/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2022 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 "SGCoreKismet/SGBasicHandModelKismetLibrary.h" #include "SGCore/SGBasicHandModel.h" #include "SGUtils//SGArrayUtils.h" USGBasicHandModel* USGBasicHandModelKismetLibrary::MakeBasicHandModel(UObject* WorldContextObject) { return USGBasicHandModel::NewBasicHandModel(WorldContextObject); } USGBasicHandModel* USGBasicHandModelKismetLibrary::MakeBasicHandModel_bRightHanded_Lengths_StartPositions( UObject* WorldContextObject, const bool bRightHanded, const TArray& Lengths, const TArray& StartPositions) { return USGBasicHandModel::NewBasicHandModel(WorldContextObject, bRightHanded, Lengths, StartPositions); } USGBasicHandModel* USGBasicHandModelKismetLibrary:: MakeBasicHandModel_bRightHanded_Lengths_StartPositions_TArrayFQuatStartRotations( UObject* WorldContextObject, const bool bRightHanded, const TArray& Lengths, const TArray& StartPositions, const TArray& StartRotations) { return USGBasicHandModel::NewBasicHandModel(WorldContextObject, bRightHanded, Lengths, StartPositions, StartRotations); } USGBasicHandModel* USGBasicHandModelKismetLibrary:: MakeBasicHandModel_bRightHanded_Lengths_StartPositions_TArrayFRotatorStartRotations( UObject* WorldContextObject, const bool bRightHanded, const TArray& Lengths, const TArray& StartPositions, const TArray& StartRotations) { return USGBasicHandModel::NewBasicHandModel(WorldContextObject, bRightHanded, Lengths, StartPositions, StartRotations); } USGBasicHandModel* USGBasicHandModelKismetLibrary::Default(UObject* WorldContextObject, const bool bRightHanded) { return USGBasicHandModel::Default(WorldContextObject, bRightHanded); } USGBasicHandModel* USGBasicHandModelKismetLibrary::Deserialize(UObject* WorldContextObject, const FString& SerializedString) { return USGBasicHandModel::Deserialize(WorldContextObject, SerializedString); } TArray USGBasicHandModelKismetLibrary::GetBaseFingerLengths() { return FSGArrayUtils::ToBPNestedArray(USGBasicHandModel::GetBaseFingerLengths()); } TArray USGBasicHandModelKismetLibrary::GetBaseJointPositions() { return USGBasicHandModel::GetBaseJointPositions(); } TArray USGBasicHandModelKismetLibrary::GetBaseJointRotations() { return USGBasicHandModel::GetBaseJointRotations(); } bool USGBasicHandModelKismetLibrary::IsRight(const USGBasicHandModel* BasicHandModel) { return BasicHandModel->IsRight(); } TArray USGBasicHandModelKismetLibrary::GetFingerLengths(const USGBasicHandModel* BasicHandModel) { return FSGArrayUtils::ToBPNestedArray(BasicHandModel->GetFingerLengths()); } TArray USGBasicHandModelKismetLibrary::GetFingerLengths_ESGFinger(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger) { return BasicHandModel->GetFingerLengths(Finger); } void USGBasicHandModelKismetLibrary::SetFingerLengths_ESGFinger(USGBasicHandModel* BasicHandModel, const ESGFinger Finger, const TArray& Lengths) { BasicHandModel->SetFingerLengths(Finger, Lengths); } void USGBasicHandModelKismetLibrary::SetFingerLengths_uint8Finger(USGBasicHandModel* BasicHandModel, const uint8 Finger, const TArray& Lengths) { BasicHandModel->SetFingerLengths(Finger, Lengths); } TArray USGBasicHandModelKismetLibrary::GetFingerRatios(const USGBasicHandModel* BasicHandModel) const { return FSGArrayUtils::ToBPNestedArray(BasicHandModel->GetFingerRatios()); } TArray USGBasicHandModelKismetLibrary::GetFingerRatios_Finger(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger) { return BasicHandModel->GetFingerRatios(Finger); } TArray USGBasicHandModelKismetLibrary::GetStartJointPositions(const USGBasicHandModel* BasicHandModel) { return BasicHandModel->GetStartJointPositions(); } void USGBasicHandModelKismetLibrary::SetStartJointPosition_ESGFinger(USGBasicHandModel* BasicHandModel, const ESGFinger Finger, const FVector& Position) { BasicHandModel->SetStartJointPosition(Finger, Position); } void USGBasicHandModelKismetLibrary::SetStartJointPosition_uint8Finger(USGBasicHandModel* BasicHandModel, const uint8 Finger, const FVector& Position) { BasicHandModel->SetStartJointPosition(Finger, Position); } TArray USGBasicHandModelKismetLibrary::GetStartJointRotations_TArrayFQuat( const USGBasicHandModel* BasicHandModel) { return BasicHandModel->GetStartJointRotationsQ(); } TArray USGBasicHandModelKismetLibrary::GetStartJointRotations_TArrayFRotator( const USGBasicHandModel* BasicHandModel) { return BasicHandModel->GetStartJointRotations(); } FVector USGBasicHandModelKismetLibrary::GetJointPosition(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger) { return BasicHandModel->GetJointPosition(Finger); } void USGBasicHandModelKismetLibrary::SetJointPosition(USGBasicHandModel* BasicHandModel, const FVector& NewPosition, const ESGFinger Finger) { return BasicHandModel->SetJointPosition(NewPosition, Finger); } FQuat USGBasicHandModelKismetLibrary::GetJointRotation_FQuat(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger) { return BasicHandModel->GetJointRotationQ(Finger); } FRotator USGBasicHandModelKismetLibrary::GetJointRotation_FRotator(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger) { return BasicHandModel->GetJointRotation(Finger); } void USGBasicHandModelKismetLibrary::SetJointRotation_FQuatNewRotation_Finger( USGBasicHandModel* BasicHandModel, const FQuat& NewRotation, const ESGFinger Finger) { return BasicHandModel->SetJointRotation(NewRotation, Finger); } void USGBasicHandModelKismetLibrary::SetJointRotation_FRotatorNewRotation_Finger( USGBasicHandModel* BasicHandModel, const FRotator& NewRotation, const ESGFinger Finger) { return BasicHandModel->SetJointRotation(NewRotation, Finger); } TArray USGBasicHandModelKismetLibrary::GetTotalLengths(const USGBasicHandModel* BasicHandModel) { return BasicHandModel->GetTotalLengths(); } float USGBasicHandModelKismetLibrary::GetTotalLength(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger) { return BasicHandModel->GetTotalLength(Finger); } TArray USGBasicHandModelKismetLibrary::Get3DLengths(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger) { return BasicHandModel->Get3DLengths(Finger); } bool USGBasicHandModelKismetLibrary::Equals(const USGBasicHandModel* A, const USGBasicHandModel* B) { return A->Equals(B); } FString USGBasicHandModelKismetLibrary::ToString(const USGBasicHandModel* BasicHandModel) { return BasicHandModel->ToString(); } FString USGBasicHandModelKismetLibrary::ToString_bLengthsOnly(const USGBasicHandModel* BasicHandModel, const bool bLengthsOnly) { return BasicHandModel->ToString(bLengthsOnly); } FString USGBasicHandModelKismetLibrary::SGSerialize(const USGBasicHandModel* BasicHandModel) { return BasicHandModel->SGSerialize(); }