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- #####################################################################
- # nDisplay demo config file
- #
- # This file is to demonstrate some abilities of extended input
- # subsystem (DisplayClusterInput).
- #
- # Note:
- # Mostly for BP_DemoInput blueprint
- #####################################################################
- #####################################################################
- # Config info
- #********************************************************************
- # Config file header.
- #
- # Properties:
- # version - Specifies the version of the configuration file (UE4.xx)
- #********************************************************************
- [info] version="23"
- #####################################################################
- # Cluster nodes
- #********************************************************************
- # Cluster node is an application instance. It's allowed to use
- # multiple instances on the same PC. Sometimes its necessary. Usually
- # application instances run on separate machines.
- #
- # Properties:
- # id - Unique node name
- # addr - Network address (IPv4 only)
- # window - Window ID
- #
- # Optional properties:
- # master - Specifies if current node is master; default is 'false'
- # port_cs - Cluster Synchronization port (used by master node only); default is 41001.
- # port_ss - Swap Synchronization port (used by master node only); default is 41002.
- # port_ce - Cluster Events port (used by master node only); default is 41003.
- # sound - turns on/off sound for this application instance; default is 'false'
- #********************************************************************
- [cluster_node] id="cluster1" addr="127.0.0.1" window="wnd_first" master="true" sound="true"
- #####################################################################
- # Application windows
- #********************************************************************
- # The window entity defines properties of the application's game window.
- #
- # Properties:
- # id - Unique window name
- # viewports - Array of viewports
- #
- # Optional properties:
- # fullscreen - Fullscreen or windowed mode; default is false - windowed
- # winx - X location
- # winy - Y location
- # resx - Width
- # resy - Height
- [window] id="wnd_first" viewports="vp_1, vp_2, vp_3, vp_4" fullscreen="false" winx="0" winy="0" resx="1920" resy="360"
- #####################################################################
- # Viewports
- #********************************************************************
- # Viewport is a rectangle area of game window where a frame is mapped.
- # Usually viewports start at 0:0 and have the same size as its parent
- # window (single viewport rendering). However, in some cases multiple
- # viewports required.
- #
- # Properties:
- # id - Unique viewport name
- # x - X coordinate of viewport's top left corner on a window
- # y - Y coordinate of viewport's top left corner on a window
- # width - Width of viewport in pixels
- # height - Height of viewport in pixels
- #
- # Optional properties:
- # camera - Cammera assigned to this viewport
- [viewport] id="vp_1" x="0" y="0" width="480" height="360" projection="proj1"
- [viewport] id="vp_2" x="480" y="0" width="480" height="360" projection="proj2"
- [viewport] id="vp_3" x="960" y="0" width="480" height="360" projection="proj3"
- [viewport] id="vp_4" x="1440" y="0" width="480" height="360" projection="proj4"
- #####################################################################
- # Projection policies
- #********************************************************************
- # Projection policy is an abstraction which knows where to take an
- # projection input data and how to compute the output. This means
- # that each policy might have it's own properties that it knows how
- # to interpret and utilize. There are several projection policies
- # available natively: simple, MPCDI and EasyBlend:
- #
- # * Simple - This one is the native projection policy that can be fully
- # configured from the config file. All you need is to specify
- # a projection screen. Those who has been used the nDisplay
- # before are familiar with this policy already.
- #
- # * MPCDI - This policy allows to use an industry standard for multi-
- # projector setups. It requires a special .mpcdi file that
- # contains all the data required for computations.
- #
- # * EasyBlend - This policy is an implementation of the EasyBLend SDK
- # provided by Scalable Display Technologies. It requires
- # a bunch of special files that describe a multi-projector
- # system.
- #
- # Properties:
- # id - Unique projection policy name
- # type - Projection policy type (custom types can be used)
- #********************************************************************
- # Here is an example of simple projection policy. It requires to
- # specify projection screens only. Refer to specific demo configs
- # or documentation page to get more info about other projection policies. aggiungi proj
- [projection] id="proj1" type="mesh"
- [projection] id="proj2" type="mesh"
- [projection] id="proj3" type="mesh"
- [projection] id="proj4" type="mesh"
- #####################################################################
- # Projection screens
- #********************************************************************
- # Projection screen is a rectangle which determines the camera frustum.
- # Usually the projection screen has the same dimensions as an output
- # display but in some cases it may differ. Used by simple projection
- # policy.
- #
- # Properties:
- # id - unique projection screen name
- # loc - relative location to the parent component. Location is relative
- # to the VR root if no parent specified. The pivot is a screen's
- # center and the values are in meters.
- # rot - relative rotation to the parent component. Rotation is relative
- # to the VR root if no parent specified. The pivot is a screen's
- # center and the values are in degrees.
- # size - width (X) and height (Y) of the screen. Values are in meters.
- #
- # Optional properties:
- # parent - ID of parent component in VR hierarchy; default is VR root.
- # tracker_id - ID of tracking device; no tracking by default.
- # tracker_ch - ID of tracking device's channel; no tracking by default.
- #####################################################################
- # Cameras
- #********************************************************************
- # Camera is a predefined point frome where the stereoscopic view built.
- # It's possible to define multiple cameras and swith the active one
- # during runtime. You're free to attach any camera to a tracking device
- # for head tracking. Consider a camera as a viewer's head.
- #
- # Properties:
- # id - unique camera name
- # loc - relative location to the parent component. Location is relative
- # to the VR root if no parent specified.
- # rot - relative rotation to the parent component. Rotation is relative
- # to the VR root if no parent specified.
- #
- # Optional properties:
- # parent - ID of parent component in VR hierarchy; default is VR root.
- # tracker_id - ID of tracking device; no tracking by default.
- # tracker_ch - ID of tracking device's channel; no tracking by default.
