590 lines
23 KiB
C++
590 lines
23 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 - 2023 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 "SGCoreImpl/SGSenseGloveImpl.h"
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#include <memory>
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#include <vector>
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#include "Containers/StringConv.h"
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#include "Misc/AssertionMacros.h"
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#include "Runtime/Launch/Resources/Version.h"
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#include "SGBuildHacks/SGInclude_Core_BasicHandModel.h"
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#include "SGBuildHacks/SGInclude_Core_BuzzCommand.h"
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#include "SGBuildHacks/SGInclude_Core_ForceFeedbackCommand.h"
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#include "SGBuildHacks/SGInclude_Core_HandPose.h"
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#include "SGBuildHacks/SGInclude_Core_HandProfile.h"
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#include "SGBuildHacks/SGInclude_Core_HapticGlove.h"
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#include "SGBuildHacks/SGInclude_Core_Quat.h"
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#include "SGBuildHacks/SGInclude_Core_SenseGlove.h"
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#include "SGBuildHacks/SGInclude_Core_SenseGloveHandProfile.h"
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#include "SGBuildHacks/SGInclude_Core_SenseGloveInfo.h"
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#include "SGBuildHacks/SGInclude_Core_SenseGlovePose.h"
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#include "SGBuildHacks/SGInclude_Core_SenseGloveSensorData.h"
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#include "SGBuildHacks/SGInclude_Core_ThumperCommand.h"
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#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
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#include "SGCoreImpl/SGBasicHandModelImpl.h"
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#include "SGCoreImpl/SGBuzzCommandImpl.h"
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#include "SGCoreImpl/SGCoreEnumCast.h"
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#include "SGCoreImpl/SGForceFeedbackCommandImpl.h"
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#include "SGCoreImpl/SGHandPoseImpl.h"
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#include "SGCoreImpl/SGHandProfileImpl.h"
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#include "SGCoreImpl/SGQuatImpl.h"
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#include "SGCoreImpl/SGSenseGloveHandProfileImpl.h"
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#include "SGCoreImpl/SGSenseGloveInfoImpl.h"
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#include "SGCoreImpl/SGSenseGlovePoseImpl.h"
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#include "SGCoreImpl/SGSenseGloveSensorDataImpl.h"
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#include "SGCoreImpl/SGThumperCommandImpl.h"
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#include "SGCoreImpl/SGVect3DImpl.h"
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#include "SGUtils/SGArrayUtils.h"
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struct FSGSenseGloveImpl::FImpl
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{
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/************************
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* Owner object
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************************/
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FSGSenseGloveImpl* Owner;
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/************************
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* Constructor / Destructor
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************************/
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explicit FImpl(FSGSenseGloveImpl* InOwner);
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~FImpl();
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/************************
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* Default copy constructor & copy assignment operator
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************************/
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FImpl(const FImpl& Rhs) = default;
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FImpl& operator=(const FImpl& Rhs) = default;
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};
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ANSICHAR FSGSenseGloveImpl::GetHapticsByte()
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{
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static const ANSICHAR Byte = FSenseGloveType::GetHapticsByte();
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return Byte;
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}
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ANSICHAR FSGSenseGloveImpl::GetThumperByte()
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{
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static const ANSICHAR Byte = FSenseGloveType::GetThumperByte();
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return Byte;
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}
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FSGSenseGlovePoseImpl FSGSenseGloveImpl::CalculateGlovePose(const FSGSenseGloveSensorDataImpl& SensorData,
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const FSGSenseGloveInfoImpl& GloveModel)
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{
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FSGSenseGlovePoseImpl Pose{
