Virtual Reality Scene Explorer C++, Unreal Engine
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```cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "VRSceneExplorer.h"
#include "HeadMountedDisplayFunctionLibrary.h" // For VR Headset functionality
#include "MotionControllerComponent.h" // For Motion Controllers
#include "Kismet/GameplayStatics.h" // For getting all actors of a class
#include "Components/StaticMeshComponent.h" // For manipulating static meshes
// Sets default values
AVRSceneExplorer::AVRSceneExplorer()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Create a root component. This will be the world origin for our VR experience.
VRRoot = CreateDefaultSubobject<USceneComponent>(TEXT("VRRoot"));
RootComponent = VRRoot;
// Create the Camera component and attach it to the VRRoot.
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(VRRoot);
// Create left hand motion controller
LeftMotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("LeftMotionController"));
LeftMotionController->SetupAttachment(VRRoot);
LeftMotionController->MotionSource = FXRMotionControllerBase::LeftHand;
// Create right hand motion controller
RightMotionController = CreateDefaultSubobject<UMotionControllerComponent>(TEXT("RightMotionController"));
RightMotionController->SetupAttachment(VRRoot);
RightMotionController->MotionSource = FXRMotionControllerBase::RightHand;
// Create a Static Mesh Component for visual representation of the left controller
LeftControllerMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LeftControllerMesh"));
LeftControllerMesh->SetupAttachment(LeftMotionController);
// Create a Static Mesh Component for visual representation of the right controller
RightControllerMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("RightControllerMesh"));
RightControllerMesh->SetupAttachment(RightMotionController);
}
// Called when the game starts or when spawned
void AVRSceneExplorer::BeginPlay()
{
Super::BeginPlay();
// Check if VR is enabled. If not, we might need to enable it (if desired).
UHeadMountedDisplayFunctionLibrary::EnableHMD(true); // Enable VR
UHeadMountedDisplayFunctionLibrary::SetTrackingOrigin(EHMDTrackingOrigin::Floor); // Set tracking origin
// Find all Static Mesh Actors in the scene.
TArray<AActor*> FoundActors;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AStaticMeshActor::StaticClass(), FoundActors);
for (AActor* Actor : FoundActors)
{
AStaticMeshActor* MeshActor = Cast<AStaticMeshActor>(Actor);
if (MeshActor)
{
AllStaticMeshes.Add(MeshActor);
}
}
}
// Called every frame
void AVRSceneExplorer::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Check for input and perform actions (example: teleport)
HandleInput();
}
// Called to bind functionality to input
void AVRSceneExplorer::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Bind input actions (e.g., a teleport action)
PlayerInputComponent->BindAction("Teleport", IE_Pressed, this, &AVRSceneExplorer::Teleport);
}
void AVRSceneExplorer::Teleport()
{
// Simple Teleportation logic. You can make this more sophisticated (e.g., using a parabolic arc)
FHitResult HitResult;
FVector Start = Camera->GetComponentLocation(); // Start from the camera's location
FVector End = Start + Camera->GetForwardVector() * TeleportDistance; // Teleport a certain distance forward
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(this); // Ignore the player actor in the collision check
// Perform a line trace to check for obstacles
bool bHit = GetWorld()->LineTraceSingleByChannel(HitResult, Start, End, ECC_Visibility, QueryParams);
if (bHit)
{
// Teleport to the hit location (slightly above the ground to avoid getting stuck)
SetActorLocation(HitResult.Location + FVector(0, 0, 50));
}
else
{
// Teleport to the end location of the trace.
SetActorLocation(End + FVector(0, 0, 50));
}
}
void AVRSceneExplorer::HandleInput()
{
// Example: Rotate an object in the scene
if (AllStaticMeshes.Num() > 0 && bRotateObject)
{
// Rotate the first static mesh actor in the list.
