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  1. #####################################################################
  2. # nDisplay demo config file
  3. #
  4. # This file is to demonstrate some abilities of extended input
  5. # subsystem (DisplayClusterInput).
  6. #
  7. # Note:
  8. # Mostly for BP_DemoInput blueprint
  9. #####################################################################
  10.  
  11.  
  12. #####################################################################
  13. # Config info
  14. #********************************************************************
  15. # Config file header.
  16. #
  17. # Properties:
  18. # version - Specifies the version of the configuration file (UE4.xx)
  19. #********************************************************************
  20. [info] version="23"
  21.  
  22.  
  23. #####################################################################
  24. # Cluster nodes
  25. #********************************************************************
  26. # Cluster node is an application instance. It's allowed to use
  27. # multiple instances on the same PC. Sometimes its necessary. Usually
  28. # application instances run on separate machines.
  29. #
  30. # Properties:
  31. # id - Unique node name
  32. # addr - Network address (IPv4 only)
  33. # window - Window ID
  34. #
  35. # Optional properties:
  36. # master - Specifies if current node is master; default is 'false'
  37. # port_cs - Cluster Synchronization port (used by master node only); default is 41001.
  38. # port_ss - Swap Synchronization port (used by master node only); default is 41002.
  39. # port_ce - Cluster Events port (used by master node only); default is 41003.
  40. # sound - turns on/off sound for this application instance; default is 'false'
  41. #********************************************************************
  42. [cluster_node] id="cluster1" addr="127.0.0.1" window="wnd_first" master="true" sound="true"
  43.  
  44.  
  45. #####################################################################
  46. # Application windows
  47. #********************************************************************
  48. # The window entity defines properties of the application's game window.
  49. #
  50. # Properties:
  51. # id - Unique window name
  52. # viewports - Array of viewports
  53. #
  54. # Optional properties:
  55. # fullscreen - Fullscreen or windowed mode; default is false - windowed
  56. # winx - X location
  57. # winy - Y location
  58. # resx - Width
  59. # resy - Height
  60. [window] id="wnd_first" viewports="vp_1, vp_2, vp_3, vp_4" fullscreen="false" winx="0" winy="0" resx="1920" resy="360"
  61.  
  62.  
  63. #####################################################################
  64. # Viewports
  65. #********************************************************************
  66. # Viewport is a rectangle area of game window where a frame is mapped.
  67. # Usually viewports start at 0:0 and have the same size as its parent
  68. # window (single viewport rendering). However, in some cases multiple
  69. # viewports required.
  70. #
  71. # Properties:
  72. # id - Unique viewport name
  73. # x - X coordinate of viewport's top left corner on a window
  74. # y - Y coordinate of viewport's top left corner on a window
  75. # width - Width of viewport in pixels
  76. # height - Height of viewport in pixels
  77. #
  78. # Optional properties:
  79. # camera - Cammera assigned to this viewport
  80.  
  81.  
  82. [viewport] id="vp_1" x="0" y="0" width="480" height="360" projection="proj1"
  83. [viewport] id="vp_2" x="480" y="0" width="480" height="360" projection="proj2"
  84. [viewport] id="vp_3" x="960" y="0" width="480" height="360" projection="proj3"
  85. [viewport] id="vp_4" x="1440" y="0" width="480" height="360" projection="proj4"
  86.  
  87.  
  88. #####################################################################
  89. # Projection policies
  90. #********************************************************************
  91. # Projection policy is an abstraction which knows where to take an
  92. # projection input data and how to compute the output. This means
  93. # that each policy might have it's own properties that it knows how
  94. # to interpret and utilize. There are several projection policies
  95. # available natively: simple, MPCDI and EasyBlend:
  96. #
  97. # * Simple - This one is the native projection policy that can be fully
  98. # configured from the config file. All you need is to specify
  99. # a projection screen. Those who has been used the nDisplay
  100. # before are familiar with this policy already.
  101. #
  102. # * MPCDI - This policy allows to use an industry standard for multi-
  103. # projector setups. It requires a special .mpcdi file that
  104. # contains all the data required for computations.
  105. #
  106. # * EasyBlend - This policy is an implementation of the EasyBLend SDK
  107. # provided by Scalable Display Technologies. It requires
  108. # a bunch of special files that describe a multi-projector
  109. # system.
