add the virtual hand kismet library
This commit is contained in:
@@ -36,9 +36,11 @@
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/Map.h"
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#include "GameFramework/Actor.h"
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#include "Math/Rotator.h"
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#include "Math/Transform.h"
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#include "ReferenceSkeleton.h"
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#include "Templates/UniquePtr.h"
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#include "UObject/NameTypes.h"
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@@ -76,22 +78,22 @@ private:
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FImplDeleter PimplDeleter;
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private:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
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UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
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USceneComponent* SceneRoot;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
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UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
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USkeletalMeshComponent* Mesh;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
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UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
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UClass* AnimInstanceClass;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
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UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
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uint8 bRight : 1;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
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UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
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uint8 bHiddenInGameIfNoGloveDetected : 1;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
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UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
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uint8 bAnimateInEditor : 1;
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private:
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@@ -0,0 +1,150 @@
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/**
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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 "SGKismet/SGVirtualHandKismetLibrary.h"
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#include "SenseGlove/GameFramework/SGVirtualHand.h"
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#include "SGCore/SGHandPose.h"
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#include "SGUtils/SGArrayUtils.h"
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TArray<FSGNameArray> UVirtualHandKismetLibrary::GetLeftHandFingerBoneNames()
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{
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return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(ASGVirtualHand::GetLeftHandFingerBoneNames());
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}
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TArray<FSGNameArray> UVirtualHandKismetLibrary::GetRightHandFingerBoneNames()
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{
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return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(ASGVirtualHand::GetRightHandFingerBoneNames());
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}
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const FName& UVirtualHandKismetLibrary::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
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{
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return ASGVirtualHand::GetLeftHandFingerBoneName(Finger, Joint);
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}
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const FName& UVirtualHandKismetLibrary::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
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{
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return ASGVirtualHand::GetRightHandFingerBoneName(Finger, Joint);
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}
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USkeletalMeshComponent* UVirtualHandKismetLibrary::GetMesh(const ASGVirtualHand* VirtualHand)
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{
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return VirtualHand->GetMesh();
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}
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bool UVirtualHandKismetLibrary::IsLeft(const ASGVirtualHand* VirtualHand)
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{
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return VirtualHand->IsLeft();
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}
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bool UVirtualHandKismetLibrary::IsRight(const ASGVirtualHand* VirtualHand)
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{
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return VirtualHand->IsRight();
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}
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void UVirtualHandKismetLibrary::SetRight(ASGVirtualHand* VirtualHand, const bool bInRight)
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{
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VirtualHand->SetRight(bInRight);
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}
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bool UVirtualHandKismetLibrary::IsHiddenInGameIfNoGloveDetected(const ASGVirtualHand* VirtualHand)
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{
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return VirtualHand->IsHiddenInGameIfNoGloveDetected();
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}
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void UVirtualHandKismetLibrary::SetHiddenIfNoGloveDetected(ASGVirtualHand* VirtualHand,
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const bool bInHiddenIfNoGloveDetected)
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{
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VirtualHand->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
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}
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bool UVirtualHandKismetLibrary::IsAnimateInEditor(const ASGVirtualHand* VirtualHand)
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{
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return VirtualHand->IsAnimateInEditor();
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}
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void UVirtualHandKismetLibrary::SetAnimateInEditor(ASGVirtualHand* VirtualHand, const bool bInAnimateInEditor)
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{
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VirtualHand->SetAnimateInEditor(bInAnimateInEditor);
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}
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USkeletalMesh* UVirtualHandKismetLibrary::GetHandMesh(const ASGVirtualHand* VirtualHand) const
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{
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return VirtualHand->GetHandMesh();
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}
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void UVirtualHandKismetLibrary::SetHandMesh(UPARAM(ref) ASGVirtualHand* VirtualHand,
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USkeletalMesh* VirtualHandMesh, const bool bReinitPos) const
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{
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VirtualHand->SetHandMesh(VirtualHandMesh, bReinitPos);
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}
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USkeleton* UVirtualHandKismetLibrary::GetHandSkeleton(const ASGVirtualHand* VirtualHand) const
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{
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return VirtualHand->GetHandSkeleton();
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}
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bool UVirtualHandKismetLibrary::IsGloveConnected(const ASGVirtualHand* VirtualHand) const
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{
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return VirtualHand->IsGloveConnected();
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}
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USGHandPose* UVirtualHandKismetLibrary::GetHandPose(ASGVirtualHand* VirtualHand)
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{
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return VirtualHand->GetHandPose();
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}
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const FName& UVirtualHandKismetLibrary::GetFingerBoneName(const ASGVirtualHand* VirtualHand,
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const int32 Finger, const int32 Joint) const
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{
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return VirtualHand->GetFingerBoneName(Finger, Joint);
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}
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const FTransform& UVirtualHandKismetLibrary::GetFingerBoneRefTransform(const ASGVirtualHand* VirtualHand,
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const int32 Finger, const int32 Joint) const
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{
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return VirtualHand->GetFingerBoneRefTransform(Finger, Joint);
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}
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FRotator UVirtualHandKismetLibrary::GetFingerBoneRefRotation(const ASGVirtualHand* VirtualHand,
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const int32 Finger, const int32 Joint) const
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{
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return VirtualHand->GetFingerBoneRefRotation(Finger, Joint);
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}
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TMap<FName, FRotator> UVirtualHandKismetLibrary::GetFingersBonesRotations(ASGVirtualHand* VirtualHand)
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{
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return VirtualHand->GetFingersBonesRotations();
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}
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@@ -0,0 +1,129 @@
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/**
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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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* A data class containing the minimum required data for a hand's forward
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* kinematics.