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FSenseGloveType::CalculateGlovePose(SensorData.ToSenseGloveSensorData(), GloveModel.ToSenseGloveInfo())
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};
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return MoveTemp(Pose);
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}
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FSGSenseGlovePoseImpl FSGSenseGloveImpl::CalculateGlovePose(const TArray<TArray<FVector>>& GloveAngles,
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const FSGSenseGloveInfoImpl& GloveModel)
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{
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std::vector<std::vector<FSGVect3DImpl::FVect3DType>> GloveAnglesVector{
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FSGArrayUtils::ToSenseGloveAngles<FSGVect3DImpl::FVect3DType>(GloveAngles)
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};
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FSGSenseGlovePoseImpl Pose{
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FSenseGloveType::CalculateGlovePose(MoveTemp(GloveAnglesVector), GloveModel.ToSenseGloveInfo())
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};
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return MoveTemp(Pose);
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}
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FSGHandPoseImpl FSGSenseGloveImpl::CalculateHandPose(const FSGSenseGlovePoseImpl& GlovePose,
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const FSGBasicHandModelImpl& HandModel,
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const FSGSenseGloveHandProfileImpl& Profile)
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{
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FSGHandPoseImpl HandPose{FSenseGloveType::CalculateHandPose(
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GlovePose.ToSenseGlovePose(), HandModel.ToBasicHandModel(), Profile.ToSenseGloveHandProfile())
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};
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return MoveTemp(HandPose);
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}
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TSharedRef<FSGDeviceImpl> FSGSenseGloveImpl::Parse(const FString& ConstantsString)
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{
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std::string ConstantsStdString{TCHAR_TO_UTF8(*ConstantsString)};
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FSGDevicePtrType SGDevicePtr{FSenseGloveType::Parse(MoveTemp(ConstantsStdString))};
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ensureAlwaysMsgf(SGDevicePtr, TEXT("Invalid SGDevice!"));
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TSharedRef<FSGSenseGloveImpl> SenseGloveImpl{MakeShared<FSGSenseGloveImpl>(
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std::dynamic_pointer_cast<FSenseGloveType>(MoveTemp(SGDevicePtr)))};
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return MoveTemp(SenseGloveImpl);
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}
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TArray<FSGSenseGloveImpl> FSGSenseGloveImpl::GetSenseGloves()
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{
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FSenseGloveVectorType Vector{FSenseGloveType::GetSenseGloves()};
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TArray<FSGSenseGloveImpl> Array{
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FSGArrayUtils::FromStdVector<FSenseGloveType, FSGSenseGloveImpl>(MoveTemp(Vector))
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};
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return MoveTemp(Array);
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}
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bool FSGSenseGloveImpl::GetSenseGlove(FSGSenseGloveImpl& OutGlove)
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{
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FSenseGloveType Glove;
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const bool bResult = FSenseGloveType::GetSenseGlove(Glove);
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OutGlove = FSGSenseGloveImpl{MoveTemp(Glove)};
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return bResult;
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}
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bool FSGSenseGloveImpl::GetSenseGlove(const bool bRightHanded, FSGSenseGloveImpl& OutGlove)
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{
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FSenseGloveType Glove;
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const bool bResult = FSenseGloveType::GetSenseGlove(bRightHanded, Glove);
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OutGlove = FSGSenseGloveImpl{MoveTemp(Glove)};
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return bResult;
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}
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TArray<FVector> FSGSenseGloveImpl::GetCalibrationValues(const FSGSenseGlovePoseImpl& GlovePose)
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{
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TArray<FVector> Values{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FSenseGloveType::GetCalibrationValues(GlovePose.ToSenseGlovePose()))
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};
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return MoveTemp(Values);
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}
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void FSGSenseGloveImpl::CalibrateInterpolation(const TArray<FVector>& MinValues, const TArray<FVector>& MaxValues,
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const bool bRightHanded, FSGSenseGloveHandProfileImpl& OutProfile)
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{
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std::vector<FSGVect3DImpl::FVect3DType> MinValuesVector{
