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Plugin/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGSenseGloveImpl.cpp
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
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* Copyright (c) 2020 - 2024 SenseGlove
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*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#include "SGCoreImpl/SGSenseGloveImpl.h"
#include <memory>
#include <vector>
#include "Containers/StringConv.h"
#include "Misc/AssertionMacros.h"
#include "Runtime/Launch/Resources/Version.h"
#include "SGBuildHacks/SGInclude_Core_BasicHandModel.h"
#include "SGBuildHacks/SGInclude_Core_HandInterpolator.h"
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#include "SGBuildHacks/SGInclude_Core_HandPose.h"
#include "SGBuildHacks/SGInclude_Core_HapticGlove.h"
#include "SGBuildHacks/SGInclude_Core_Quat.h"
#include "SGBuildHacks/SGInclude_Core_SenseGlove.h"
#include "SGBuildHacks/SGInclude_Core_SenseGloveInfo.h"
#include "SGBuildHacks/SGInclude_Core_SenseGlovePose.h"
#include "SGBuildHacks/SGInclude_Core_SenseGloveSensorData.h"
#include "SGBuildHacks/SGInclude_Core_SenseGloveSensorNormalizer.h"
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#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
#include "SGCoreImpl/SGBasicHandModelImpl.h"
#include "SGCoreImpl/SGCoreEnumCast.h"
#include "SGCoreImpl/SGHandInterpolatorImpl.h"
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#include "SGCoreImpl/SGHandPoseImpl.h"
#include "SGCoreImpl/SGQuatImpl.h"
#include "SGCoreImpl/SGSenseGloveInfoImpl.h"
#include "SGCoreImpl/SGSenseGlovePoseImpl.h"
#include "SGCoreImpl/SGSenseGloveSensorDataImpl.h"
#include "SGCoreImpl/SGSenseGloveSensorNormalizerImpl.h"
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#include "SGCoreImpl/SGVect3DImpl.h"
#include "SGUtils/SGArrayUtils.h"
struct FSGSenseGloveImpl::FImpl
{
/************************
* Owner object
************************/
FSGSenseGloveImpl* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(FSGSenseGloveImpl* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
};
TSharedRef<FSGDeviceImpl> FSGSenseGloveImpl::Parse(const FString& ConstantsString)
{
std::string ConstantsStdString{TCHAR_TO_UTF8(*ConstantsString)};
FSGDevicePtrType SGDevicePtr{FSenseGloveType::Parse(MoveTemp(ConstantsStdString))};
ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!"));
TSharedRef<FSGSenseGloveImpl> SenseGloveImpl{MakeShared<FSGSenseGloveImpl>(
std::dynamic_pointer_cast<FSenseGloveType>(MoveTemp(SGDevicePtr)))};
return MoveTemp(SenseGloveImpl);
}
TArray<FSGSenseGloveImpl> FSGSenseGloveImpl::GetSenseGloves()
{
FSenseGloveVectorType Vector{FSenseGloveType::GetSenseGloves()};
TArray<FSGSenseGloveImpl> Array{
FSGArrayUtils::FromStdVector<FSenseGloveType, FSGSenseGloveImpl>(MoveTemp(Vector))
};
return MoveTemp(Array);
}
bool FSGSenseGloveImpl::GetSenseGlove(FSGSenseGloveImpl& OutGlove)
{
FSenseGloveType Glove;
const bool bResult = FSenseGloveType::GetSenseGlove(Glove);
OutGlove = FSGSenseGloveImpl{MoveTemp(Glove)};
return bResult;
}
bool FSGSenseGloveImpl::GetSenseGlove(const bool bRightHanded, FSGSenseGloveImpl& OutGlove)
{
FSenseGloveType Glove;
const bool bResult = FSenseGloveType::GetSenseGlove(bRightHanded, Glove);
OutGlove = FSGSenseGloveImpl{MoveTemp(Glove)};
return bResult;
}
void FSGSenseGloveImpl::CalculateGloveLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
const bool bRightHanded, const ESGFinger MountedOn,
FVector& OutGlovePosition, FQuat& OutGloveRotation)
{
FSGVect3DImpl::FVect3DType GlovePosition;
FSGQuatImpl::FQuatType GloveRotation;
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FSenseGloveType::CalculateGloveLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl{ReferenceRotation}.ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
bRightHanded, FSGCoreEnumCast::ToEFinger(MountedOn),
