add a new component-based class for the virtual hand
This commit is contained in:
@@ -0,0 +1,470 @@
|
||||
/**
|
||||
* @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 "SenseGlove/Components/SGVirtualHandMeshComponent.h"
|
||||
|
||||
#include "Animation/Skeleton.h"
|
||||
#include "Components/SkeletalMeshComponent.h"
|
||||
#include "Engine/SkeletalMesh.h"
|
||||
#include "UObject/ConstructorHelpers.h"
|
||||
|
||||
#include "SenseGlove/Animation/SGVirtualHandAnimInstance.h"
|
||||
#include "SGCore/SGHandPose.h"
|
||||
#include "SGCore/SGHapticGlove.h"
|
||||
#include "SGLog/SGLog.h"
|
||||
|
||||
struct USGVirtualHandMeshComponent::FImpl
|
||||
{
|
||||
/************************
|
||||
* Static methods
|
||||
************************/
|
||||
|
||||
FORCEINLINE static const FString& GetDefaultLeftHandMeshPath()
|
||||
{
|
||||
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
|
||||
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left'")};
|
||||
return Path;
|
||||
}
|
||||
|
||||
FORCEINLINE static const FString& GetDefaultLeftHandMeshPathOnly()
|
||||
{
|
||||
static const FString Path{TEXT("/SenseGlove/Meshes/"
|
||||
"SK_SenseGlove_VirtualHand_Left.SK_SenseGlove_VirtualHand_Left")};
|
||||
return Path;
|
||||
}
|
||||
|
||||
FORCEINLINE static const FString& GetDefaultRightHandMeshPath()
|
||||
{
|
||||
static const FString Path{TEXT("SkeletalMesh'/SenseGlove/Meshes/"
|
||||
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right'")};
|
||||
return Path;
|
||||
}
|
||||
|
||||
FORCEINLINE static const FString& GetDefaultRightHandMeshPathOnly()
|
||||
{
|
||||
static const FString Path{TEXT("/SenseGlove/Meshes/"
|
||||
"SK_SenseGlove_VirtualHand_Right.SK_SenseGlove_VirtualHand_Right")};
|
||||
return Path;
|
||||
}
|
||||
|
||||
/************************
|
||||
* Owner object
|
||||
************************/
|
||||
|
||||
USGVirtualHandMeshComponent* Owner;
|
||||
|
||||
/************************
|
||||
* Constructor / Destructor
|
||||
************************/
|
||||
|
||||
explicit FImpl(USGVirtualHandMeshComponent* InOwner);
|
||||
~FImpl();
|
||||
|
||||
/************************
|
||||
* Default copy constructor & copy assignment operator
|
||||
************************/
|
||||
|
||||
FImpl(const FImpl& Rhs) = default;
|
||||
FImpl& operator=(const FImpl& Rhs) = default;
|
||||
|
||||
/************************
|
||||
* Methods
|
||||
************************/
|
||||
|
||||
bool IsEditor() const;
|
||||
|
||||
FString GetDefaultMeshPath() const;
|
||||
bool IsUsingUserMesh() const;
|
||||
USkeletalMesh* LoadDefaultMesh() const;
|
||||
void SetDefaultMesh() const;
|
||||
|
||||
USkeletalMesh* GetMesh() const;
|
||||
USkeleton* GetSkeleton() const;
|
||||
const FReferenceSkeleton& GetRefSkeleton() const;
|
||||
|
||||
bool CheckGlove() const;
|
||||
};
|
||||
|
||||
const TArray<TArray<FName>>& USGVirtualHandMeshComponent::GetLeftHandFingerBoneNames()
|
||||
{
|
||||
static const TArray<TArray<FName>> BoneNames{
|
||||
{FName(TEXT("thumb_01_l")), FName(TEXT("thumb_02_l")), FName(TEXT("thumb_03_l"))},
|
||||
{FName(TEXT("index_01_l")), FName(TEXT("index_02_l")), FName(TEXT("index_03_l"))},
|
||||
{FName(TEXT("middle_01_l")), FName(TEXT("middle_02_l")), FName(TEXT("middle_03_l"))},
|
||||
{FName(TEXT("ring_01_l")), FName(TEXT("ring_02_l")), FName(TEXT("ring_03_l"))},
|
||||
{FName(TEXT("pinky_01_l")), FName(TEXT("pinky_02_l")), FName(TEXT("pinky_03_l"))},
|
||||
};
|
||||
return BoneNames;
|
||||
}
|
||||
|
||||
const TArray<TArray<FName>>& USGVirtualHandMeshComponent::GetRightHandFingerBoneNames()
|
||||
{
|
||||
