add the virtual hand kismet library

This commit is contained in:
Mamadou Babaei
2023-03-10 10:53:30 +01:00
parent 9e288e031b
commit b25c4fec7f
4 changed files with 289 additions and 6 deletions
@@ -36,9 +36,11 @@
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "GameFramework/Actor.h"
#include "Math/Rotator.h"
#include "Math/Transform.h"
#include "ReferenceSkeleton.h"
#include "Templates/UniquePtr.h"
#include "UObject/NameTypes.h"
@@ -76,22 +78,22 @@ private:
FImplDeleter PimplDeleter;
private:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USceneComponent* SceneRoot;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USkeletalMeshComponent* Mesh;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
UClass* AnimInstanceClass;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bRight : 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bHiddenInGameIfNoGloveDetected : 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="SenseGlove", meta=(AllowPrivateAccess="true"))
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
uint8 bAnimateInEditor : 1;
private:
@@ -0,0 +1,150 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* 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 "SGKismet/SGVirtualHandKismetLibrary.h"
#include "SenseGlove/GameFramework/SGVirtualHand.h"
#include "SGCore/SGHandPose.h"
#include "SGUtils/SGArrayUtils.h"
TArray<FSGNameArray> UVirtualHandKismetLibrary::GetLeftHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(ASGVirtualHand::GetLeftHandFingerBoneNames());
}
TArray<FSGNameArray> UVirtualHandKismetLibrary::GetRightHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(ASGVirtualHand::GetRightHandFingerBoneNames());
}
const FName& UVirtualHandKismetLibrary::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return ASGVirtualHand::GetLeftHandFingerBoneName(Finger, Joint);
}
const FName& UVirtualHandKismetLibrary::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return ASGVirtualHand::GetRightHandFingerBoneName(Finger, Joint);
}
USkeletalMeshComponent* UVirtualHandKismetLibrary::GetMesh(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->GetMesh();
}
bool UVirtualHandKismetLibrary::IsLeft(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsLeft();
}
bool UVirtualHandKismetLibrary::IsRight(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsRight();
}
void UVirtualHandKismetLibrary::SetRight(ASGVirtualHand* VirtualHand, const bool bInRight)
{
VirtualHand->SetRight(bInRight);
}
bool UVirtualHandKismetLibrary::IsHiddenInGameIfNoGloveDetected(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsHiddenInGameIfNoGloveDetected();
}
void UVirtualHandKismetLibrary::SetHiddenIfNoGloveDetected(ASGVirtualHand* VirtualHand,
const bool bInHiddenIfNoGloveDetected)
{
VirtualHand->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
}
bool UVirtualHandKismetLibrary::IsAnimateInEditor(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsAnimateInEditor();
}
void UVirtualHandKismetLibrary::SetAnimateInEditor(ASGVirtualHand* VirtualHand, const bool bInAnimateInEditor)
{
VirtualHand->SetAnimateInEditor(bInAnimateInEditor);
}
USkeletalMesh* UVirtualHandKismetLibrary::GetHandMesh(const ASGVirtualHand* VirtualHand) const
{
return VirtualHand->GetHandMesh();
}
void UVirtualHandKismetLibrary::SetHandMesh(UPARAM(ref) ASGVirtualHand* VirtualHand,
USkeletalMesh* VirtualHandMesh, const bool bReinitPos) const
{
VirtualHand->SetHandMesh(VirtualHandMesh, bReinitPos);
}
USkeleton* UVirtualHandKismetLibrary::GetHandSkeleton(const ASGVirtualHand* VirtualHand) const
{
return VirtualHand->GetHandSkeleton();
}
bool UVirtualHandKismetLibrary::IsGloveConnected(const ASGVirtualHand* VirtualHand) const
{
return VirtualHand->IsGloveConnected();
}
USGHandPose* UVirtualHandKismetLibrary::GetHandPose(ASGVirtualHand* VirtualHand)
{
return VirtualHand->GetHandPose();
}
const FName& UVirtualHandKismetLibrary::GetFingerBoneName(const ASGVirtualHand* VirtualHand,
const int32 Finger, const int32 Joint) const
{
return VirtualHand->GetFingerBoneName(Finger, Joint);
}