  110. #
  111. # Properties:
  112. # id - Unique projection policy name
  113. # type - Projection policy type (custom types can be used)
  114. #********************************************************************
  115. # Here is an example of simple projection policy. It requires to
  116. # specify projection screens only. Refer to specific demo configs
  117. # or documentation page to get more info about other projection policies. aggiungi proj
  118. [projection] id="proj1" type="mesh"
  119. [projection] id="proj2" type="mesh"
  120. [projection] id="proj3" type="mesh"
  121. [projection] id="proj4" type="mesh"
  122.  
  123.  
  124. #####################################################################
  125. # Projection screens
  126. #********************************************************************
  127. # Projection screen is a rectangle which determines the camera frustum.
  128. # Usually the projection screen has the same dimensions as an output
  129. # display but in some cases it may differ. Used by simple projection
  130. # policy.
  131. #
  132. # Properties:
  133. # id - unique projection screen name
  134. # loc - relative location to the parent component. Location is relative
  135. # to the VR root if no parent specified. The pivot is a screen's
  136. # center and the values are in meters.
  137. # rot - relative rotation to the parent component. Rotation is relative
  138. # to the VR root if no parent specified. The pivot is a screen's
  139. # center and the values are in degrees.
  140. # size - width (X) and height (Y) of the screen. Values are in meters.
  141. #
  142. # Optional properties:
  143. # parent - ID of parent component in VR hierarchy; default is VR root.
  144. # tracker_id - ID of tracking device; no tracking by default.
  145. # tracker_ch - ID of tracking device's channel; no tracking by default.
  146.  
  147.  
  148.  
  149.  
  150. #####################################################################
  151. # Cameras
  152. #********************************************************************
  153. # Camera is a predefined point frome where the stereoscopic view built.
  154. # It's possible to define multiple cameras and swith the active one
  155. # during runtime. You're free to attach any camera to a tracking device
  156. # for head tracking. Consider a camera as a viewer's head.
  157. #
  158. # Properties:
  159. # id - unique camera name
  160. # loc - relative location to the parent component. Location is relative
  161. # to the VR root if no parent specified.
  162. # rot - relative rotation to the parent component. Rotation is relative
  163. # to the VR root if no parent specified.
  164. #
  165. # Optional properties:
  166. # parent - ID of parent component in VR hierarchy; default is VR root.
  167. # tracker_id - ID of tracking device; no tracking by default.
  168. # tracker_ch - ID of tracking device's channel; no tracking by default.
  169. # eye_swap - Swap eyes for this camera in stereo mode; default is 'false'
  170. # eye_dist - interoccular distance in meters for stereo/force_offset modes.
  171. # Default is 0.064.
  172. # force_offset - Force monoscopic camera to behave like a left/right eye
  173. # of a stereoscopic camera. Eye_offset is applicable in this case.
  174. #********************************************************************
  175.  
  176.  
  177. #####################################################################
  178. # Scene nodes (hierarchy transforms)
  179. #********************************************************************
  180. # Scene node is an actor component which is basically a transformation
  181. # matrix. Scene nodes can be helpful to build a component hierarchy, to
  182. # define some special places (like a socket) within VR space.
  183. #
  184. # It might be difficult to understand what VR space origin is. Consider
  185. # it as a point in space where VR space starts. Any componenent listed
  186. # in this config file is relative to its parent or this origin.
  187. #
  188. # Properties:
  189. # id - unique scene node name
  190. # loc - relative location to the parent component. Location is relative
  191. # to the VR root if no parent specified.
  192. # rot - relative rotation to the parent component. Rotation is relative
  193. # to the VR root if no parent specified.
  194. #
  195. # Optional properties:
  196. # parent - ID of parent component in VR hierarchy; default is VR root.
  197. # tracker_id - ID of tracking device; no tracking by default.
  198. # tracker_ch - ID of tracking device's channel; no tracking by default.
  199. #********************************************************************
  200.  
  201.  
  202. #####################################################################
  203. # Input devices
  204. #********************************************************************
  205. # Input devices are VRPN devices. The nDisplay supports the following
  206. # types: analog, button and tracker. Many of physical input devices
  207. # can be connected via VRPN.
  208. #
  209. # Properties:
  210. # id - nique device name
  211. # type - VRPN type (analog, button or tracker).
  212. # addr - address of a VRPN server which handles this particular device.
  213. # The value must match the following format: DEVICENAME@SERVER_ADDRESS
  214. # where DEVICENAME is a VRPN name of this device and SERVER_ADDRESS
  215. # is IPv4 address of VRPN server.