GlovePosition, GloveRotation);
OutGlovePosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(GlovePosition));;
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OutGloveRotation = FSGQuatImpl{MoveTemp(GloveRotation)}.ToFQuat();
}
void FSGSenseGloveImpl::CalculateWristLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
const bool bRightHanded, const ESGFinger MountedOn,
const FVector& GloveWristPositionOffset,
const FQuat& GloveWristRotationOffset,
FVector& OutWristPosition, FQuat& OutWristRotation)
{
FSGVect3DImpl::FVect3DType WristPosition;
FSGQuatImpl::FQuatType WristRotation;
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FSenseGloveType::CalculateWristLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl{ReferenceRotation}.ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
bRightHanded, FSGCoreEnumCast::ToEFinger(MountedOn),
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(GloveWristPositionOffset),
FSGQuatImpl(GloveWristRotationOffset).ToQuat(),
WristPosition, WristRotation);
OutWristPosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(WristPosition));
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OutWristRotation = FSGQuatImpl{MoveTemp(WristRotation)}.ToFQuat();
}
ANSICHAR FSGSenseGloveImpl::GetHapticsByte()
{
static const ANSICHAR Byte = FSenseGloveType::GetHapticsByte();
return Byte;
}
ANSICHAR FSGSenseGloveImpl::GetThumperByte()
{
static const ANSICHAR Byte = FSenseGloveType::GetThumperByte();
return Byte;
}
const FVector& FSGSenseGloveImpl::GetDefaultThimbleOffset()
{
static const FVector Offset{FSGVect3DImpl{FSenseGloveType::GetDefaultThimbleOffset()}.ToFVector()};
return Offset;
}
FSGSenseGlovePoseImpl FSGSenseGloveImpl::CalculateGlovePose(const FSGSenseGloveSensorDataImpl& SensorData,
const FSGSenseGloveInfoImpl& GloveModel)
{
FSGSenseGlovePoseImpl Pose{
FSenseGloveType::CalculateGlovePose(SensorData.ToSenseGloveSensorData(), GloveModel.ToSenseGloveInfo())
};
return MoveTemp(Pose);
}
FSGSenseGlovePoseImpl FSGSenseGloveImpl::CalculateGlovePose(const TArray<TArray<FVector>>& GloveAngles,
const FSGSenseGloveInfoImpl& GloveModel)
{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> GloveAnglesVector{
FSGArrayUtils::ToSenseGloveAngles<FSGVect3DImpl::FVect3DType>(GloveAngles)
};
FSGSenseGlovePoseImpl Pose{
FSenseGloveType::CalculateGlovePose(MoveTemp(GloveAnglesVector), GloveModel.ToSenseGloveInfo())
};
return MoveTemp(Pose);
}
void FSGSenseGloveImpl::NormalizeValues(
const TArray<FVector>& SumAngles, const FSGSenseGloveSensorNormalizerImpl& Normalizer,
TArray<float>& OutFlexions, TArray<float>& OutAbductions)
{
std::vector<FSGVect3DImpl::FVect3DType> SumAnglesVector{
FSGArrayUtils::ToSenseGloveAngles<FSGVect3DImpl::FVect3DType>(SumAngles)
};
std::vector<float> Flexions;
std::vector<float> Abductions;
FSenseGloveType::NormalizeValues(MoveTemp(SumAnglesVector), Normalizer.ToSenseGloveSensorNormalizer(),
Flexions, Abductions);
OutFlexions = FSGArrayUtils::FromStdVector(MoveTemp(Flexions));
OutAbductions = FSGArrayUtils::FromStdVector(MoveTemp(Abductions));
}
void FSGSenseGloveImpl::CalculateHandAngles(
const FSGSenseGlovePoseImpl& GlovePose,
const FSGSenseGloveSensorNormalizerImpl& Normalizer, const FSGHandInterpolatorImpl& NormalizedToAngles,
TArray<TArray<FVector>>& OutHandAngles)
{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
FSenseGloveType::CalculateHandAngles(
GlovePose.ToSenseGlovePose(),
Normalizer.ToSenseGloveSensorNormalizer(), NormalizedToAngles.ToHandInterpolator(),
HandAngles);
OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(MoveTemp(HandAngles));
}
void FSGSenseGloveImpl::CalculateHandPose(
const FSGSenseGlovePoseImpl& GlovePose, const FSGBasicHandModelImpl& HandModel,
const FSGSenseGloveSensorNormalizerImpl& Normalizer, const FSGHandInterpolatorImpl& NormalizedToAngles,
FSGHandPoseImpl& OutHandPose)
{
FSGHandPoseImpl::FHandPoseType HandPose;
