128 lines
4.1 KiB
C++
128 lines
4.1 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 - 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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#include "SGCoreImpl/SGAnatomyImpl.h"
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#include "SGBuildHacks/SGInclude_Core_Anatomy.h"
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#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
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#include "SGCoreImpl/SGVect3DImpl.h"
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#include "SGUtils/SGAngles.h"
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#include "SGUtils/SGArrayUtils.h"
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float FSGAnatomyImpl::GetTotalFingerFlexion()
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{
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return FAnatomyType::GetTotalFingerFlexion();
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}
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float FSGAnatomyImpl::GetTotalFingerExtension()
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{
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return FAnatomyType::GetTotalFingerExtension();
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}
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float FSGAnatomyImpl::GetTotalThumbFlexion()
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{
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return FAnatomyType::GetTotalThumbFlexion();
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}
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float FSGAnatomyImpl::GetTotalThumbExtension()
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{
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return FAnatomyType::GetTotalThumbExtension();
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}
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float FSGAnatomyImpl::GetFingerJointLimit(
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const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
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{
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return FSGAngles::TransformToUnreal(
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Movement, FAnatomyType::GetFingerJointLimit(bRightHanded, Joint, Movement, bMax));
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}
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float FSGAnatomyImpl::GetThumbJointLimit(
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const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
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{
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return FSGAngles::TransformToUnreal(
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Movement, FAnatomyType::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax));
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}
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float FSGAnatomyImpl::NormalizeFingerFlexion(const float FlexionInDegrees)
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{
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return FSGAngles::TransformToUnreal(
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FAnatomyType::NormalizeFingerFlexion(
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FSGAngles::TransformToSenseGlove(
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FlexionInDegrees)));
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}
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float FSGAnatomyImpl::NormalizeThumbFlexion(const float FlexionInDegrees)
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{
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return FSGAngles::TransformToUnreal(
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FAnatomyType::NormalizeThumbFlexion(
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FSGAngles::TransformToSenseGlove(
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FlexionInDegrees)));
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}
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TArray<TArray<FVector>> FSGAnatomyImpl::GetDefaultHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> DefaultHandAngles{
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetDefaultHandAngles(bRightHanded))
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};
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return MoveTemp(DefaultHandAngles);
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}
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TArray<TArray<FVector>> FSGAnatomyImpl::GetFlatHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> FlatHandAngles{
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetFlatHandAngles(bRightHanded))
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};
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return MoveTemp(FlatHandAngles);
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}
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TArray<TArray<FVector>> FSGAnatomyImpl::GetThumbsUpHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> ThumbsUpHandAngles{
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetThumbsUpHandAngles(bRightHanded))
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};
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return MoveTemp(ThumbsUpHandAngles);
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}
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TArray<TArray<FVector>> FSGAnatomyImpl::GetFistHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> FistHandAngles{
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetFistHandAngles(bRightHanded))
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};
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return MoveTemp(FistHandAngles);
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} |