/** * @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 "SGCore/SGJointKinematics.h" #include "SGCore/SGBasicHandModel.h" #include "SGCoreImpl/SGExportedFunctions.h" #include "SGInterop/SGIC_ESGFinger.h" #include "SGInterop/SGIC_FQuat.h" #include "SGInterop/SGIC_FSGBasicHandModelImpl.h" #include "SGInterop/SGIC_FVector.h" #include "SGInterop/SGIC_TArray_FQuat.h" #include "SGInterop/SGIC_TArray_FVector.h" bool FSGJointKinematics::ForwardKinematics( const FVector& StartPosition, const FQuat& StartRotation, const TArray& JointLengths, const TArray& JointAngles, TArray& OutNewPositions, TArray& OutNewRotations) { FSGIC_FVector StartPositionContainer{StartPosition}; FSGIC_FQuat StartRotationContainer{StartRotation}; FSGIC_TArray_FVector JointLengthsContainer{JointLengths}; FSGIC_TArray_FVector JointAnglesContainer{JointAngles}; FSGIC_TArray_FVector OutNewPositionsContainer; FSGIC_TArray_FQuat OutNewRotationsContainer; const bool bResult = SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_StartPosition_StartRotation_JointLengths_JointAngles_OutNewPositions_OutNewRotations( &StartPositionContainer, &StartRotationContainer, &JointLengthsContainer, &JointAnglesContainer, &OutNewPositionsContainer, &OutNewRotationsContainer); OutNewPositions = MoveTemp(OutNewPositionsContainer.Array); OutNewRotations = MoveTemp(OutNewRotationsContainer.Array); return bResult; } bool FSGJointKinematics::ForwardKinematics( const FVector& StartPosition, const FRotator& StartRotation, const TArray& JointLengths, const TArray& JointAngles, TArray& OutNewPositions, TArray& OutNewRotations) { FSGIC_FVector StartPositionContainer{StartPosition}; FSGIC_FQuat StartRotationContainer{StartRotation.Quaternion()}; FSGIC_TArray_FVector JointLengthsContainer{JointLengths}; FSGIC_TArray_FVector JointAnglesContainer{JointAngles}; FSGIC_TArray_FVector OutNewPositionsContainer; FSGIC_TArray_FQuat OutNewRotationsContainer; const bool bResult = SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_StartPosition_StartRotation_JointLengths_JointAngles_OutNewPositions_OutNewRotations( &StartPositionContainer, &StartRotationContainer, &JointLengthsContainer, &JointAnglesContainer, &OutNewPositionsContainer, &OutNewRotationsContainer); OutNewPositions = MoveTemp(OutNewPositionsContainer.Array); OutNewRotations = FSGArrayUtils::QuatsToRotators(OutNewRotationsContainer.Array); return bResult; } bool FSGJointKinematics::ForwardKinematics( const USGBasicHandModel* Profile, const ESGFinger Finger, const TArray& JointAngles, TArray& OutNewPositions, TArray& OutNewRotations) { FSGIC_FSGBasicHandModelImpl ProfileContainer{Profile->ToBasicHandModelImpl()}; FSGIC_ESGFinger FingerContainer{Finger}; FSGIC_TArray_FVector JointAnglesContainer{JointAngles}; FSGIC_TArray_FVector OutNewPositionsContainer; FSGIC_TArray_FQuat OutNewRotationsContainer; const bool bResult = SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_Profile_Finger_JointAngles_OutNewPositions_OutNewRotations( &ProfileContainer, &FingerContainer, &JointAnglesContainer, &OutNewPositionsContainer, &OutNewRotationsContainer); OutNewPositions = MoveTemp(OutNewPositionsContainer.Array); OutNewRotations = MoveTemp(OutNewRotationsContainer.Array); return bResult; } bool FSGJointKinematics::ForwardKinematics( const USGBasicHandModel* Profile, const ESGFinger Finger, const TArray& JointAngles, TArray& OutNewPositions, TArray& OutNewRotations) { FSGIC_FSGBasicHandModelImpl ProfileContainer{Profile->ToBasicHandModelImpl()}; FSGIC_ESGFinger FingerContainer{Finger}; FSGIC_TArray_FVector JointAnglesContainer{JointAngles}; FSGIC_TArray_FVector OutNewPositionsContainer; FSGIC_TArray_FQuat OutNewRotationsContainer; const bool bResult = SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_Profile_Finger_JointAngles_OutNewPositions_OutNewRotations( &ProfileContainer, &FingerContainer, &JointAnglesContainer, &OutNewPositionsContainer, &OutNewRotationsContainer); OutNewPositions = MoveTemp(OutNewPositionsContainer.Array); OutNewRotations = FSGArrayUtils::QuatsToRotators(OutNewRotationsContainer.Array); return bResult; }