Files
Plugin/Source/SenseGloveCore/Private/SGCore/SGAnatomy.cpp
T

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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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 "SGCore/SGAnatomy.h"
#include "SGCoreImpl/SGExportedFunctions.h"
#include "SGInterop/SGIC_TArray_TArray_FVector.h"
float FSGAnatomy::GetTotalFingerFlexion()
{
return SGCoreImpl_FSGAnatomyImpl_GetTotalFingerFlexion();
}
float FSGAnatomy::GetTotalFingerExtension()
{
return SGCoreImpl_FSGAnatomyImpl_GetTotalFingerExtension();
}
float FSGAnatomy::GetTotalThumbFlexion()
{
return SGCoreImpl_FSGAnatomyImpl_GetTotalThumbFlexion();
}
float FSGAnatomy::GetTotalThumbExtension()
{
return SGCoreImpl_FSGAnatomyImpl_GetTotalThumbExtension();
}
float FSGAnatomy::GetFingerJointLimit(const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
{
return SGCoreImpl_FSGAnatomyImpl_GetFingerJointLimit(bRightHanded, Joint, Movement, bMax);
}
float FSGAnatomy::GetThumbJointLimit(const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
{
return SGCoreImpl_FSGAnatomyImpl_GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
}
float FSGAnatomy::NormalizeFingerFlexion(const float FlexionInDegrees)
{
return SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlexion(FlexionInDegrees);
}
float FSGAnatomy::NormalizeThumbFlexion(const float FlexionInDegrees)
{
return SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlexion(FlexionInDegrees);
}
TArray<TArray<FVector>> FSGAnatomy::GetDefaultHandAngles(const bool bRightHanded)
{
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGAnatomyImpl_GetDefaultHandAngles(&OutAnglesContainer, bRightHanded);
return MoveTemp(OutAnglesContainer.Array);
}
TArray<TArray<FVector>> FSGAnatomy::GetFlatHandAngles(const bool bRightHanded)
{
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGAnatomyImpl_GetFlatHandAngles(&OutAnglesContainer, bRightHanded);
return MoveTemp(OutAnglesContainer.Array);
}
TArray<TArray<FVector>> FSGAnatomy::GetThumbsUpHandAngles(const bool bRightHanded)
{
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGAnatomyImpl_GetThumbsUpHandAngles(&OutAnglesContainer, bRightHanded);
return MoveTemp(OutAnglesContainer.Array);
}
TArray<TArray<FVector>> FSGAnatomy::GetFistHandAngles(const bool bRightHanded)
{
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGAnatomyImpl_GetFistHandAngles(&OutAnglesContainer, bRightHanded);
return MoveTemp(OutAnglesContainer.Array);
}