const FTransform& UVirtualHandKismetLibrary::GetFingerBoneRefTransform(const ASGVirtualHand* VirtualHand,
const int32 Finger, const int32 Joint) const
{
return VirtualHand->GetFingerBoneRefTransform(Finger, Joint);
}
FRotator UVirtualHandKismetLibrary::GetFingerBoneRefRotation(const ASGVirtualHand* VirtualHand,
const int32 Finger, const int32 Joint) const
{
return VirtualHand->GetFingerBoneRefRotation(Finger, Joint);
}
TMap<FName, FRotator> UVirtualHandKismetLibrary::GetFingersBonesRotations(ASGVirtualHand* VirtualHand)
{
return VirtualHand->GetFingersBonesRotations();
}
@@ -0,0 +1,129 @@
/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* 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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "GameFramework/Actor.h"
#include "Math/Rotator.h"
#include "Math/Transform.h"
#include "UObject/NameTypes.h"
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTypes/SGNameArray.h"
#include "SGVirtualHandKismetLibrary.generated.h"
class USkeletalMeshComponent;
class ASGVirtualHand;
class USGHandPose;
/**
* Represents data of a user's hand required for forward kinematics.
*/
UCLASS(meta=(ScriptName = "SesneGloveVirtualHandKismetLibrary"))
class SENSEGLOVEKISMET_API UVirtualHandKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
static TArray<FSGNameArray> GetLeftHandFingerBoneNames();
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
static TArray<FSGNameArray> GetRightHandFingerBoneNames();
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
static const FName& GetLeftHandFingerBoneName(int32 Finger, int32 Joint);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
static const FName& GetRightHandFingerBoneName(int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static USkeletalMeshComponent* GetMesh(const ASGVirtualHand* VirtualHand);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static bool IsLeft(const ASGVirtualHand* VirtualHand);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static bool IsRight(const ASGVirtualHand* VirtualHand);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
static void SetRight(UPARAM(ref) ASGVirtualHand* VirtualHand, bool bInRight);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static bool IsHiddenInGameIfNoGloveDetected(const ASGVirtualHand* VirtualHand);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
static void SetHiddenIfNoGloveDetected(UPARAM(ref) ASGVirtualHand* VirtualHand, bool bInHiddenIfNoGloveDetected);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
static bool IsAnimateInEditor(const ASGVirtualHand* VirtualHand);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
static void SetAnimateInEditor(UPARAM(ref) ASGVirtualHand* VirtualHand, bool bInAnimateInEditor);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
USkeletalMesh* GetHandMesh(const ASGVirtualHand* VirtualHand) const;
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
void SetHandMesh(UPARAM(ref) ASGVirtualHand* VirtualHand,
USkeletalMesh* VirtualHandMesh, bool bReinitPos) const;
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
USkeleton* GetHandSkeleton(const ASGVirtualHand* VirtualHand) const;
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
bool IsGloveConnected(const ASGVirtualHand* VirtualHand) const;
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
USGHandPose* GetHandPose(UPARAM(ref) ASGVirtualHand* VirtualHand);
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
const FName& GetFingerBoneName(const ASGVirtualHand* VirtualHand, int32 Finger, int32 Joint) const;
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
const FTransform& GetFingerBoneRefTransform(const ASGVirtualHand* VirtualHand, int32 Finger, int32 Joint) const;
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
FRotator GetFingerBoneRefRotation(const ASGVirtualHand* VirtualHand, int32 Finger, int32 Joint) const;
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) ASGVirtualHand* VirtualHand);
};
@@ -55,8 +55,10 @@ public class SenseGloveKismet : ModuleRules
"CoreUObject",
"Engine",
"SenseGlove",
"SenseGloveCore",
"SenseGloveLog",
"SenseGloveTypes",
"SenseGloveUtils",
}
);
}