static const TArray<TArray<FName>> BoneNames{
|
||||
{FName(TEXT("thumb_01_r")), FName(TEXT("thumb_02_r")), FName(TEXT("thumb_03_r"))},
|
||||
{FName(TEXT("index_01_r")), FName(TEXT("index_02_r")), FName(TEXT("index_03_r"))},
|
||||
{FName(TEXT("middle_01_r")), FName(TEXT("middle_02_r")), FName(TEXT("middle_03_r"))},
|
||||
{FName(TEXT("ring_01_r")), FName(TEXT("ring_02_r")), FName(TEXT("ring_03_r"))},
|
||||
{FName(TEXT("pinky_01_r")), FName(TEXT("pinky_02_r")), FName(TEXT("pinky_03_r"))},
|
||||
};
|
||||
return BoneNames;
|
||||
}
|
||||
|
||||
const FName& USGVirtualHandMeshComponent::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
|
||||
{
|
||||
const TArray<TArray<FName>>& BoneNames{GetLeftHandFingerBoneNames()};
|
||||
|
||||
ensureAlwaysMsgf(Finger < BoneNames.Num(), TEXT("Finger index is out of bound!"));
|
||||
ensureAlwaysMsgf(Joint < BoneNames[Finger].Num(), TEXT("Joint index is out of bound!"));
|
||||
|
||||
const FName& BoneName{BoneNames[Finger][Joint]};
|
||||
return BoneName;
|
||||
}
|
||||
|
||||
const FName& USGVirtualHandMeshComponent::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
|
||||
{
|
||||
const TArray<TArray<FName>>& BoneNames{GetRightHandFingerBoneNames()};
|
||||
|
||||
ensureAlwaysMsgf(Finger < BoneNames.Num(), TEXT("Finger index is out of bound!"));
|
||||
ensureAlwaysMsgf(Joint < BoneNames[Finger].Num(), TEXT("Joint index is out of bound!"));
|
||||
|
||||
const FName& BoneName{BoneNames[Finger][Joint]};
|
||||
return BoneName;
|
||||
}
|
||||
|
||||
USGVirtualHandMeshComponent::USGVirtualHandMeshComponent(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer),
|
||||
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
|
||||
{
|
||||
PrimaryComponentTick.bTickEvenWhenPaused = false;
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.bStartWithTickEnabled = true;
|
||||
bTickInEditor = true;
|
||||
bNeverNeedsRenderUpdate = false;
|
||||
bAllowConcurrentTick = true;
|
||||
|
||||
SetCastShadow(true);
|
||||
SetCastHiddenShadow(false);
|
||||
bCastDynamicShadow = true;
|
||||
SetOnlyOwnerSee(false);
|
||||
SetReceivesDecals(true);
|
||||
SetCanEverAffectNavigation(false);
|
||||
Super::SetCollisionObjectType(ECC_WorldDynamic);
|
||||
Super::SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
|
||||
Super::SetCollisionResponseToAllChannels(ECR_Overlap);
|
||||
Super::SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Block);
|
||||
Super::SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Block);
|
||||
Super::SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
|
||||
Super::SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
|
||||
Super::SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Block);
|
||||
Super::SetCollisionResponseToChannel(ECC_Vehicle, ECR_Block);
|
||||
Super::SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);
|
||||
|
||||
Super::SetAnimClass(USGVirtualHandAnimInstance::StaticClass());
|
||||
|
||||
bRight = true;
|
||||
bHiddenInGameIfNoGloveDetected = true;
|
||||
|
||||
const FString SkeletalMeshPath(Pimpl->GetDefaultMeshPath());
|
||||
const ConstructorHelpers::FObjectFinder<USkeletalMesh> SkeletalMesh(*SkeletalMeshPath);
|
||||
ensureAlwaysMsgf(SkeletalMesh.Succeeded() && SkeletalMesh.Object,
|
||||
TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
|
||||
Super::SetSkeletalMesh(SkeletalMesh.Object, true);
|
||||
|
||||
Glove = nullptr;
|
||||
}
|
||||
|
||||
void USGVirtualHandMeshComponent::SetAnimClass(UClass* NewClass)
|
||||
{
|
||||
ensureAlwaysMsgf(Cast<USGVirtualHandAnimInstance>(NewClass),
|
||||
TEXT("The AnimInstance class must be a subclass of USGVirtualHandAnimInstance!"));