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FSGArrayUtils::ToStdVector<FVector, FSGVect3DImpl::FVect3DType, FSGVect3DImpl, &FSGVect3DImpl::ToVect3D>(
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MinValues)
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};
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std::vector<FSGVect3DImpl::FVect3DType> MaxValuesVector{
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FSGArrayUtils::ToStdVector<FVector, FSGVect3DImpl::FVect3DType, FSGVect3DImpl, &FSGVect3DImpl::ToVect3D>(
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MaxValues)
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};
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FSGSenseGloveHandProfileImpl::FSenseGloveHandProfileType Profile;
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FSenseGloveType::CalibrateInterpolation(MoveTemp(MinValuesVector), MoveTemp(MaxValuesVector),
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bRightHanded, Profile);
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OutProfile = FSGSenseGloveHandProfileImpl{MoveTemp(Profile)};
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}
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void FSGSenseGloveImpl::CalculateGloveLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
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const ESGPositionalTrackingHardware TrackingHardware,
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const bool bRightHanded, const ESGFinger MountedOn,
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FVector& OutGlovePosition, FQuat& OutGloveRotation)
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{
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FSGVect3DImpl::FVect3DType GlovePosition;
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FSGQuatImpl::FQuatType GloveRotation;
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FSenseGloveType::CalculateGloveLocation(
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FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
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FSGQuatImpl{ReferenceRotation}.ToQuat(),
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FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
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bRightHanded, FSGCoreEnumCast::ToEFinger(MountedOn),
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GlovePosition, GloveRotation);
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OutGlovePosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
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MoveTemp(GlovePosition));;
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OutGloveRotation = FSGQuatImpl{MoveTemp(GloveRotation)}.ToFQuat();
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}
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void FSGSenseGloveImpl::CalculateWristLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
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const ESGPositionalTrackingHardware TrackingHardware,
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const bool bRightHanded, const ESGFinger MountedOn,
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const FVector& GloveWristPositionOffset,
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const FQuat& GloveWristRotationOffset,
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FVector& OutWristPosition, FQuat& OutWristRotation)
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{
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FSGVect3DImpl::FVect3DType WristPosition;
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FSGQuatImpl::FQuatType WristRotation;
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FSenseGloveType::CalculateWristLocation(
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FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
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FSGQuatImpl{ReferenceRotation}.ToQuat(),
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FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
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bRightHanded, FSGCoreEnumCast::ToEFinger(MountedOn),
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FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(GloveWristPositionOffset),
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FSGQuatImpl(GloveWristRotationOffset).ToQuat(),
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WristPosition, WristRotation);
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OutWristPosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
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MoveTemp(WristPosition));
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OutWristRotation = FSGQuatImpl{MoveTemp(WristRotation)}.ToFQuat();
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}
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FSGSenseGloveImpl::FSGSenseGloveImpl()
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: FSGHapticGloveImpl(),
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#if SG_CPP17
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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#else
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
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#endif /* SG_CPP17 */
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{
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}
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FSGSenseGloveImpl::FSGSenseGloveImpl(const FSGSenseGloveInfoImpl& Model)
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: FSGHapticGloveImpl(std::make_shared<FSenseGloveType>(Model.ToSenseGloveInfo())),
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#if SG_CPP17
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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#else
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