  216. # loc - relative location to the parent component. Location is relative
  217. # to the VR root if no parent specified.
  218. # rot - relative rotation to the parent component. Rotation is relative
  219. # to the VR root if no parent specified.
  220. #
  221. # front (tracker only) - mapping of a tracking system axis to X axis of VR origin
  222. # right (tracker only) - mapping of a tracking system axis to Y axis of VR origin
  223. # up (tracker only) - mapping of a tracking system axis to Z axis of VR origin
  224. # * The following values are allowed for axes mapping: X, -X, Y, -Y, Z, -Z
  225. #
  226. # Optional properties:
  227. # remap - VRPN device channel remapping. Value format is: "from0:to0,from1:to1,...,fromN:toN".
  228. # For example: remap="0:3,1:4,5:2"
  229. #********************************************************************
  230.  
  231.  
  232. #####################################################################
  233. # Input setup
  234. #********************************************************************
  235. # The nDisplay supports provides an extended control over input subsystem.
  236. # The input_setup records allow to set up different bindings of data streams.
  237. #
  238. # Properties:
  239. # id - name of VRPN device (see [input])
  240. # ch - channel of VRPN device to map
  241. # bind - target name to bind
  242. #
  243. # Optional properties:
  244. # key - for keyboard devices only - replace ch (channel or scancode) with
  245. # readable key name (i.e. "W", "F11", "Left Alt", "Num 5", ...)
  246. #********************************************************************
  247. # Bind mouse axis channel 0 (usually X-axis) to the "nDisplay Analog 0" value
  248. #[input_setup] id="TestAxes" ch="0" bind="nDisplay Analog 0"
  249. # Bind mouse axis channel 0 (usually X-axis) to the native "Gamepad Left Thumbstick X-Axis" axis
  250. #[input_setup] id="TestAxes" ch="0" bind="Gamepad Left Thumbstick X-Axis"
  251. # Bind mouse button channel 0 (usually left button) to the native "nDisplay Button 0" button
  252. #[input_setup] id="TestBtn1" ch="0" bind="nDisplay Button 0"
  253. # Bind mouse button channel 0 (usually left button) to the native "Gamepad Face Button Bottom" button
  254. #[input_setup] id="TestBtn1" ch="0" bind="Gamepad Face Button Top"
  255. # Bind keyboard channel 2 (digit 1 on a keyboard) to the "nDisplay Button 1" key event
  256. #[input_setup] id="TestBtn2" ch="2" bind="nDisplay Button 1"
  257. # Bind keyboard channel 2 (digit 1 on a keyboard) to the "nDisplay Button 1" key event
  258. #[input_setup] id="TestBtn2" ch="2" bind="Gamepad Face Button Bottom"
  259. #----
  260. # We use full keyboard reflection (see reflect="both) so we don't have to map
  261. # key names, it will be performed automatically. However, in case you're using
  262. # other reflection types, you might bind any keys explicitely.
  263. #[input_setup] id="TestKb1 key="A" bind="nDisplay A"
  264. #[input_setup] id="TestKb1 key="B" bind="nDisplay B"
  265. #[input_setup] id="TestKb1 key="C" bind="nDisplay C"
  266. #----
  267. # Bind tracker channel 0 to the "Special_1" motion controller
  268. #[input_setup] id="TestTrack" ch="0" bind="Special_1"
  269.  
  270.  
  271. #####################################################################
  272. # General settings
  273. #********************************************************************
  274. # Properties:
  275. # swap_sync_policy - swap synchronization policy
  276. # - 0 - no synchronization
  277. # - 1 - software swap synchronization
  278. # - 2 - NV swap lock (Nvidia cards only, OpenGL only)
  279. [general] swap_sync_policy="1"
  280.  
  281.  
  282. #####################################################################
  283. # Network settings
  284. #********************************************************************
  285. # Optional properties:
  286. # cln_conn_tries_amount - how many times a client tries to connect to a server; default is 10
  287. # cln_conn_retry_delay - delay before next client connection try (milliseconds); default is 1000
  288. # game_start_timeout - timeout before all data is loaded and game started (milliseconds); default is 30000
  289. # barrier_wait_timeout - barrier timeout for both game and render threads (milliseconds); default is 5000
  290. [network] cln_conn_tries_amount="10" cln_conn_retry_delay="1000" game_start_timeout="30000" barrier_wait_timeout="5000"
  291.  
  292.  
  293.  
  294.  
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