FSenseGloveType::CalculateHandPose(
GlovePose.ToSenseGlovePose(), HandModel.ToBasicHandModel(),
Normalizer.ToSenseGloveSensorNormalizer(), NormalizedToAngles.ToHandInterpolator(),
HandPose);
OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
}
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FSGSenseGloveImpl::FSGSenseGloveImpl()
: FSGHapticGloveImpl(),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGSenseGloveImpl::FSGSenseGloveImpl(const FSGSenseGloveInfoImpl& Model)
: FSGHapticGloveImpl(std::make_shared<FSenseGloveType>(Model.ToSenseGloveInfo())),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGSenseGloveImpl::FSGSenseGloveImpl(const FSenseGloveType SenseGlove)
: FSGHapticGloveImpl(std::make_shared<FSenseGloveType>(SenseGlove)),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGSenseGloveImpl::FSGSenseGloveImpl(const FSenseGlovePtrType SenseGlove)
: FSGHapticGloveImpl(std::dynamic_pointer_cast<FHapticGloveType>(SenseGlove)),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGSenseGloveImpl::FSGSenseGloveImpl(const FSGSenseGloveImpl& Rhs)
: FSGHapticGloveImpl(Rhs),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{*Rhs.Pimpl}, PimplDeleter))
{
Pimpl->Owner = this;
}
FSGSenseGloveImpl::FSGSenseGloveImpl(FSGSenseGloveImpl&& Rhs) SG_NOEXCEPT = default;
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FSGSenseGloveImpl::~FSGSenseGloveImpl() = default;
FSGSenseGloveImpl& FSGSenseGloveImpl::operator=(const FSGSenseGloveImpl& Rhs)
{
FSGHapticGloveImpl::operator=(Rhs);
*Pimpl = *Rhs.Pimpl;
Pimpl->Owner = this;
return *this;
}
FSGSenseGloveImpl& FSGSenseGloveImpl::operator=(FSGSenseGloveImpl&& Rhs) SG_NOEXCEPT = default;
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const FSGSenseGloveImpl::FSenseGloveType& FSGSenseGloveImpl::ToSenseGlove() const
{
return *ToSenseGlovePtrChecked();
}
FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtr() const
{
return std::dynamic_pointer_cast<FSenseGloveType>(ToSGDevicePtr());
}
FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtrChecked() const
{
FSenseGlovePtrType SenseGlove = std::dynamic_pointer_cast<FSenseGloveType>(ToSGDevicePtr());
ensureAlwaysMsgf(SenseGlove.get(), TEXT("Invalid SenseGlove"));
return SenseGlove;
}
ESGDeviceType FSGSenseGloveImpl::GetDeviceType() const
{
return FSGCoreEnumCast::ToESGDeviceType(ToSenseGlovePtrChecked()->GetDeviceType());
}
FString FSGSenseGloveImpl::GetDeviceId() const
{
FString Id{UTF8_TO_TCHAR(ToSenseGlovePtrChecked()->GetDeviceId().c_str())};
return MoveTemp(Id);
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}
FString FSGSenseGloveImpl::GetHardwareVersion() const
{
FString Version{UTF8_TO_TCHAR(ToSenseGlovePtrChecked()->GetHardwareVersion().c_str())};
return MoveTemp(Version);
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}
int32 FSGSenseGloveImpl::GetFirmwareVersion() const
{
return ToSenseGlovePtrChecked()->GetFirmwareVersion();
}
int32 FSGSenseGloveImpl::GetSubFirmwareVersion() const
{
return ToSenseGlovePtrChecked()->GetSubFirmwareVersion();
}
bool FSGSenseGloveImpl::IsRight() const
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{
return ToSenseGlovePtr()->IsRight();
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}
bool FSGSenseGloveImpl::GetImuRotation(FQuat& OutImu)
{
FSGQuatImpl::FQuatType Imu;
const bool bResult = ToSenseGlovePtrChecked()->GetImuRotation(Imu);
OutImu = FSGQuatImpl{MoveTemp(Imu)}.ToFQuat();
return bResult;
}
bool FSGSenseGloveImpl::GetHandPose(const FSGBasicHandModelImpl& HandGeometry, FSGHandPoseImpl& OutHandPose) const
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{
FSGHandPoseImpl::FHandPoseType HandPose;
const bool bResult = ToSenseGlovePtrChecked()->GetHandPose(HandGeometry.ToBasicHandModel(), HandPose);
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
return bResult;
}
bool FSGSenseGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) const
