120 lines
5.1 KiB
C++
120 lines
5.1 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2023 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGDebug/SGDebugVirtualHand.h"
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#include "DrawDebugHelpers.h"
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#include "Kismet/GameplayStatics.h"
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#include "Math/Color.h"
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#include "Math/Rotator.h"
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#include "Math/Vector.h"
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#include "SGDebug/SGDebugGizmo.h"
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void FSGDebugVirtualHand::Draw(const UWorld* World, const FVector& WristLocation, const FRotator& WristRotation,
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const TArray<TArray<FVector>>& JointPositions,
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const TArray<TArray<FRotator>>& JointRotations,
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const FSGDebugVirtualHandSettings& Settings)
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{
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ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
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TEXT("Invalid virtual hand drawing mode!"));
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const float LifeTime = UGameplayStatics::GetWorldDeltaSeconds(World) * Settings.LifeTimeModifier;
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if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints)
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{
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DrawDebugBox(World, WristLocation, Settings.CubeExtent,
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WristRotation.Quaternion(), Settings.CubeColor,
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Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.CubeThickness);
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}
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else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints)
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{
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FSGDebugGizmo::Draw(World,
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WristLocation, WristRotation,
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FSGDebugGizmoSettings{
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Settings.GizmoLength,
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Settings.GizmoThickness,
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Settings.GizmoXAxisColor,
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Settings.GizmoYAxisColor,
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Settings.GizmoZAxisColor,
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!!Settings.bPersistentLines,
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Settings.LifeTimeModifier,
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Settings.DepthPriority
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});
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}
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uint32 JointRotationsIndex = -1;
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for (const TArray<FVector>& FingerJointPositions: JointPositions)
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{
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++JointRotationsIndex;
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uint32 FingerJointRotationsIndex = -1;
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const TArray<FRotator>& FingerJointRotations{JointRotations[JointRotationsIndex]};
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for (const FVector& FingerJointPosition: FingerJointPositions)
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{
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++FingerJointRotationsIndex;
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const FRotator& FingerJointRotation(FingerJointRotations[FingerJointRotationsIndex]);
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const FVector DrawJointLocation(WristRotation.RotateVector(FingerJointPosition) + WristLocation);
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const FQuat JointQuat{FingerJointRotation};
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const FQuat WristQuat{WristRotation};
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const FRotator DrawJointRotation{WristQuat * JointQuat};
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if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints)
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{
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DrawDebugBox(World, DrawJointLocation, Settings.CubeExtent,
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DrawJointRotation.Quaternion(), Settings.CubeColor,
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Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.CubeThickness);
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}
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else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints)
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{
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FSGDebugGizmo::Draw(World,
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DrawJointLocation, DrawJointRotation,
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FSGDebugGizmoSettings{
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Settings.GizmoLength,
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Settings.GizmoThickness,
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Settings.GizmoXAxisColor,
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Settings.GizmoYAxisColor,
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Settings.GizmoZAxisColor,
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!!Settings.bPersistentLines,
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Settings.LifeTimeModifier,
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Settings.DepthPriority
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});
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}
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}
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}
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}
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