|
||||
|
||||
Super::SetAnimClass(NewClass);
|
||||
}
|
||||
|
||||
void USGVirtualHandMeshComponent::InitializeComponent()
|
||||
{
|
||||
Super::InitializeComponent();
|
||||
|
||||
if (!Pimpl->IsUsingUserMesh())
|
||||
{
|
||||
Pimpl->SetDefaultMesh();
|
||||
}
|
||||
}
|
||||
|
||||
void USGVirtualHandMeshComponent::TickComponent(
|
||||
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
#if WITH_EDITOR
|
||||
if (Pimpl->IsEditor())
|
||||
{
|
||||
EditorTick(DeltaTime, TickType, ThisTickFunction);
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
(void) Pimpl->CheckGlove();
|
||||
}
|
||||
|
||||
void USGVirtualHandMeshComponent::SetSkeletalMesh(USkeletalMesh* NewMesh, const bool bReinitPose)
|
||||
{
|
||||
if (IsValid(NewMesh))
|
||||
{
|
||||
Super::SetSkeletalMesh(NewMesh, bReinitPose);
|
||||
}
|
||||
else
|
||||
{
|
||||
Super::SetSkeletalMesh(Pimpl->LoadDefaultMesh(), bReinitPose);
|
||||
}
|
||||
}
|
||||
|
||||
void USGVirtualHandMeshComponent::EditorTick(
|
||||
const float DeltaTime, const ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
(void) Pimpl->CheckGlove();
|
||||
}
|
||||
|
||||
|
||||
bool USGVirtualHandMeshComponent::IsGloveConnected() const
|
||||
{
|
||||
return Pimpl->CheckGlove();
|
||||
}
|
||||
|
||||
USGHandPose* USGVirtualHandMeshComponent::GetHandPose()
|
||||
{
|
||||
USGHandPose* HandPose = nullptr;
|
||||
|
||||
if (IsValid(Glove))
|
||||
{
|
||||
Glove->GetHandPose(this, HandPose);
|
||||
}
|
||||
|
||||
return HandPose;
|
||||
}
|
||||
|
||||
const FName& USGVirtualHandMeshComponent::GetFingerBoneName(const int32 Finger, const int32 Joint) const
|
||||
{
|
||||
const FName& Name{IsRight()
|
||||
? GetRightHandFingerBoneName(Finger, Joint)
|
||||
: GetLeftHandFingerBoneName(Finger, Joint)};
|
||||
return Name;
|
||||
}
|
||||
|
||||
const FTransform& USGVirtualHandMeshComponent::GetFingerBoneRefTransform(const int32 Finger, const int32 Joint) const
|
||||
{
|
||||
const FName& BoneName{GetFingerBoneName(Finger, Joint)};
|
||||
const FReferenceSkeleton& ReferenceSkeleton{Pimpl->GetRefSkeleton()};
|
||||
const int32 BoneIndex = ReferenceSkeleton.FindBoneIndex(BoneName);
|
||||
|
||||
ensureAlwaysMsgf(BoneIndex != INDEX_NONE, TEXT("Invalid virtual hand bone name '%s' or index!"),
|
||||
*BoneName.ToString());
|
||||
|
||||
const FTransform& BoneTransform{ReferenceSkeleton.GetRefBonePose()[BoneIndex]};
|
||||
return BoneTransform;
|
||||
}
|
||||
|
||||
FRotator USGVirtualHandMeshComponent::GetFingerBoneRefRotation(const int32 Finger, const int32 Joint) const
|
||||
{
|
||||
const FTransform BoneTransform{GetFingerBoneRefTransform(Finger, Joint)};
|
||||
FRotator BoneRotation{BoneTransform.GetRotation().Rotator()};
|
||||
return MoveTemp(BoneRotation);
|
||||
}
|
||||
|
||||
TMap<FName, FRotator> USGVirtualHandMeshComponent::GetFingersBonesRotations()
|
||||
{
|
||||
TMap<FName, FRotator> Rotations;
|
||||
|
||||
const USGHandPose* HandPose = GetHandPose();
|
||||
if (!IsValid(HandPose))
|
||||
{
|
||||
return MoveTemp(Rotations);
|
||||
}
|
||||
|
||||
const TArray<TArray<FVector>> HandAngles{HandPose->GetHandAngles()};
|
||||
|
||||
for (int32 FingerIndex = 0; FingerIndex < HandAngles.Num(); ++FingerIndex)
|
||||
{
|
||||
const TArray<FVector>& FingerJointAngles{HandAngles[FingerIndex]};
|
||||
|
||||
for (int32 JointIndex = 0; JointIndex < FingerJointAngles.Num(); ++JointIndex)
|
||||
{
|
||||
const FVector& JointAngle{FingerJointAngles[JointIndex]};
|
||||
const FQuat JointRotation{FQuat::MakeFromEuler(JointAngle)};
|
||||
|
||||