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* Used in both kinematics and calibration.
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*/
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/Map.h"
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#include "GameFramework/Actor.h"
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#include "Math/Rotator.h"
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#include "Math/Transform.h"
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#include "UObject/NameTypes.h"
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#include "SGKismet/SGBlueprintFunctionLibrary.h"
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#include "SGTypes/SGNameArray.h"
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#include "SGVirtualHandKismetLibrary.generated.h"
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class USkeletalMeshComponent;
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class ASGVirtualHand;
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class USGHandPose;
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/**
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* Represents data of a user's hand required for forward kinematics.
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*/
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UCLASS(meta=(ScriptName = "SesneGloveVirtualHandKismetLibrary"))
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class SENSEGLOVEKISMET_API UVirtualHandKismetLibrary final : public USGBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static TArray<FSGNameArray> GetLeftHandFingerBoneNames();
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static TArray<FSGNameArray> GetRightHandFingerBoneNames();
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static const FName& GetLeftHandFingerBoneName(int32 Finger, int32 Joint);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static const FName& GetRightHandFingerBoneName(int32 Finger, int32 Joint);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USkeletalMeshComponent* GetMesh(const ASGVirtualHand* VirtualHand);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static bool IsLeft(const ASGVirtualHand* VirtualHand);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static bool IsRight(const ASGVirtualHand* VirtualHand);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static void SetRight(UPARAM(ref) ASGVirtualHand* VirtualHand, bool bInRight);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static bool IsHiddenInGameIfNoGloveDetected(const ASGVirtualHand* VirtualHand);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static void SetHiddenIfNoGloveDetected(UPARAM(ref) ASGVirtualHand* VirtualHand, bool bInHiddenIfNoGloveDetected);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static bool IsAnimateInEditor(const ASGVirtualHand* VirtualHand);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static void SetAnimateInEditor(UPARAM(ref) ASGVirtualHand* VirtualHand, bool bInAnimateInEditor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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USkeletalMesh* GetHandMesh(const ASGVirtualHand* VirtualHand) const;
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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void SetHandMesh(UPARAM(ref) ASGVirtualHand* VirtualHand,
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USkeletalMesh* VirtualHandMesh, bool bReinitPos) const;
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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USkeleton* GetHandSkeleton(const ASGVirtualHand* VirtualHand) const;
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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bool IsGloveConnected(const ASGVirtualHand* VirtualHand) const;
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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USGHandPose* GetHandPose(UPARAM(ref) ASGVirtualHand* VirtualHand);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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const FName& GetFingerBoneName(const ASGVirtualHand* VirtualHand, int32 Finger, int32 Joint) const;
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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const FTransform& GetFingerBoneRefTransform(const ASGVirtualHand* VirtualHand, int32 Finger, int32 Joint) const;
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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FRotator GetFingerBoneRefRotation(const ASGVirtualHand* VirtualHand, int32 Finger, int32 Joint) const;
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) ASGVirtualHand* VirtualHand);
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};
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@@ -55,8 +55,10 @@ public class SenseGloveKismet : ModuleRules
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"CoreUObject",
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"Engine",
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"SenseGlove",
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"SenseGloveCore",
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"SenseGloveLog",
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"SenseGloveTypes",
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"SenseGloveUtils",
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}
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);
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}
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