102 lines
3.4 KiB
C++
102 lines
3.4 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 "UObject/ObjectMacros.h"
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#include "UObject/SoftObjectPtr.h"
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#include "SGVirtualHandTrackingSettings.generated.h"
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USkeletalMesh;
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/**
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* Implements the hand tracking settings for the SenseGlove Tracking module.
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*/
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USTRUCT(BlueprintType)
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struct SENSEGLOVESETTINGS_API FSGVirtualHandTrackingSettings
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{
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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TSoftObjectPtr<USkeletalMesh> LeftHandReferenceMesh;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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TSoftObjectPtr<USkeletalMesh> RightHandReferenceMesh;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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float ThumbDistalPhalanxLength;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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float IndexDistalPhalanxLength;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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float MiddleDistalPhalanxLength;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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float RingDistalPhalanxLength;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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float LittleDistalPhalanxLength;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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FRotator RootBoneRotationCorrection;
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Virtual Hand")
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TMap<FName, FTransform> LeftHandDefaultReferenceBoneTransforms;
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Virtual Hand")
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TMap<FName, FTransform> RightHandDefaultReferenceBoneTransforms;
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Virtual Hand")
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TArray<FName> LeftHandBoneNames;
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Virtual Hand")
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TArray<FName> RightHandBoneNames;
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public:
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FSGVirtualHandTrackingSettings();
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FSGVirtualHandTrackingSettings(
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const TSoftObjectPtr<USkeletalMesh>& InLeftHandReferenceMesh,
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const TSoftObjectPtr<USkeletalMesh>& InRightHandReferenceMesh,
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float InThumbDistalPhalanxLength,
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float InIndexDistalPhalanxLength,
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float InMiddleDistalPhalanxLength,
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float InRingDistalPhalanxLength,
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float InLittleDistalPhalanxLength,
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const FRotator& InRootBoneRotationCorrection);
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}; |