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{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
const bool bResult = ToSenseGlovePtrChecked()->GetHandAngles(HandAngles);
OutHandAngles =
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
MoveTemp(HandAngles));
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return bResult;
}
ESGHapticGloveCalibrationState FSGSenseGloveImpl::GetCalibrationState() const
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{
return FSGCoreEnumCast::ToESGHapticGloveCalibrationState(ToSenseGlovePtrChecked()->GetCalibrationState());
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}
void FSGSenseGloveImpl::EndCalibration()
{
return ToSenseGlovePtrChecked()->EndCalibration();
}
void FSGSenseGloveImpl::ResetCalibration()
{
return ToSenseGlovePtrChecked()->EndCalibration();
}
void FSGSenseGloveImpl::StopHaptics()
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{
ToSenseGlovePtrChecked()->StopHaptics();
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}
void FSGSenseGloveImpl::StopVibrations()
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{
ToSenseGlovePtrChecked()->StopVibrations();
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}
bool FSGSenseGloveImpl::SendHaptics()
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{
return ToSenseGlovePtrChecked()->SendHaptics();
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}
bool FSGSenseGloveImpl::QueueForceFeedbackLevels(const TArray<float>& Levels01)
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{
std::vector<float> Levels01Vector{FSGArrayUtils::ToStdVector(Levels01)};
return ToSenseGlovePtrChecked()->QueueForceFeedbackLevels(MoveTemp(Levels01Vector));
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}
bool FSGSenseGloveImpl::QueueForceFeedbackLevel(const int32 Finger, const float Level01)
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{
return ToSenseGlovePtrChecked()->QueueForceFeedbackLevel(Finger, Level01);
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}
void FSGSenseGloveImpl::GetGloveLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
FVector& OutGlovePosition, FQuat& OutGloveRotation) const
{
FSGVect3DImpl::FVect3DType GlovePosition;
FSGQuatImpl::FQuatType GloveRotation;
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ToSenseGlovePtrChecked()->GetGloveLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl{ReferenceRotation}.ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
GlovePosition, GloveRotation);
OutGlovePosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(GlovePosition));
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OutGloveRotation = FSGQuatImpl{MoveTemp(GloveRotation)}.ToFQuat();
}
void FSGSenseGloveImpl::GetGloveLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
const ESGFinger MountedOn,
FVector& OutGlovePosition, FQuat& OutGloveRotation) const
{
FSGVect3DImpl::FVect3DType GlovePosition;
FSGQuatImpl::FQuatType GloveRotation;
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ToSenseGlovePtrChecked()->GetGloveLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl{ReferenceRotation}.ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
FSGCoreEnumCast::ToEFinger(MountedOn),
GlovePosition, GloveRotation);
OutGlovePosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(GlovePosition));
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OutGloveRotation = FSGQuatImpl{MoveTemp(GloveRotation)}.ToFQuat();
}
void FSGSenseGloveImpl::GetWristLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
FVector& OutWristPosition, FQuat& OutWristRotation) const
{
FSGVect3DImpl::FVect3DType WristPosition;
FSGQuatImpl::FQuatType WristRotation;
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ToSenseGlovePtrChecked()->GetWristLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl{ReferenceRotation}.ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
