95 lines
4.2 KiB
C++
95 lines
4.2 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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#pragma once
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#include "SGKismet/SGBlueprintFunctionLibrary.h"
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#include "SGVirtualHandActorKismetLibrary.generated.h"
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class USphereComponent;
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class ASGVirtualHandActor;
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class USGVirtualHandComponent;
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class USGWristTrackerComponent;
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UCLASS(meta=(ScriptName = "SesneGloveVirtualHandActorKismetLibrary"))
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class SENSEGLOVEKISMET_API UVirtualHandActorKismetLibrary final : public USGBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USGWristTrackerComponent* GetWristTracker(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USGVirtualHandComponent* GetVirtualHand(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetThumbFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetIndexFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetMiddleFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetThumbFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetIndexFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetMiddleFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetRingFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static USphereComponent* GetPinkyFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static bool IsLeft(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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static bool IsRight(const ASGVirtualHandActor* VirtualHandActor);
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UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
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static void SetRight(UPARAM(ref) ASGVirtualHandActor* VirtualHandActor, bool bRight);
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UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
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bool IsGloveConnected(const ASGVirtualHandActor* VirtualHandActor) const;
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}; |