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#endif /* SG_CPP17 */
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{
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}
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FSGSenseGloveImpl::FSGSenseGloveImpl(const FSenseGloveType SenseGlove)
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: FSGHapticGloveImpl(std::make_shared<FSenseGloveType>(SenseGlove)),
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#if SG_CPP17
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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#else
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
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#endif /* SG_CPP17 */
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{
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}
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FSGSenseGloveImpl::FSGSenseGloveImpl(const FSenseGlovePtrType SenseGlove)
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: FSGHapticGloveImpl(std::dynamic_pointer_cast<FHapticGloveType>(SenseGlove)),
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#if SG_CPP17
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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#else
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
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#endif /* SG_CPP17 */
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{
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}
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FSGSenseGloveImpl::FSGSenseGloveImpl(const FSGSenseGloveImpl& Rhs)
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: FSGHapticGloveImpl(Rhs),
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#if SG_CPP17
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{*Rhs.Pimpl}, PimplDeleter))
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#else
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{*Rhs.Pimpl}))
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#endif /* SG_CPP17 */
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{
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Pimpl->Owner = this;
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}
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FSGSenseGloveImpl::FSGSenseGloveImpl(FSGSenseGloveImpl&& Rhs)
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#if SG_CPP17
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noexcept
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#endif /* SG_CPP17 */
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= default;
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FSGSenseGloveImpl::~FSGSenseGloveImpl() = default;
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FSGSenseGloveImpl& FSGSenseGloveImpl::operator=(const FSGSenseGloveImpl& Rhs)
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{
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FSGHapticGloveImpl::operator=(Rhs);
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*Pimpl = *Rhs.Pimpl;
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Pimpl->Owner = this;
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return *this;
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}
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FSGSenseGloveImpl& FSGSenseGloveImpl::operator=(FSGSenseGloveImpl&& Rhs)
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#if SG_CPP17
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noexcept
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#endif /* SG_CPP17 */
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= default;
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const FSGSenseGloveImpl::FSenseGloveType& FSGSenseGloveImpl::ToSenseGlove() const
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{
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return *ToSenseGlovePtrChecked();
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}
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FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtr() const
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{
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return std::dynamic_pointer_cast<FSenseGloveType>(ToSGDevicePtr());
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}
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FSGSenseGloveImpl::FSenseGlovePtrType FSGSenseGloveImpl::ToSenseGlovePtrChecked() const
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{
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FSenseGlovePtrType SenseGlove = std::dynamic_pointer_cast<FSenseGloveType>(ToSGDevicePtr());
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ensureAlwaysMsgf(SenseGlove.get(), TEXT("Invalid SenseGlove"));
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return SenseGlove;
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}
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FSGSenseGloveInfoImpl FSGSenseGloveImpl::GetGloveModel() const
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{
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return FSGSenseGloveInfoImpl{ToSenseGlovePtr()->GetGloveModel()};
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}
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bool FSGSenseGloveImpl::IsRight() const
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{
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return ToSenseGlovePtr()->IsRight();
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}
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ESGDeviceType FSGSenseGloveImpl::GetDeviceType() const
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{
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return FSGCoreEnumCast::ToESGDeviceType(ToSenseGlovePtrChecked()->GetDeviceType());
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}
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FString FSGSenseGloveImpl::GetDeviceId() const