const FTransform& BoneRefTransform{GetFingerBoneRefTransform(FingerIndex, JointIndex)};
|
||||
|
||||
FQuat NewBoneRotation{BoneRefTransform.GetRotation() * JointRotation};
|
||||
|
||||
FName BoneName{GetFingerBoneName(FingerIndex, JointIndex)};
|
||||
|
||||
Rotations.Emplace(MoveTemp(BoneName), MoveTemp(NewBoneRotation));
|
||||
}
|
||||
}
|
||||
|
||||
return MoveTemp(Rotations);
|
||||
}
|
||||
|
||||
USGVirtualHandMeshComponent::FImpl::FImpl(USGVirtualHandMeshComponent* InOwner)
|
||||
: Owner(InOwner)
|
||||
{
|
||||
}
|
||||
|
||||
USGVirtualHandMeshComponent::FImpl::~FImpl() = default;
|
||||
|
||||
bool USGVirtualHandMeshComponent::FImpl::IsEditor() const
|
||||
{
|
||||
const UWorld* World = Owner->GetWorld();
|
||||
if (World && World->WorldType == EWorldType::Editor)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
FString USGVirtualHandMeshComponent::FImpl::GetDefaultMeshPath() const
|
||||
{
|
||||
FString SkeletalMeshPath;
|
||||
|
||||
if (Owner->bRight)
|
||||
{
|
||||
SkeletalMeshPath = GetDefaultRightHandMeshPath();
|
||||
}
|
||||
else
|
||||
{
|
||||
SkeletalMeshPath = GetDefaultLeftHandMeshPath();
|
||||
}
|
||||
|
||||
return MoveTemp(SkeletalMeshPath);
|
||||
}
|
||||
|
||||
bool USGVirtualHandMeshComponent::FImpl::IsUsingUserMesh() const
|
||||
{
|
||||
const USkeletalMesh* SkeletalMesh{GetMesh()};
|
||||
if (!IsValid(SkeletalMesh))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const FString CurrentMeshPath(SkeletalMesh->GetPathName());
|
||||
const FString LeftHandDefaultMeshPath(GetDefaultLeftHandMeshPath());
|
||||
const FString LeftHandDefaultMeshPathOnly(GetDefaultLeftHandMeshPathOnly());
|
||||
const FString RightHandDefaultMeshPath(GetDefaultRightHandMeshPath());
|
||||
const FString RightHandDefaultMeshPathOnly(GetDefaultRightHandMeshPathOnly());
|
||||
if (CurrentMeshPath == LeftHandDefaultMeshPath
|
||||
|| CurrentMeshPath == LeftHandDefaultMeshPathOnly
|
||||
|| CurrentMeshPath == RightHandDefaultMeshPath
|
||||
|| CurrentMeshPath == RightHandDefaultMeshPathOnly)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
USkeletalMesh* USGVirtualHandMeshComponent::FImpl::LoadDefaultMesh() const
|
||||
{
|
||||
const FString SkeletalMeshPath(GetDefaultMeshPath());
|
||||
USkeletalMesh* SkeletalMesh = Cast<USkeletalMesh>(
|
||||
StaticLoadObject(USkeletalMesh::StaticClass(), nullptr, *SkeletalMeshPath));
|
||||
|
||||
ensureAlwaysMsgf(SkeletalMesh, TEXT("Failed to load the skeletal mesh: '%s'"), *SkeletalMeshPath);
|
||||
|
||||
return SkeletalMesh;
|
||||
}
|
||||
|
||||
void USGVirtualHandMeshComponent::FImpl::SetDefaultMesh() const
|
||||
{
|
||||
Owner->SetSkeletalMesh(LoadDefaultMesh(), true);
|
||||
}
|
||||
|
||||
USkeletalMesh* USGVirtualHandMeshComponent::FImpl::GetMesh() const
|
||||
{
|
||||
return Owner->
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
||||
GetSkeletalMeshAsset()
|
||||
#else
|
||||
SkeletalMesh
|
||||
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||
;
|
||||
}
|
||||
|
||||
USkeleton* USGVirtualHandMeshComponent::FImpl::GetSkeleton() const
|
||||
{
|
||||
USkeletalMesh* SkeletalMesh{GetMesh()};
|
||||
ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
|
||||
|
||||
return SkeletalMesh->
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
||||
GetSkeleton()
|
||||
#else
|
||||
Skeleton
|
||||
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||
;
|
||||
}
|
||||
|
||||
const FReferenceSkeleton& USGVirtualHandMeshComponent::FImpl::GetRefSkeleton() const
|
||||
{
|
||||
USkeletalMesh* SkeletalMesh{GetMesh()};
|
||||
ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh object!"));
|
||||
|
||||
return SkeletalMesh->