- # eye_swap - Swap eyes for this camera in stereo mode; default is 'false'
- # eye_dist - interoccular distance in meters for stereo/force_offset modes.
- # Default is 0.064.
- # force_offset - Force monoscopic camera to behave like a left/right eye
- # of a stereoscopic camera. Eye_offset is applicable in this case.
- #********************************************************************
- #####################################################################
- # Scene nodes (hierarchy transforms)
- #********************************************************************
- # Scene node is an actor component which is basically a transformation
- # matrix. Scene nodes can be helpful to build a component hierarchy, to
- # define some special places (like a socket) within VR space.
- #
- # It might be difficult to understand what VR space origin is. Consider
- # it as a point in space where VR space starts. Any componenent listed
- # in this config file is relative to its parent or this origin.
- #
- # Properties:
- # id - unique scene node name
- # loc - relative location to the parent component. Location is relative
- # to the VR root if no parent specified.
- # rot - relative rotation to the parent component. Rotation is relative
- # to the VR root if no parent specified.
- #
- # Optional properties:
- # parent - ID of parent component in VR hierarchy; default is VR root.
- # tracker_id - ID of tracking device; no tracking by default.
- # tracker_ch - ID of tracking device's channel; no tracking by default.
- #********************************************************************
- #####################################################################
- # Input devices
- #********************************************************************
- # Input devices are VRPN devices. The nDisplay supports the following
- # types: analog, button and tracker. Many of physical input devices
- # can be connected via VRPN.
- #
- # Properties:
- # id - nique device name
- # type - VRPN type (analog, button or tracker).
- # addr - address of a VRPN server which handles this particular device.
- # The value must match the following format: DEVICENAME@SERVER_ADDRESS
- # where DEVICENAME is a VRPN name of this device and SERVER_ADDRESS
- # is IPv4 address of VRPN server.
- # loc - relative location to the parent component. Location is relative
- # to the VR root if no parent specified.
- # rot - relative rotation to the parent component. Rotation is relative
- # to the VR root if no parent specified.
- #
- # front (tracker only) - mapping of a tracking system axis to X axis of VR origin
- # right (tracker only) - mapping of a tracking system axis to Y axis of VR origin
- # up (tracker only) - mapping of a tracking system axis to Z axis of VR origin
- # * The following values are allowed for axes mapping: X, -X, Y, -Y, Z, -Z
- #
- # Optional properties:
- # remap - VRPN device channel remapping. Value format is: "from0:to0,from1:to1,...,fromN:toN".
- # For example: remap="0:3,1:4,5:2"
- #********************************************************************
- #####################################################################
- # Input setup
- #********************************************************************
- # The nDisplay supports provides an extended control over input subsystem.
- # The input_setup records allow to set up different bindings of data streams.
- #
- # Properties:
- # id - name of VRPN device (see [input])
- # ch - channel of VRPN device to map
- # bind - target name to bind
- #
- # Optional properties:
- # key - for keyboard devices only - replace ch (channel or scancode) with
- # readable key name (i.e. "W", "F11", "Left Alt", "Num 5", ...)
- #********************************************************************
- # Bind mouse axis channel 0 (usually X-axis) to the "nDisplay Analog 0" value
- #[input_setup] id="TestAxes" ch="0" bind="nDisplay Analog 0"
- # Bind mouse axis channel 0 (usually X-axis) to the native "Gamepad Left Thumbstick X-Axis" axis
- #[input_setup] id="TestAxes" ch="0" bind="Gamepad Left Thumbstick X-Axis"
- # Bind mouse button channel 0 (usually left button) to the native "nDisplay Button 0" button
- #[input_setup] id="TestBtn1" ch="0" bind="nDisplay Button 0"
- # Bind mouse button channel 0 (usually left button) to the native "Gamepad Face Button Bottom" button
- #[input_setup] id="TestBtn1" ch="0" bind="Gamepad Face Button Top"
- # Bind keyboard channel 2 (digit 1 on a keyboard) to the "nDisplay Button 1" key event
- #[input_setup] id="TestBtn2" ch="2" bind="nDisplay Button 1"
- # Bind keyboard channel 2 (digit 1 on a keyboard) to the "nDisplay Button 1" key event
- #[input_setup] id="TestBtn2" ch="2" bind="Gamepad Face Button Bottom"
- #----
- # We use full keyboard reflection (see reflect="both) so we don't have to map
- # key names, it will be performed automatically. However, in case you're using
- # other reflection types, you might bind any keys explicitely.
- #[input_setup] id="TestKb1 key="A" bind="nDisplay A"
- #[input_setup] id="TestKb1 key="B" bind="nDisplay B"
- #[input_setup] id="TestKb1 key="C" bind="nDisplay C"
- #----
- # Bind tracker channel 0 to the "Special_1" motion controller
- #[input_setup] id="TestTrack" ch="0" bind="Special_1"
- #####################################################################
- # General settings
- #********************************************************************
- # Properties:
- # swap_sync_policy - swap synchronization policy
- # - 0 - no synchronization
- # - 1 - software swap synchronization
- # - 2 - NV swap lock (Nvidia cards only, OpenGL only)
- [general] swap_sync_policy="1"
- #####################################################################
- # Network settings
- #********************************************************************
- # Optional properties:
- # cln_conn_tries_amount - how many times a client tries to connect to a server; default is 10
- # cln_conn_retry_delay - delay before next client connection try (milliseconds); default is 1000
- # game_start_timeout - timeout before all data is loaded and game started (milliseconds); default is 30000
- # barrier_wait_timeout - barrier timeout for both game and render threads (milliseconds); default is 5000
- [network] cln_conn_tries_amount="10" cln_conn_retry_delay="1000" game_start_timeout="30000" barrier_wait_timeout="5000"
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