/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2024 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 "Containers/UnrealString.h" #include "HAL/Platform.h" #include "Math/Quat.h" #include "Math/Vector.h" #include "Templates/SharedPointer.h" #include "SGTypes/SGCoreTypes.h" namespace SGCore { class HandLayer; } class FSGCustomWaveformImpl; class FSGHandPoseImpl; class FSGHapticGloveImpl; class SENSEGLOVECOREIMPL_API FSGHandLayerImpl final { public: typedef SGCore::HandLayer FHandLayerType; public: static bool DeviceConnected(bool bRightHanded); static ESGDeviceType GetDeviceType(bool bRightHanded); static bool GetFirstGloveHandedness(); static int32 GlovesConnected(); static bool GetGloveInstance(bool bRightHanded, TSharedPtr& OutGlove); static ESGHapticGloveCalibrationState GetCalibrationState(bool bRightHanded); static FString GetCalibrationInstructions(bool bRightHanded); static void ResetCalibration(bool bRightHanded); static void EndCalibration(bool bRightHanded); static bool GetHandPose(bool bRightHanded, FSGHandPoseImpl& OutHandPose); static void GetWristLocation( bool bRightHanded, const FVector& ReferencePosition, const FQuat& ReferenceRotation, ESGPositionalTrackingHardware TrackingHardware, FVector& OutWristPosition, FQuat& OutWristRotation); static bool SendHaptics(bool bRightHanded); static void StopAllHaptics(bool bRightHanded); static bool QueueCommand_ForceFeedbackLevel(bool bRightHanded, int32 Finger, float Level01, bool bSendImmediate); static bool QueueCommand_ForceFeedbackLevels( bool bRightHanded, const TArray& Levels01, bool bSendImmediate); static bool QueueCommand_SetVibroLevel(bool bRightHanded, int32 Finger, float Level01, bool bSendImmediate); static bool QueueCommand_SetVibroLevels(bool bRightHanded, const TArray& Levels01, bool bSendImmediate); static bool SupportsCustomWaveform(bool bRightHanded, ESGHapticLocation AtLocation); static bool SendCustomWaveform(bool bRightHanded, FSGCustomWaveformImpl& OutWaveform, ESGHapticLocation Location); static bool SupportsWristSqueeze(bool bRightHanded); static bool QueueCommand_WristSqueeze(bool bRightHanded, float SqueezeLevel01, bool bSendImmediate); static bool SupportsFlexionLocks(bool bRightHanded); static bool QueueCommand_FlexionLock(bool bRightHanded, int32 Finger, float Flexion01, bool bSendImmediate); static bool QueueCommand_ClearFlexionLock(bool bRightHanded, int32 Finger, bool bSendImmediate); public: FSGHandLayerImpl() = delete; virtual ~FSGHandLayerImpl() = delete; };