AStaticMeshActor* MeshToRotate = AllStaticMeshes[0];
if (MeshToRotate)
{
FRotator RotationToAdd = FRotator(0.0f, RotationSpeed * GetWorld()->DeltaTimeSeconds, 0.0f);
MeshToRotate->AddActorLocalRotation(RotationToAdd);
}
}
//Example: Change material of an object
if(AllStaticMeshes.Num() > 0 && bChangeMaterial)
{
AStaticMeshActor* MeshToChange = AllStaticMeshes[0];
if(MeshToChange)
{
UStaticMeshComponent* MeshComponent = MeshToChange->GetStaticMeshComponent();
if(MeshComponent && NewMaterial != nullptr)
{
MeshComponent->SetMaterial(0,NewMaterial);
}
//Set bChangeMaterial to false to only change the material once
bChangeMaterial = false;
}
}
}
```
**Explanation:**
This C++ code provides a basic framework for creating a VR Scene Explorer in Unreal Engine. It includes features like VR setup, motion controller integration, teleportation, and basic object manipulation. Here's a breakdown of the code:
**1. Header (`VRSceneExplorer.h` - Implicit):**
While not explicitly shown, the header file would declare the class `AVRSceneExplorer` which inherits from `AActor`. It would also declare the member variables listed below and the functions declared in the .cpp file.
**2. Includes:**
* `VRSceneExplorer.h`: The header file for this class.
* `HeadMountedDisplayFunctionLibrary.h`: Provides functions for enabling and managing VR headsets.
* `MotionControllerComponent.h`: Provides components for representing and tracking motion controllers.
* `Kismet/GameplayStatics.h`: Provides static helper functions for various game-related tasks, like finding all actors of a specific class.
* `Components/StaticMeshComponent.h`: Provides components that represent static meshes (3D models).
**3. Class Definition (`AVRSceneExplorer`):**
* **Inheritance:** `AVRSceneExplorer` inherits from `AActor`, meaning it's an object that can be placed in the Unreal Engine world.
* **Components:**
* `VRRoot`: A `USceneComponent` that acts as the root of the VR rig. All other VR components are attached to this. This allows you to move the entire VR rig as a single unit.
* `Camera`: A `UCameraComponent` that represents the player's viewpoint in VR. It is attached to `VRRoot`.
* `LeftMotionController`: A `UMotionControllerComponent` that tracks the left hand motion controller.
* `RightMotionController`: A `UMotionControllerComponent` that tracks the right hand motion controller.
* `LeftControllerMesh`: A `UStaticMeshComponent` that provides a visual representation of the left controller in the scene.
* `RightControllerMesh`: A `UStaticMeshComponent` that provides a visual representation of the right controller in the scene.
* `AllStaticMeshes`: A `TArray` to store all `AStaticMeshActor` found in the scene.
* `NewMaterial`: A `UMaterialInterface` pointer to hold a new material to be applied to the Static Mesh.
* **Variables:**
* `TeleportDistance`: A `float` that determines the distance the player teleports. (Note: Should be marked `UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR")` in the header file to make it configurable in the Unreal Editor.)
* `RotationSpeed`: A `float` that controls the rotation speed of the object. (Note: Should be marked `UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR")` in the header file to make it configurable in the Unreal Editor.)
* `bRotateObject`: A `bool` that determines whether to rotate the first object found in the scene. (Note: Should be marked `UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "VR")` in the header file to make it configurable in the Unreal Editor.)
* `bChangeMaterial`: A `bool` that determines whether to change the material of the first object found in the scene. (Note: Should be marked `UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "VR")` in the header file to make it configurable in the Unreal Editor.)
* **Constructor (`AVRSceneExplorer()`):**
* Sets `PrimaryActorTick.bCanEverTick = true;` This enables the `Tick()` function to be called every frame.
* Creates and attaches the components to the `VRRoot`. This establishes the hierarchy of the VR rig. `SetupAttachment()` attaches the component to the specified parent. `CreateDefaultSubobject()` is used to create instances of Unreal Engine's component classes within the actor.
