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Plugin/Source/SenseGloveCore/Public/SGCore/SGBasicHandModel.h
T
Mamadou Babaei 494d97c43f * Expose SenseGloveTypes as a public dependency in SenseGloveConnect and
SenseGloveCore modules, so that the C++ users of the API don't need to
 explicitly add it as a dependency
* Clean up the redundant headers/modules dependency from SGCore headers
* Fix RunUAT build issues for Epic Store submission
2022-11-25 15:09:20 +01:00

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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#pragma once
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "HAL/Platform.h"
#include "Math/Quat.h"
#include "Math/Vector.h"
#include "Templates/UniquePtr.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "SGCore/SGFloatArray.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGBasicHandModel.generated.h"
class FSGBasicHandModelImpl;
/**
* Represents data of a user's hand required for forward kinematics.
*/
UCLASS(BlueprintType)
class SENSEGLOVECORE_API USGBasicHandModel final : public UObject
{
GENERATED_BODY()
public:
static USGBasicHandModel* NewBasicHandModel(
UObject* Outer, const FSGBasicHandModelImpl& BasicHandModelImpl);
public:
/**
* The basic class constructor.
*/
static USGBasicHandModel* NewBasicHandModel(UObject* Outer);
/**
* Create a new BasicHandModel with no starting rotations.
*/
static USGBasicHandModel* NewBasicHandModel(
UObject* Outer,
bool bRightHanded, const TArray<TArray<float>>& Lengths, const TArray<FVector>& StartPositions);
/**
* Create a new BasicHandModel with no starting rotations.
*/
static USGBasicHandModel* NewBasicHandModel(
UObject* Outer,
bool bRightHanded, const TArray<FSGFloatArray>& Lengths, const TArray<FVector>& StartPositions);
/**
* Create a new BasicHandModel.
*/
static USGBasicHandModel* NewBasicHandModel(
UObject* Outer,
bool bRightHanded, const TArray<TArray<float>>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FQuat>& StartRotations);
/**
* Create a new BasicHandModel.
*/
static USGBasicHandModel* NewBasicHandModel(
UObject* Outer,
bool bRightHanded, const TArray<TArray<float>>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FRotator>& StartRotations);
/**
* Create a new BasicHandModel.
*/
static USGBasicHandModel* NewBasicHandModel(
UObject* Outer,
bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FQuat>& StartRotations);
/**
* Create a new BasicHandModel.
*/
static USGBasicHandModel* NewBasicHandModel(
UObject* Outer,
bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FRotator>& StartRotations);
public:
/**
* Retrieve a default left or right hand model.
*/
static USGBasicHandModel* Default(UObject* Outer, bool bRightHanded);
/**
* Convert a serialized HandModel back into its class representation.
*/
static USGBasicHandModel* Deserialize(UObject* Outer, const FString& SerializedString);
public:
/**
* Default finger lengths (based on right hand).
*
* @remarks Any missing fingers are replaced with their respective value.
*/
static TArray<TArray<float>> GetBaseFingerLengths();
/**
* Default joint positions (based on right hand).
*
* @remarks Any missing positions are replaced with their respective value.
*/
static TArray<FVector> GetBaseJointPositions();
/**
* Default joint angles (based on right hand).
*
* @remarks Any missing angles are replaced with their respective value.
*/
static TArray<FVector> GetBaseJointAngles();
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
public:
/**
* The basic class constructor.
*/
USGBasicHandModel();
/**
* Create a new BasicHandModel with no starting rotations.
*/
USGBasicHandModel(bool bRightHanded, const TArray<TArray<float>>& Lengths,
const TArray<FVector>& StartPositions);
/**
* Create a new BasicHandModel with no starting rotations.
*/
USGBasicHandModel(bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
const TArray<FVector>& StartPositions);
/**
* Create a new BasicHandModel.
*/
USGBasicHandModel(bool bRightHanded, const TArray<TArray<float>>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FQuat>& StartRotations);
/**
* Create a new BasicHandModel.
*/
USGBasicHandModel(bool bRightHanded, const TArray<TArray<float>>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FRotator>& StartRotations);
/**
* Create a new BasicHandModel.
