/** * @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 "HAL/Platform.h" #include "Math/Color.h" #include "Math/Vector.h" #include "UObject/ObjectMacros.h" #include "SGTypes/SGDebugTypes.h" #include "SGVirtualHandDebuggingSettings.generated.h" USTRUCT(BlueprintType) struct SENSEGLOVESETTINGS_API FSGVirtualHandDebuggingSettings { GENERATED_USTRUCT_BODY() public: UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging") uint8 bDrawVirtualHandDebugging : 1; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging", EditConditionHides)) ESGDebugVirtualHandDrawingMode DrawingMode; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides)) FVector CubeExtent; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides)) FColor CubeColor; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides)) float CubeThickness; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) float GizmoLength; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) float GizmoThickness; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) FColor GizmoXAxisColor; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) FColor GizmoYAxisColor; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) FColor GizmoZAxisColor; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) uint8 bPersistentLines : 1; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) float LifeTimeModifier; UPROPERTY(Config, EditDefaultsOnly, Category = "Debugging", meta=(EditCondition="bDrawVirtualHandDebugging && DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides)) uint8 DepthPriority; public: FSGVirtualHandDebuggingSettings(); FSGVirtualHandDebuggingSettings( bool bInDrawVirtualHandDebugging, ESGDebugVirtualHandDrawingMode InDrawingMode, const FVector& InCubeExtent, const FColor& InCubeColor, float InCubeThickness, float InGizmoLength, float InGizmoThickness, const FColor& InGizmoXAxisColor, const FColor& InGizmoYAxisColor, const FColor& InGizmoZAxisColor, bool bInPersistentLines, float InLifeTimeModifier, uint8 InDepthPriority); };