Files
Plugin/Source/SenseGloveCore/Public/SGCore/SGHapticGloveCalibrationCheck.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

203 lines
6.3 KiB
C++

/**
* @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
*
*
*/
#pragma once
#include "Containers/Array.h"
#include "Math/Vector.h"
#include "Templates/UniquePtr.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGHapticGloveCalibrationCheck.generated.h"
class FSGHapticGloveCalibrationCheckImpl;
class USGSensorRange;
/**
* An algorithm that checks whether or not our current user is running in the same calibration range as last time.
*/
UCLASS(BlueprintType)
class SENSEGLOVECORE_API USGHapticGloveCalibrationCheck final : public UObject
{
GENERATED_BODY()
public:
static USGHapticGloveCalibrationCheck* NewHapticGloveCalibrationCheck(
UObject* Outer, const FSGHapticGloveCalibrationCheckImpl& HapticGloveCalibrationCheckImpl);
public:
/**
* The last calibration range can be null, at which point you definitely need calibration.
*/
static USGHapticGloveCalibrationCheck* NewHapticGloveCalibrationCheck(UObject* Outer);
/**
* The last calibration range can be null, at which point you definitely need calibration.
*/
static USGHapticGloveCalibrationCheck* NewHapticGloveCalibrationCheck(
UObject* Outer, const USGSensorRange* LastCalibrationRange);
public:
/**
* SenseGlove: How far from the threshold one can be where we would still call it 'the same as before'.
*/
static float GetSenseGloveThreshold();
/**
* Nova: How far from the threshold one can be where we would still call it 'the same as before'.
*/
static float GetNovaGloveThreshold();
/**
* SenseGlove: The minimum amount of sensor flexion movement before we start testing for a smaller hand.
*/
static float GetSenseGloveMinFlexion();
/**
* Nova: The minimum amount of sensor flexion movement before we start testing for a smaller hand.
*/
static float GetNovaGloveMinFlexion();
/**
* SenseGlove: The minimum amount of sensor movement on the thumb abduction before we start testing for a smaller hand.
*/
static float GetSenseGloveMinAbduction();
/**
* Nova: The minimum amount of sensor movement on the thumb abduction before we start testing for a smaller hand.
*/
static float GetNovaGloveMinAbduction();
public:
/**
* Returns true if this DeviceType requires a calibration check.
*/
static bool NeedsCheck(ESGDeviceType DeviceType);
/**
* Checks if current values are operating out of the previous range. Returns -1 if all is fine. 0...4 to indicate which finger is out of bounds.
*/
static int32 OutOfBounds(const USGSensorRange* PreviousRange, const TArray<FVector>& CurrentValues,
ESGDeviceType DeviceType);
/**
* Returns true if the user has moved enough in both flexion and thumb abduction movement to be considered 'active'
*/
static bool MovedMinimum(const TArray<FVector>& CurrentRange, ESGDeviceType DeviceType);
/**
* Returns true if the current sensor values have moved roughly as much as last time.
*/
static bool MatchesLast(const TArray<FVector>& CurrentRange, const TArray<FVector>& LastRange,
ESGDeviceType DeviceType);
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
public:
/**
* The last calibration range can be null, at which point you definitely need calibration.
*/
USGHapticGloveCalibrationCheck();
/**
* The last calibration range can be null, at which point you definitely need calibration.
*/
explicit USGHapticGloveCalibrationCheck(const USGSensorRange* LastCalibrationRange);
public:
/**
* The cast from underlying type constructor.
*/
explicit USGHapticGloveCalibrationCheck(const FSGHapticGloveCalibrationCheckImpl& HapticGloveCalibrationCheckImpl);
public:
/**
* The destructor.
*/
virtual ~USGHapticGloveCalibrationCheck() override;
protected:
/**
* Allows to set the underlying object after construction.
*/
void SetHapticGloveCalibrationCheckImpl(const FSGHapticGloveCalibrationCheckImpl& HapticGloveCalibrationCheckImpl);
public:
/**
* The cast to underlying type method.
*/
const FSGHapticGloveCalibrationCheckImpl& ToHapticGloveCalibrationCheckImpl() const;
public:
/**
*
*/
USGSensorRange* GetLastSensorRange(UObject* Outer) const;
public:
/**
*
*/
ESGCalibrationStage GetCalibrationStage() const;
/**
* Whether this algorithm has determined if calibration is required, or not.
*/
bool ReachedConclusion() const;
public:
/**
* Reset the calibration check. so it may be used again. This does not reset the last range.
*/
void Reset();
/**
* Using the currently received Sensor Values, check if calibration is required. This function will have to be called until a conclusion can be reached.
*/
void CheckRange(const TArray<FVector>& CurrentValues, float DeltaSeconds, ESGDeviceType DeviceType);
};