|
||||
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 1
|
||||
GetRefSkeleton()
|
||||
#else
|
||||
RefSkeleton
|
||||
#endif /* ENGINE_MAJOR_VERSION == 5 && ENGINE_MINOR_VERSION >= 1 */
|
||||
;
|
||||
}
|
||||
|
||||
bool USGVirtualHandMeshComponent::FImpl::CheckGlove() const
|
||||
{
|
||||
const bool bGloveWasPresent = IsValid(Owner->Glove);
|
||||
const bool bFoundGlove = USGHapticGlove::GetGlove(Owner, Owner->IsRight(), Owner->Glove);
|
||||
|
||||
if (!bFoundGlove && bGloveWasPresent)
|
||||
{
|
||||
SGLOG_ERROR(FString::Printf(TEXT("Could not find a %s glove"),
|
||||
(Owner->bRight ? TEXT("right-handed") : TEXT("left-handed"))));
|
||||
}
|
||||
|
||||
return bFoundGlove;
|
||||
}
|
||||
|
||||
void USGVirtualHandMeshComponent::FImplDeleter::operator()(const FImpl* P) const
|
||||
{
|
||||
delete P;
|
||||
}
|
||||
@@ -0,0 +1,144 @@
|
||||
/**
|
||||
* @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
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Containers/Array.h"
|
||||
#include "Components/SkeletalMeshComponent.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"
|
||||
|
||||
#include "SGVirtualHandMeshComponent.generated.h"
|
||||
|
||||
class USkeletalMesh;
|
||||
class USkeleton;
|
||||
class USceneComponent;
|
||||
|
||||
class USGHandPose;
|
||||
class USGHapticGlove;
|
||||
|
||||
UCLASS(Config=Engine, Blueprintable, ClassGroup=(Rendering, Common), hidecategories=(Object, "Mesh|SkeletalAsset"),
|
||||
editinlinenew, meta=(BlueprintSpawnableComponent))
|
||||
class SENSEGLOVE_API USGVirtualHandMeshComponent : public USkeletalMeshComponent
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
public:
|
||||
static const TArray<TArray<FName>>& GetLeftHandFingerBoneNames();
|
||||
static const TArray<TArray<FName>>& GetRightHandFingerBoneNames();
|
||||
|
||||
static const FName& GetLeftHandFingerBoneName(int32 Finger, int32 Joint);
|
||||
static const FName& GetRightHandFingerBoneName(int32 Finger, int32 Joint);
|
||||
|
||||
private:
|
||||
struct FImpl;
|
||||
|
||||
struct FImplDeleter
|
||||
{
|
||||
void operator()(const FImpl* P) const;
|
||||
};
|
||||
|
||||
TUniquePtr<FImpl, FImplDeleter> Pimpl;
|
||||
FImplDeleter PimplDeleter;
|
||||
|
||||
private:
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
uint8 bRight : 1;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
uint8 bHiddenInGameIfNoGloveDetected : 1;
|
||||
|
||||
private:
|
||||
UPROPERTY(Transient)
|
||||
USGHapticGlove* Glove;
|
||||
|
||||
public:
|
||||
FORCEINLINE bool IsLeft() const
|
||||
{
|
||||
return !IsRight();
|
||||
}
|
||||
|
||||
FORCEINLINE bool IsRight() const
|
||||
{
|
||||
return !!bRight;
|
||||
}
|
||||
|
||||
FORCEINLINE void SetRight(const bool bInRight)
|
||||
{
|
||||
bRight = bInRight;
|
||||
}
|
||||
|
||||
FORCEINLINE bool IsHiddenInGameIfNoGloveDetected() const
|
||||
{
|
||||
return !!bHiddenInGameIfNoGloveDetected;
|
||||
}
|
||||
|
||||
FORCEINLINE void SetHiddenIfNoGloveDetected(const bool bInHiddenIfNoGloveDetected)
|
||||
{
|
||||
bHiddenInGameIfNoGloveDetected = bInHiddenIfNoGloveDetected;
|
||||
}
|
||||
|
||||
public:
|
||||
virtual void SetAnimClass(class UClass* NewClass) override;
|
||||
|
||||
virtual void InitializeComponent() override;
|
||||
|
||||
virtual void TickComponent(float DeltaTime,
|
||||
enum ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction) override;
|
||||
|
||||
virtual void SetSkeletalMesh(USkeletalMesh* NewMesh, bool bReinitPose = true) override;
|
||||
|
||||
protected:
|
||||
virtual void EditorTick(float DeltaTime,
|
||||
enum ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction);
