/** * @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 "SGCoreImpl/SGAnatomyImpl.h" #include "SGBuildHacks/SGInclude_Core_Anatomy.h" #include "SGBuildHacks/SGInclude_Core_Vect3D.h" #include "SGCoreImpl/SGVect3DImpl.h" #include "SGUtils/SGArrayUtils.h" #include "SGUtils/SGCoordinates.h" float FSGAnatomyImpl::GetTotalFingerFlexion() { return FAnatomyType::GetTotalFingerFlexion(); } float FSGAnatomyImpl::GetTotalFingerExtension() { return FAnatomyType::GetTotalFingerExtension(); } float FSGAnatomyImpl::GetTotalThumbFlexion() { return FAnatomyType::GetTotalThumbFlexion(); } float FSGAnatomyImpl::GetTotalThumbExtension() { return FAnatomyType::GetTotalThumbExtension(); } float FSGAnatomyImpl::GetFingerJointLimit( const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax) { return FSGCoordinates::TransformToUnreal( Movement, FAnatomyType::GetFingerJointLimit(bRightHanded, Joint, Movement, bMax)); } float FSGAnatomyImpl::GetThumbJointLimit( const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax) { return FSGCoordinates::TransformToUnreal( Movement, FAnatomyType::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax)); } float FSGAnatomyImpl::NormalizeFingerFlexion(const float FlexionInRadians) { return FAnatomyType::NormalizeFingerFlexion(FlexionInRadians); } float FSGAnatomyImpl::NormalizeThumbFlexion(const float FlexionInRadians) { return FAnatomyType::NormalizeThumbFlexion(FlexionInRadians); } TArray> FSGAnatomyImpl::GetDefaultHandAngles(const bool bRightHanded) { TArray> DefaultHandAngles{ FSGArrayUtils::FromSenseGloveAngles( FAnatomyType::GetDefaultHandAngles(bRightHanded)) }; return MoveTemp(DefaultHandAngles); } TArray> FSGAnatomyImpl::GetFlatHandAngles(const bool bRightHanded) { TArray> FlatHandAngles{ FSGArrayUtils::FromSenseGloveAngles( FAnatomyType::GetFlatHandAngles(bRightHanded)) }; return MoveTemp(FlatHandAngles); } TArray> FSGAnatomyImpl::GetThumbsUpHandAngles(const bool bRightHanded) { TArray> ThumbsUpHandAngles{ FSGArrayUtils::FromSenseGloveAngles( FAnatomyType::GetThumbsUpHandAngles(bRightHanded)) }; return MoveTemp(ThumbsUpHandAngles); } TArray> FSGAnatomyImpl::GetFistHandAngles(const bool bRightHanded) { TArray> FistHandAngles{ FSGArrayUtils::FromSenseGloveAngles( FAnatomyType::GetFistHandAngles(bRightHanded)) }; return MoveTemp(FistHandAngles); }