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{
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const FString Id{UTF8_TO_TCHAR(ToSenseGlovePtrChecked()->GetDeviceId().c_str())};
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return Id;
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}
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FString FSGSenseGloveImpl::GetHardwareVersion() const
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{
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const FString Version{UTF8_TO_TCHAR(ToSenseGlovePtrChecked()->GetHardwareVersion().c_str())};
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return Version;
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}
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int32 FSGSenseGloveImpl::GetFirmwareVersion() const
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{
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return ToSenseGlovePtrChecked()->GetFirmwareVersion();
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}
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int32 FSGSenseGloveImpl::GetSubFirmwareVersion() const
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{
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return ToSenseGlovePtrChecked()->GetSubFirmwareVersion();
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}
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bool FSGSenseGloveImpl::GetSensorData(FSGSenseGloveSensorDataImpl& OutSensorData) const
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{
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FSGSenseGloveSensorDataImpl::FSenseGloveSensorDataType SensorData;
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const bool bResult = ToSenseGlovePtrChecked()->GetSensorData(SensorData);
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OutSensorData = FSGSenseGloveSensorDataImpl{MoveTemp(SensorData)};
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return bResult;
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}
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bool FSGSenseGloveImpl::GetImuRotation(FQuat& OutImu)
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{
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FSGQuatImpl::FQuatType Imu;
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const bool bResult = ToSenseGlovePtrChecked()->GetImuRotation(Imu);
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OutImu = FSGQuatImpl{MoveTemp(Imu)}.ToFQuat();
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return bResult;
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}
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bool FSGSenseGloveImpl::GetGlovePose(FSGSenseGlovePoseImpl& OutGlovePose)
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{
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FSGSenseGlovePoseImpl::FSenseGlovePoseType GlovePose;
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const bool bResult = ToSenseGlovePtr()->GetGlovePose(GlovePose);
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OutGlovePose = FSGSenseGlovePoseImpl{GlovePose};
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return bResult;
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}
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bool FSGSenseGloveImpl::GetGlovePose(const FSGSenseGloveSensorDataImpl& SensorData,
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FSGSenseGlovePoseImpl& OutGlovePose)
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{
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FSGSenseGlovePoseImpl::FSenseGlovePoseType GlovePose;
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const bool bResult = ToSenseGlovePtr()->GetGlovePose(SensorData.ToSenseGloveSensorData(), GlovePose);
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OutGlovePose = FSGSenseGlovePoseImpl{GlovePose};
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return bResult;
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}
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bool FSGSenseGloveImpl::GetHandPose(const FSGBasicHandModelImpl& HandModel, const FSGSenseGloveHandProfileImpl& Profile,
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FSGHandPoseImpl& OutHandPose)
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToSenseGlovePtrChecked()->GetHandPose(
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HandModel.ToBasicHandModel(), Profile.ToSenseGloveHandProfile(), HandPose);
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
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return bResult;
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}
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bool FSGSenseGloveImpl::GetHandPose(const FSGBasicHandModelImpl& HandGeometry, const FSGHandProfileImpl& HandProfile,
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FSGHandPoseImpl& OutHandPose)
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToSenseGlovePtrChecked()->GetHandPose(
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HandGeometry.ToBasicHandModel(), HandProfile.ToHandProfile(), HandPose);
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
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return bResult;
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}
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bool FSGSenseGloveImpl::GetHandPose(const FSGHandProfileImpl& HandProfile, FSGHandPoseImpl& OutHandPose)
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{
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FSGHandPoseImpl::FHandPoseType HandPose;
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const bool bResult = ToSenseGlovePtrChecked()->GetHandPose(HandProfile.ToHandProfile(), HandPose);
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OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
|
|
return bResult;
|
|
}
|
|
|
|
bool FSGSenseGloveImpl::SendHaptics(const FSGForceFeedbackCommandImpl& ForceFeedbackCommand,