* **`BeginPlay()`:**
* `Super::BeginPlay();`: Calls the `BeginPlay()` function of the parent class (`AActor`). This is important for proper initialization.
* `UHeadMountedDisplayFunctionLibrary::EnableHMD(true);`: Enables the VR headset.
* `UHeadMountedDisplayFunctionLibrary::SetTrackingOrigin(EHMDTrackingOrigin::Floor);`: Sets the tracking origin to the floor. This means the origin (0,0,0) of the VR space will be at floor level.
* `UGameplayStatics::GetAllActorsOfClass()`: Finds all actors in the scene that are instances of `AStaticMeshActor` (i.e., static meshes). The result is stored in `FoundActors`.
* Iterates through `FoundActors` and casts each actor to `AStaticMeshActor*`. If the cast is successful (meaning the actor is a static mesh), it's added to the `AllStaticMeshes` array.
* **`Tick(float DeltaTime)`:**
* `Super::Tick(DeltaTime);`: Calls the `Tick()` function of the parent class.
* `HandleInput();`: Calls the `HandleInput()` function to process player input (e.g., teleportation, rotation). `DeltaTime` represents the time elapsed since the last frame, which is essential for frame-rate independent movement and rotation.
* **`SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)`:**
* This function is overridden to bind input actions to functions in the C++ class.
* `PlayerInputComponent->BindAction("Teleport", IE_Pressed, this, &AVRSceneExplorer::Teleport);`: Binds the "Teleport" input action (which you'd define in the Unreal Engine project settings) to the `Teleport()` function. `IE_Pressed` means the action is triggered when the button is pressed. `this` refers to the current instance of the `AVRSceneExplorer` class, and `&AVRSceneExplorer::Teleport` is a pointer to the `Teleport()` function.
* **`Teleport()`:**
* Implements a simple teleportation mechanic.
* `FHitResult HitResult;`: A struct to store information about what the line trace hits.
* `FVector Start = Camera->GetComponentLocation();`: Gets the location of the camera component (the player's current viewpoint).
* `FVector End = Start + Camera->GetForwardVector() * TeleportDistance;`: Calculates the teleport destination by adding the camera's forward vector multiplied by the `TeleportDistance` to the starting location.
* `FCollisionQueryParams QueryParams;`: Specifies collision parameters for the line trace.
* `QueryParams.AddIgnoredActor(this);`: Prevents the line trace from colliding with the player actor itself.
* `GetWorld()->LineTraceSingleByChannel()`: Performs a line trace (a raycast) from the start location to the end location. It checks for collisions along the line.
* `ECC_Visibility` specifies the collision channel to use for the trace (Visibility channel is a common choice).
* If the line trace hits something (`bHit` is true):
* Teleports the actor to the hit location, slightly above the ground.
* If the line trace doesn't hit anything:
* Teleports the actor to the end of the trace.
* **`HandleInput()`:**
* Example of rotating a static mesh: If `AllStaticMeshes` has elements and `bRotateObject` is true, it rotates the first static mesh in the array.
* Example of changing a material: If `AllStaticMeshes` has elements and `bChangeMaterial` is true, it changes the material of the first static mesh to the `NewMaterial`. Sets `bChangeMaterial` to `false` to prevent continuously changing the material every frame.
**How to Use This Code in Unreal Engine:**
1. **Create a New C++ Class:** In the Unreal Editor, create a new C++ class that inherits from `Actor` (or `Pawn` if you want player-controlled movement). Name it `VRSceneExplorer`.
