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed(); DynamicPassthroughMaterial->SetScalarParameterValue("HorizontalTanHalfFOV", bUsingHmd ? 1.4f : 1.0f); } else { // We can't find two images, that might be due to device being detached & maybe exchanged later -- trigger reset. ImagePassthroughLeft = nullptr; ImagePassthroughRight = nullptr; DistortionTextureLeft = nullptr; DistortionTextureRight = nullptr; } }