|
|
const FSGBuzzCommandImpl& BuzzCommand,
|
|
ESGSenseGloveThumperCommand ThumperCommand)
|
|
{
|
|
return ToSenseGlovePtrChecked()->SendHaptics(ForceFeedbackCommand.ToForceFeedbackCommand(),
|
|
BuzzCommand.ToBuzzCommand(),
|
|
FSGCoreEnumCast::ToESenseGloveThumperCommand(ThumperCommand));
|
|
}
|
|
|
|
bool FSGSenseGloveImpl::SendHaptics(ESGSenseGloveThumperCommand ThumperCommand)
|
|
{
|
|
return ToSenseGlovePtrChecked()->SendHaptics(FSGCoreEnumCast::ToESenseGloveThumperCommand(ThumperCommand));
|
|
}
|
|
|
|
void FSGSenseGloveImpl::SendHaptics(const FSGForceFeedbackCommandImpl& ForceFeedbackCommand)
|
|
{
|
|
ToSenseGlovePtrChecked()->SendHaptics(ForceFeedbackCommand.ToForceFeedbackCommand());
|
|
}
|
|
|
|
void FSGSenseGloveImpl::SendHaptics(const FSGBuzzCommandImpl& BuzzCommand)
|
|
{
|
|
ToSenseGlovePtrChecked()->SendHaptics(BuzzCommand.ToBuzzCommand());
|
|
}
|
|
|
|
void FSGSenseGloveImpl::SendHaptics(const FSGForceFeedbackCommandImpl& ForceFeedbackCommand,
|
|
const FSGBuzzCommandImpl& BuzzCommand, const FSGThumperCommandImpl& ThumperCommand)
|
|
{
|
|
ToSenseGlovePtrChecked()->SendHaptics(ForceFeedbackCommand.ToForceFeedbackCommand(),
|
|
BuzzCommand.ToBuzzCommand(), ThumperCommand.ToThumperCommand());
|
|
}
|
|
|
|
bool FSGSenseGloveImpl::GetCalibrationValues(TArray<FVector>& OutValues)
|
|
{
|
|
std::vector<FSGVect3DImpl::FVect3DType> Values;
|
|
const bool bResult = ToSenseGlovePtrChecked()->GetCalibrationValues(Values);
|
|
OutValues = FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector,
|
|
FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(MoveTemp(Values));
|
|
return bResult;
|
|
}
|
|
|
|
void FSGSenseGloveImpl::ResetCalibrationRange()
|
|
{
|
|
ToSenseGlovePtr()->ResetCalibrationRange();
|
|
}
|
|
|
|
void FSGSenseGloveImpl::ApplyCalibration(FSGHandProfileImpl& OutProfile) const
|
|
{
|
|
FSGHandProfileImpl::FHandProfileType Profile;
|
|
ToSenseGlovePtrChecked()->ApplyCalibration(Profile);
|
|
OutProfile = FSGHandProfileImpl{MoveTemp(Profile)};
|
|
}
|
|
|
|
void FSGSenseGloveImpl::ApplyCalibration(FSGSenseGloveHandProfileImpl& OutProfile) const
|
|
{
|
|
FSGSenseGloveHandProfileImpl::FSenseGloveHandProfileType Profile;
|
|
ToSenseGlovePtrChecked()->ApplyCalibration(Profile);
|
|
OutProfile = FSGSenseGloveHandProfileImpl{MoveTemp(Profile)};
|
|
}
|
|
|
|
void FSGSenseGloveImpl::GetGloveLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
|
|
const ESGPositionalTrackingHardware TrackingHardware,
|
|
FVector& OutGlovePosition, FQuat& OutGloveRotation) const
|
|
{
|
|
FSGVect3DImpl::FVect3DType GlovePosition;
|
|
FSGQuatImpl::FQuatType GloveRotation;
|
|
|
|
ToSenseGlovePtrChecked()->GetGloveLocation(
|
|
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
|
|
FSGQuatImpl{ReferenceRotation}.ToQuat(),
|
|
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
|
|
GlovePosition, GloveRotation);
|
|
|
|
OutGlovePosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
|
|
MoveTemp(GlovePosition));
|
|
OutGloveRotation = FSGQuatImpl{MoveTemp(GloveRotation)}.ToFQuat();
|
|
}
|
|
|
|
void FSGSenseGloveImpl::GetGloveLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
|
|
const ESGPositionalTrackingHardware TrackingHardware,
|
|
const ESGFinger MountedOn,
|
|
FVector& OutGlovePosition, FQuat& OutGloveRotation) const
|
|
{
|
|
FSGVect3DImpl::FVect3DType GlovePosition;
|
|
FSGQuatImpl::FQuatType GloveRotation;
|
|
|
|
ToSenseGlovePtrChecked()->GetGloveLocation(
|
|
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
|
|
FSGQuatImpl{ReferenceRotation}.ToQuat(),
|
|
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
|
|
FSGCoreEnumCast::ToEFinger(MountedOn),
|
|
GlovePosition, GloveRotation);
|
|
|
|
OutGlovePosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
|
|
MoveTemp(GlovePosition));
|
|
OutGloveRotation = FSGQuatImpl{MoveTemp(GloveRotation)}.ToFQuat();
|
|
}
|
|
|
|
void FSGSenseGloveImpl::GetWristLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
|
|
const ESGPositionalTrackingHardware TrackingHardware,
|
|
FVector& OutWristPosition, FQuat& OutWristRotation) const
|
|
{
|
|
FSGVect3DImpl::FVect3DType WristPosition;
|
|
FSGQuatImpl::FQuatType WristRotation;
|
|
|
|
ToSenseGlovePtrChecked()->GetWristLocation(
|
|
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
|
|
FSGQuatImpl{ReferenceRotation}.ToQuat(),
|
|
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
|
|
WristPosition, WristRotation);
|
|
|
|
OutWristPosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
|
|
MoveTemp(WristPosition));
|
|
OutWristRotation = FSGQuatImpl{MoveTemp(WristRotation)}.ToFQuat();
|
|
}
|
|
|
|
void FSGSenseGloveImpl::GetWristLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
|
|
const ESGPositionalTrackingHardware TrackingHardware,
|
|
const FVector& GloveWristPositionOffset, const FQuat& GloveWristRotationOffset,
|
|
FVector& OutWristPosition, FQuat& OutWristRotation) const
|
|
{
|
|
FSGVect3DImpl::FVect3DType WristPosition;
|
|
FSGQuatImpl::FQuatType WristRotation;
|
|
|
|
ToSenseGlovePtrChecked()->GetWristLocation(
|
|
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
|
|
FSGQuatImpl{ReferenceRotation}.ToQuat(),
|
|
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
|
|
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(GloveWristPositionOffset),
|
|
FSGQuatImpl(GloveWristRotationOffset).ToQuat(),
|
|
WristPosition, WristRotation);
|
|
|
|
OutWristPosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
|
|
MoveTemp(WristPosition));
|
|
OutWristRotation = FSGQuatImpl{MoveTemp(WristRotation)}.ToFQuat();
|
|
}
|
|
|
|
FString FSGSenseGloveImpl::ToString() const
|
|
{
|
|
const FString String{UTF8_TO_TCHAR(ToSenseGlovePtrChecked()->ToString().c_str())};
|
|
return String;
|
|
}
|
|
|
|
|
|
FSGSenseGloveImpl::FImpl::FImpl(FSGSenseGloveImpl* InOwner)
|
|
: Owner(InOwner)
|
|
{
|
|
}
|
|
|
|
FSGSenseGloveImpl::FImpl::~FImpl() = default;
|
|
|
|
void FSGSenseGloveImpl::FImplDeleter::operator()(const FImpl* P) const
|
|
{
|
|
delete P;
|
|
} |