|
||||
|
||||
public:
|
||||
bool IsGloveConnected() const;
|
||||
USGHandPose* GetHandPose();
|
||||
|
||||
public:
|
||||
const FName& GetFingerBoneName(int32 Finger, int32 Joint) const;
|
||||
const FTransform& GetFingerBoneRefTransform(int32 Finger, int32 Joint) const;
|
||||
|
||||
FRotator GetFingerBoneRefRotation(int32 Finger, int32 Joint) const;
|
||||
TMap<FName, FRotator> 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
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#include "SGKismet/SGVirtualHandMeshComponentKismetLibrary.h"
|
||||
|
||||
#include "SenseGlove/Components/SGVirtualHandMeshComponent.h"
|
||||
#include "SGCore/SGHandPose.h"
|
||||
#include "SGUtils/SGArrayUtils.h"
|
||||
|
||||
TArray<FSGNameArray> UVirtualHandMeshComponentKismetLibrary::GetLeftHandFingerBoneNames()
|
||||
{
|
||||
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
|
||||
USGVirtualHandMeshComponent::GetLeftHandFingerBoneNames());
|
||||
}
|
||||
|
||||
TArray<FSGNameArray> UVirtualHandMeshComponentKismetLibrary::GetRightHandFingerBoneNames()
|
||||
{
|
||||
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
|
||||
USGVirtualHandMeshComponent::GetRightHandFingerBoneNames());
|
||||
}
|
||||
|
||||
const FName& UVirtualHandMeshComponentKismetLibrary::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
|
||||
{
|
||||
return USGVirtualHandMeshComponent::GetLeftHandFingerBoneName(Finger, Joint);
|
||||
}
|
||||
|
||||
const FName& UVirtualHandMeshComponentKismetLibrary::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
|
||||
{
|
||||
return USGVirtualHandMeshComponent::GetRightHandFingerBoneName(Finger, Joint);
|
||||
}
|
||||
|
||||
bool UVirtualHandMeshComponentKismetLibrary::IsLeft(const USGVirtualHandMeshComponent* VirtualHandMeshComponent)
|
||||
{
|
||||
return VirtualHandMeshComponent->IsLeft();
|
||||
}
|
||||
|
||||
bool UVirtualHandMeshComponentKismetLibrary::IsRight(const USGVirtualHandMeshComponent* VirtualHandMeshComponent)
|
||||
{
|
||||
return VirtualHandMeshComponent->IsRight();
|
||||
}
|
||||
|
||||
void UVirtualHandMeshComponentKismetLibrary::SetRight(USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
const bool bInRight)
|
||||
{
|
||||
VirtualHandMeshComponent->SetRight(bInRight);
|
||||
}
|
||||
|
||||
bool UVirtualHandMeshComponentKismetLibrary::IsHiddenInGameIfNoGloveDetected(
|
||||
const USGVirtualHandMeshComponent* VirtualHandMeshComponent)
|
||||
{
|
||||
return VirtualHandMeshComponent->IsHiddenInGameIfNoGloveDetected();
|
||||
}
|
||||
|
||||
void UVirtualHandMeshComponentKismetLibrary::SetHiddenIfNoGloveDetected(
|
||||
USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
const bool bInHiddenIfNoGloveDetected)
|
||||
{
|
||||
VirtualHandMeshComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
|
||||
}
|
||||
|
||||
bool UVirtualHandMeshComponentKismetLibrary::IsGloveConnected(
|
||||
const USGVirtualHandMeshComponent* VirtualHandMeshComponent) const
|
||||
{
|
||||
return VirtualHandMeshComponent->IsGloveConnected();
|
||||
}
|
||||
|
||||
USGHandPose* UVirtualHandMeshComponentKismetLibrary::GetHandPose(USGVirtualHandMeshComponent* VirtualHandMeshComponent)
|
||||
{
|
||||
return VirtualHandMeshComponent->GetHandPose();
|
||||
}
|
||||
|
||||
const FName& UVirtualHandMeshComponentKismetLibrary::GetFingerBoneName(
|
||||
const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
const int32 Finger, const int32 Joint) const
|
||||
{
|
||||
return VirtualHandMeshComponent->GetFingerBoneName(Finger, Joint);
|
||||
}
|
||||
|
||||