2. **Replace the Code:** Replace the contents of the generated `.h` and `.cpp` files with the code provided above. **IMPORTANT:** In the `.h` file, you'll need to *declare* all the member variables (e.g., `UPROPERTY()` for the variables you want to expose in the editor). For Example:
```c++
// VRSceneExplorer.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "VRSceneExplorer.generated.h"
UCLASS()
class MYPROJECT_API AVRSceneExplorer : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AVRSceneExplorer();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UFUNCTION()
void Teleport();
private:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "VR", meta = (AllowPrivateAccess = "true"))
USceneComponent* VRRoot;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "VR", meta = (AllowPrivateAccess = "true"))
UCameraComponent* Camera;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "VR", meta = (AllowPrivateAccess = "true"))
UMotionControllerComponent* LeftMotionController;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "VR", meta = (AllowPrivateAccess = "true"))
UMotionControllerComponent* RightMotionController;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "VR", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* LeftControllerMesh;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "VR", meta = (AllowPrivateAccess = "true"))
UStaticMeshComponent* RightControllerMesh;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR")
float TeleportDistance = 1000.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "VR")
float RotationSpeed = 50.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "VR")
bool bRotateObject = false;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "VR")
bool bChangeMaterial = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR", meta = (AllowPrivateAccess = "true"))
UMaterialInterface* NewMaterial;
TArray<AStaticMeshActor*> AllStaticMeshes;
void HandleInput();
};
```
3. **Compile the Code:** Compile the C++ code within the Unreal Editor.
4. **Create a Blueprint Class:** Create a new Blueprint class based on your `VRSceneExplorer` C++ class.
5. **Configure Components (Blueprint):** In the Blueprint editor:
* Select the `LeftControllerMesh` and `RightControllerMesh` components. In the details panel, assign a Static Mesh asset to the "Static Mesh" property. This will determine the visual model for the controllers. You can use the default cube or find a controller model.
* Adjust the `TeleportDistance`, `RotationSpeed` and `bRotateObject` values in the Details panel (under the "VR" category).
* Assign a material to `NewMaterial`.
6. **Set up Input Bindings:** Go to Project Settings -> Input.
* Create a new Action Mapping called "Teleport".
* Assign a key (e.g., a button on your VR controller) to the "Teleport" action.
7. **Add to the Scene:** Drag an instance of your `VRSceneExplorer` Blueprint into your Unreal Engine level.
8. **Set as Default Pawn (Optional):** If you are using this as your player, go to Project Settings -> Maps & Modes, and set the "Default Pawn Class" to your `VRSceneExplorer` Blueprint.
9. **Add Static Meshes:** Add some `StaticMeshActor` objects to your scene. These are the objects you'll be able to explore and manipulate in VR.
10. **Run in VR:** Make sure your VR headset is connected and enabled, and then run the game in VR preview mode.
**Key Improvements and Considerations:**
* **Error Handling:** The code lacks robust error handling. You should add checks to ensure that the `AllStaticMeshes` array isn't empty before trying to access elements in it. Also, check for null pointers before dereferencing them.
* **Input Handling:** The `HandleInput()` function is very basic. You would typically use input events from the motion controllers (e.g., trigger presses, button presses, joystick movement) to control more complex interactions.
* **Teleportation:** The teleportation is simplistic. A more sophisticated system would:
* Use a parabolic arc to visualize the teleport destination.
* Check for valid teleport locations (e.g., prevent teleporting into walls).
* Provide visual feedback about whether a location is safe to teleport to.
* **Motion Controller Meshes:** Make sure you assign appropriate Static Mesh assets to the `LeftControllerMesh` and `RightControllerMesh` components so the controllers are visible in the VR world.
* **Interaction System:** A key part of a VR scene explorer is a good interaction system. You'll need to implement ways to:
* Select objects.
* Move objects.
* Rotate objects.
* Interact with UI elements.
* **Performance:** VR development is performance-sensitive. Optimize your scene for VR by:
* Using efficient static meshes.
* Reducing draw calls.
* Using level of detail (LOD) meshes.
* Profiling your code to identify bottlenecks.
* **Material Handling:** Ensure your `NewMaterial` variable is properly assigned with a valid material asset in the Unreal Editor.
* **VR Template:** Starting with the Unreal Engine VR template is a great way to get a basic VR project set up with locomotion and interaction.
This example provides a solid foundation. You'll need to expand upon it to create a fully functional and engaging VR scene explorer.
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