/** * @file * * @author Mamadou Babaei * * @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/UnrealString.h" #include "Templates/UniquePtr.h" #include "SGBuildHacks/SGPlatform.h" #include "SGTypes/SGCoreTypes.h" class FSGHandInterpolatorImpl; namespace SGCore { class HandPose; } class FSGBasicHandModelImpl; class SENSEGLOVECOREIMPL_API FSGHandPoseImpl final { public: typedef SGCore::HandPose FHandPoseType; public: static FSGHandPoseImpl Deserialize(const FString& SerializedString); static FSGHandPoseImpl FromHandAngles(const TArray>& HandAngles, bool bRightHanded, const FSGBasicHandModelImpl& HandDimensions); static FSGHandPoseImpl FromHandAngles(const TArray>& HandAngles, bool bRightHanded); static FSGHandPoseImpl DefaultIdle(bool bRightHanded, const FSGBasicHandModelImpl& HandDimensions); static FSGHandPoseImpl DefaultIdle(bool bRightHanded); static FSGHandPoseImpl FlatHand(bool bRightHanded, const FSGBasicHandModelImpl& HandDimensions); static FSGHandPoseImpl FlatHand(bool bRightHanded); static FSGHandPoseImpl ThumbsUp(bool bRightHanded, const FSGBasicHandModelImpl& HandDimensions); static FSGHandPoseImpl ThumbsUp(bool bRightHanded); static FSGHandPoseImpl Fist(bool bRightHanded, const FSGBasicHandModelImpl& HandDimensions); static FSGHandPoseImpl Fist(bool bRightHanded); private: struct FImpl; struct FImplDeleter { void operator()(const FImpl* P) const; }; TUniquePtr Pimpl; FImplDeleter PimplDeleter; public: FSGHandPoseImpl(); FSGHandPoseImpl(bool bRightHanded, const TArray>& JointPositions, const TArray>& JointRotations, const TArray>& HandAngles); public: /** * The cast from underlying type constructor. */ explicit FSGHandPoseImpl(const FHandPoseType& SenseGloveHandPose); public: /** * The copy constructor. */ FSGHandPoseImpl(const FSGHandPoseImpl& Rhs); /** * The move constructor. */ FSGHandPoseImpl(FSGHandPoseImpl&& Rhs) SG_NOEXCEPT; public: /** * The destructor. */ virtual ~FSGHandPoseImpl(); public: /** * The copy assignment operator. */ FSGHandPoseImpl& operator=(const FSGHandPoseImpl& Rhs); /** * The move assignment operator. */ FSGHandPoseImpl& operator=(FSGHandPoseImpl&& Rhs) SG_NOEXCEPT; public: /** * The cast to underlying type method. */ const FHandPoseType& ToHandPose() const; public: bool IsRight() const; TArray> GetJointPositions() const; TArray> GetJointRotations() const; TArray> GetHandAngles() const; public: bool Equals(const FSGHandPoseImpl& HandPoseImpl) const; float GetNormalizedFlexion(ESGFinger Finger, bool bClamp01 = true) const; TArray GetNormalizedFlexion(bool bClamp01 = true) const; public: FString ToString(bool bShortFormat = false) const; FString Serialize() const; };