190 lines
6.1 KiB
C++
190 lines
6.1 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 - 2022 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 "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "Math/Quat.h"
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#include "Math/Vector.h"
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#include "Templates/UniquePtr.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "SGCore/SGBasicHandModel.h"
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#include "SGCore/SGQuatArray.h"
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#include "SGCore/SGRotatorArray.h"
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#include "SGCore/SGVectorArray.h"
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#include "SGUtils/SGArrayUtils.h"
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#include "SGHandPose.generated.h"
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class FSGHandPoseImpl;
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UCLASS(BlueprintType)
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class SENSEGLOVECORE_API USGHandPose final : public UObject
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{
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GENERATED_BODY()
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public:
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static USGHandPose* NewHandPose(
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UObject* Outer, const FSGHandPoseImpl& HandPoseImpl);
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public:
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static USGHandPose* NewHandPose(UObject* Outer);
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static USGHandPose* NewHandPose(
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UObject* Outer,
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bool bRightHanded, const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FQuat>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles);
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static USGHandPose* NewHandPose(
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UObject* Outer,
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bool bRightHanded,
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const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FRotator>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles);
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static USGHandPose* NewHandPose(
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UObject* Outer,
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bool bRightHanded, const TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles);
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static USGHandPose* NewHandPose(
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UObject* Outer,
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bool bRightHanded, const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles);
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public:
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static USGHandPose* Deserialize(UObject* Outer, const FString& SerializedString);
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static USGHandPose* FromHandAngles(UObject* Outer,
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const TArray<TArray<FVector>>& HandAngles, bool bRightHanded,
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const USGBasicHandModel* HandDimensions);
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static USGHandPose* FromHandAngles(UObject* Outer, const TArray<TArray<FVector>>& HandAngles, bool bRightHanded);
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static USGHandPose* DefaultIdle(UObject* Outer, bool bRightHanded, const USGBasicHandModel* HandDimensions);
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static USGHandPose* DefaultIdle(UObject* Outer, bool bRightHanded);
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static USGHandPose* FlatHand(UObject* Outer, bool bRightHanded, const USGBasicHandModel* HandDimensions);
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static USGHandPose* FlatHand(UObject* Outer, bool bRightHanded);
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static USGHandPose* ThumbsUp(UObject* Outer, bool bRightHanded, const USGBasicHandModel* HandDimensions);
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static USGHandPose* ThumbsUp(UObject* Outer, bool bRightHanded);
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static USGHandPose* Fist(UObject* Outer, bool bRightHanded, const USGBasicHandModel* HandDimensions);
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static USGHandPose* Fist(UObject* Outer, bool bRightHanded);
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private:
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struct FImpl;
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struct FImplDeleter
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{
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void operator()(const FImpl* P) const;
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};
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TUniquePtr<FImpl, FImplDeleter> Pimpl;
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FImplDeleter PimplDeleter;
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public:
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USGHandPose();
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USGHandPose(bool bRightHanded,
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const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FQuat>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles);
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USGHandPose(bool bRightHanded,
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const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FRotator>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles);
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USGHandPose(bool bRightHanded,
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const TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles);
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USGHandPose(bool bRightHanded,
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const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles);
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public:
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/**
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* The cast from underlying type constructor.
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*/
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explicit USGHandPose(const FSGHandPoseImpl& HandPoseImpl);
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public:
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/**
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* The destructor.
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*/
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virtual ~USGHandPose() override;
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protected:
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/**
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* Allows to set the underlying object after construction.
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*/
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void SetHandPoseImpl(const FSGHandPoseImpl& HandPoseImpl);
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public:
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/**
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* The cast to underlying type method.
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*/
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const FSGHandPoseImpl& ToHandPoseImpl() const;
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public:
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bool IsRight() const;
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TArray<TArray<FVector>> GetJointPositions() const;
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TArray<TArray<FQuat>> GetJointRotationsQ() const;
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TArray<TArray<FRotator>> GetJointRotations() const;
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TArray<TArray<FVector>> GetHandAngles() const;
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public:
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bool Equals(const USGHandPose* HandPose) const;
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float GetNormalizedFlexion(ESGFinger Finger, bool bClamp01 = true) const;
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TArray<float> GetNormalizedFlexion(bool bClamp01 = true) const;
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public:
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FString ToString(bool bShortFormat = false) const;
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FString SGSerialize() const;
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}; |