const FTransform& UVirtualHandMeshComponentKismetLibrary::GetFingerBoneRefTransform(
|
||||
const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
const int32 Finger, const int32 Joint) const
|
||||
{
|
||||
return VirtualHandMeshComponent->GetFingerBoneRefTransform(Finger, Joint);
|
||||
}
|
||||
|
||||
FRotator UVirtualHandMeshComponentKismetLibrary::GetFingerBoneRefRotation(
|
||||
const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
const int32 Finger, const int32 Joint) const
|
||||
{
|
||||
return VirtualHandMeshComponent->GetFingerBoneRefRotation(Finger, Joint);
|
||||
}
|
||||
|
||||
TMap<FName, FRotator> UVirtualHandMeshComponentKismetLibrary::GetFingersBonesRotations(
|
||||
USGVirtualHandMeshComponent* VirtualHandMeshComponent)
|
||||
{
|
||||
return VirtualHandMeshComponent->GetFingersBonesRotations();
|
||||
}
|
||||
@@ -0,0 +1,114 @@
|
||||
/**
|
||||
* @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 "SGVirtualHandMeshComponentKismetLibrary.generated.h"
|
||||
|
||||
class USkeletalMeshComponent;
|
||||
|
||||
class USGVirtualHandMeshComponent;
|
||||
class USGHandPose;
|
||||
|
||||
/**
|
||||
* Represents data of a user's hand required for forward kinematics.
|
||||
*/
|
||||
UCLASS(meta=(ScriptName = "SesneGloveVirtualHandMeshComponentKismetLibrary"))
|
||||
class SENSEGLOVEKISMET_API UVirtualHandMeshComponentKismetLibrary final : public USGBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static TArray<FSGNameArray> GetLeftHandFingerBoneNames();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static TArray<FSGNameArray> GetRightHandFingerBoneNames();
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static const FName& GetLeftHandFingerBoneName(int32 Finger, int32 Joint);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static const FName& GetRightHandFingerBoneName(int32 Finger, int32 Joint);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static bool IsLeft(const USGVirtualHandMeshComponent* VirtualHandMeshComponent);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static bool IsRight(const USGVirtualHandMeshComponent* VirtualHandMeshComponent);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static void SetRight(UPARAM(ref) USGVirtualHandMeshComponent* VirtualHandMeshComponent, bool bInRight);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static bool IsHiddenInGameIfNoGloveDetected(const USGVirtualHandMeshComponent* VirtualHandMeshComponent);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
static void SetHiddenIfNoGloveDetected(UPARAM(ref) USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
bool bInHiddenIfNoGloveDetected);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
bool IsGloveConnected(const USGVirtualHandMeshComponent* VirtualHandMeshComponent) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandMeshComponent* VirtualHandMeshComponent);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
const FName& GetFingerBoneName(const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
int32 Finger, int32 Joint) const;
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
const FTransform& GetFingerBoneRefTransform(const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
int32 Finger, int32 Joint) const;
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
FRotator GetFingerBoneRefRotation(const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
|
||||
int32 Finger, int32 Joint) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Mesh Component")
|
||||
TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandMeshComponent* VirtualHandMeshComponent);
|
||||
};
|
||||
Reference in New Issue
Block a user