*/
USGBasicHandModel(bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FQuat>& StartRotations);
/**
* Create a new BasicHandModel.
*/
USGBasicHandModel(bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FRotator>& StartRotations);
public:
/**
* The cast from underlying type constructor.
*/
explicit USGBasicHandModel(const FSGBasicHandModelImpl& BasicHandModelImpl);
public:
/**
* The destructor.
*/
virtual ~USGBasicHandModel() override;
protected:
/**
* Allows to set the underlying object after construction.
*/
void SetBasicHandModelImpl(const FSGBasicHandModelImpl& BasicHandModelImpl);
public:
/**
* The cast to underlying type method.
*/
const FSGBasicHandModelImpl& ToBasicHandModelImpl() const;
protected:
/**
* The non-const cast to underlying type method.
*/
FSGBasicHandModelImpl& ToBasicHandModelImpl();
public:
/**
* Whether or not this BasicHandModel was created for a left- or right hand. Used for validation.
*/
bool IsRight() const;
/**
* The length of individual finger phalangers in mm, sorted per finger. Generally 5x3.
*/
TArray<TArray<float>> GetFingerLengths() const;
/**
* Retrieve the finger lengths of a specific finger in cm.
*/
TArray<float> GetFingerLengths(ESGFinger Finger) const;
/**
* Set the finger lengths of a specific finger in cm.
*/
void SetFingerLengths(ESGFinger Finger, const TArray<float>& Lengths);
/**
* Set the finger lengths of a specific finger in cm.
*/
void SetFingerLengths(uint8 Finger, const TArray<float>& Lengths);
/**
* Get the finger ratios of all fingers.
*/
TArray<TArray<float>> GetFingerRatios() const;
/**
* Get the finger ratios of a specific finger.
*/
TArray<float> GetFingerRatios(ESGFinger Finger) const;
/**
* Starting joint positions relative to the device Origin.
*/
TArray<FVector> GetStartJointPositions() const;
/**
*
*/
void SetStartJointPosition(ESGFinger Finger, const FVector& Position);
/**
*
*/
void SetStartJointPosition(uint8 Finger, const FVector& Position);
/**
* Starting joint rotations relative to the device Origin.
*/
TArray<FQuat> GetStartJointRotationsQ() const;
/**
* Starting joint rotations relative to the device Origin.
*/
TArray<FRotator> GetStartJointRotations() const;
/**
* Retrieve the start position of a specific finger.
*/
FVector GetJointPosition(ESGFinger Finger) const;
/**
* Set the start position of a specific finger.
*/
void SetJointPosition(const FVector& NewPosition, ESGFinger Finger);
/**
* Retrieve the start rotation of a specific finger.
*/
FQuat GetJointRotationQ(ESGFinger Finger) const;
/**
* Retrieve the start rotation of a specific finger.
*/
FRotator GetJointRotation(ESGFinger Finger) const;
/**
* Set the start rotation of a specific finger.
*/
void SetJointRotation(const FQuat& NewRotation, ESGFinger Finger);
/**
* Set the start rotation of a specific finger.
*/
void SetJointRotation(const FRotator& NewRotation, ESGFinger Finger);
/**
* Get the total lengths of fingers, in cm.
*/
TArray<float> GetTotalLengths() const;
/**
* Get the total length of a specific finger, in mm.
*/
float GetTotalLength(ESGFinger Finger) const;
public:
/**
* Retrieve the lengths of a specific finger, as BasicHandModel representation (L, 0, 0).
*
* @remarks Used for forwards kinematics.
*/
TArray<FVector> Get3DLengths(ESGFinger Finger) const;
public:
/**
* Check if this BasicHandModel has the same values as another BasicHandModel.
*/
bool Equals(const USGBasicHandModel* BasicHandModel) const;
public:
/**
* Convert this handModel into a string notation, readable for humans. Does not include starting positions / rotations.
*/
FString ToString() const;
/**
* Convert this handModel into a string notation, readable for humans. Optionally includes starting positions / rotations.
*/
FString ToString(bool bLengthsOnly) const;
/**
* Serialize this HandModel into a string representation.
*/
FString SGSerialize() const;
};