75 lines
2.9 KiB
C++
75 lines
2.9 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2024 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGDebug/SGDebugVirtualHand.h"
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#include "DrawDebugHelpers.h"
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#include "Engine/World.h"
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#include "Kismet/GameplayStatics.h"
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#include "Math/Color.h"
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#include "UObject/Object.h"
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#include "SGDebug/SGDebugCube.h"
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#include "SGDebug/SGDebugGizmo.h"
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void FSGDebugVirtualHand::Draw(const UWorld* World,
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const FXRMotionControllerData& MotionControllerData,
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const FSGVirtualHandDebuggingSettings& Settings)
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{
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ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
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TEXT("Invalid virtual hand drawing mode!"));
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ensureAlwaysMsgf(MotionControllerData.bValid,
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TEXT("Invalid motion controller data!"));
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ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(),
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TEXT("Mismatched motion controller data positions and rotations!"));
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for (TArray<FVector>::SizeType HandKeyIndex = 0;
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HandKeyIndex < MotionControllerData.HandKeyPositions.Num(); ++HandKeyIndex)
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{
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const FVector& HandKeyPosition{MotionControllerData.HandKeyPositions[HandKeyIndex]};
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const FQuat& HandKeyRotation{MotionControllerData.HandKeyRotations[HandKeyIndex]};
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if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints)
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{
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FSGDebugCube::Draw(World, HandKeyPosition, HandKeyRotation, Settings.DebugCubicHandSettings);
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}
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else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints)
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{
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FSGDebugGizmo::Draw(World, HandKeyPosition, HandKeyRotation, Settings.DebugGizmoHandSettings);
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}
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}
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} |