WristPosition, WristRotation);
OutWristPosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(WristPosition));
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OutWristRotation = FSGQuatImpl{MoveTemp(WristRotation)}.ToFQuat();
}
void FSGSenseGloveImpl::GetWristLocation(
const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
const FVector& GloveWristPositionOffset, const FQuat& GloveWristRotationOffset,
FVector& OutWristPosition, FQuat& OutWristRotation) const
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{
FSGVect3DImpl::FVect3DType WristPosition;
FSGQuatImpl::FQuatType WristRotation;
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ToSenseGlovePtrChecked()->GetWristLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl{ReferenceRotation}.ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(GloveWristPositionOffset),
FSGQuatImpl(GloveWristRotationOffset).ToQuat(),
WristPosition, WristRotation);
OutWristPosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(WristPosition));
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OutWristRotation = FSGQuatImpl{MoveTemp(WristRotation)}.ToFQuat();
}
FSGSenseGloveInfoImpl FSGSenseGloveImpl::GetGloveInfo() const
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{
FSGSenseGloveInfoImpl GloveInfo{ToSenseGlovePtr()->GetGloveInfo()};
return MoveTemp(GloveInfo);
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}
TArray<FVector> FSGSenseGloveImpl::GetFingerThimbleOffsets() const
{
TArray<FVector> Offsets{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
ToSenseGlovePtrChecked()->GetFingerThimbleOffsets())
};
return MoveTemp(Offsets);
}
void FSGSenseGloveImpl::SetFingerThimbleOffset(const int32 Finger, const FVector& Offset)
{
ToSenseGlovePtrChecked()->SetFingerThimbleOffset(Finger, FSGVect3DImpl{Offset}.ToVect3D());
}
bool FSGSenseGloveImpl::SupportsWristActuator() const
{
return ToSenseGlovePtrChecked()->SupportsWristActuator();
}
bool FSGSenseGloveImpl::GetSensorData(FSGSenseGloveSensorDataImpl& OutSensorData) const
{
FSGSenseGloveSensorDataImpl::FSenseGloveSensorDataType SensorData;
const bool bResult = ToSenseGlovePtrChecked()->GetSensorData(SensorData);
OutSensorData = FSGSenseGloveSensorDataImpl{MoveTemp(SensorData)};
return bResult;
}
bool FSGSenseGloveImpl::GetGlovePose(FSGSenseGlovePoseImpl& OutGlovePose) const
{
FSGSenseGlovePoseImpl::FSenseGlovePoseType GlovePose;
const bool bResult = ToSenseGlovePtr()->GetGlovePose(GlovePose);
OutGlovePose = FSGSenseGlovePoseImpl{GlovePose};
return bResult;
}
bool FSGSenseGloveImpl::GetGlovePose(const FSGSenseGloveSensorDataImpl& SensorData,
FSGSenseGlovePoseImpl& OutGlovePose) const
{
FSGSenseGlovePoseImpl::FSenseGlovePoseType GlovePose;
const bool bResult = ToSenseGlovePtr()->GetGlovePose(SensorData.ToSenseGloveSensorData(), GlovePose);
OutGlovePose = FSGSenseGlovePoseImpl{GlovePose};
return bResult;
}
bool FSGSenseGloveImpl::QueueVibroLevels(const TArray<float>& Amplitudes)
{
std::vector<float> AmplitudesVector{FSGArrayUtils::ToStdVector(Amplitudes)};
return ToSenseGlovePtrChecked()->QueueVibroLevels(MoveTemp(AmplitudesVector));
}
bool FSGSenseGloveImpl::QueueVibroLevel(const int32 Finger, const float Amplitude)
{
return ToSenseGlovePtrChecked()->QueueVibroLevel(Finger, Amplitude);
}
bool FSGSenseGloveImpl::QueueThumperCommand(const ESGSenseGloveThumperCommand Command)
{
return ToSenseGlovePtrChecked()->QueueThumperCommand(FSGCoreEnumCast::ToESenseGloveThumperCommand(Command));
}
FString FSGSenseGloveImpl::ToString() const
{
FString String{UTF8_TO_TCHAR(ToSenseGlovePtrChecked()->ToString().c_str())};
return MoveTemp(String);
}
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FSGSenseGloveImpl::FImpl::FImpl(FSGSenseGloveImpl* InOwner)
: Owner(InOwner)
{
}
FSGSenseGloveImpl::FImpl::~FImpl() = default;
void FSGSenseGloveImpl::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}