/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2026 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. */ #include "SGKismet/SGTouchComponentKismetLibrary.h" #include "SenseGlove/Components/SGTouchComponent.h" USGTouchComponent* UTouchComponentKismetLibrary::GetTouchComponent(const AActor* Actor) { return USGTouchComponent::GetTouchComponent(Actor); } bool UTouchComponentKismetLibrary::IsTouchable(const AActor* Actor) { return USGTouchComponent::IsTouchable(Actor); } int32 UTouchComponentKismetLibrary::GetForceFeedbackLevel(const USGTouchComponent* TouchComponent) { return TouchComponent->GetForceFeedbackLevel(); } void UTouchComponentKismetLibrary::SetForceFeedbackLevel(USGTouchComponent* TouchComponent, const float Level) { TouchComponent->SetForceFeedbackLevel(Level); } float UTouchComponentKismetLibrary::GetVibrotactileAmplitude(const USGTouchComponent* TouchComponent) { return TouchComponent->GetVibrotactileAmplitude(); } void UTouchComponentKismetLibrary::SetVibrotactileAmplitude(USGTouchComponent* TouchComponent, const float Amplitude) { TouchComponent->SetVibrotactileAmplitude(Amplitude); } float UTouchComponentKismetLibrary::GetVibrotactileDuration(const USGTouchComponent* TouchComponent) { return TouchComponent->GetVibrotactileDuration(); } void UTouchComponentKismetLibrary::SetVibrotactileDuration(USGTouchComponent* TouchComponent, const float Duration) { TouchComponent->SetVibrotactileDuration(Duration); } float UTouchComponentKismetLibrary::GetVibrotactileFrequency(const USGTouchComponent* TouchComponent) { return TouchComponent->GetVibrotactileFrequency(); } void UTouchComponentKismetLibrary::SetVibrotactileFrequency(USGTouchComponent* TouchComponent, const float Frequency) { TouchComponent->SetVibrotactileFrequency(Frequency); }