185 lines
7.0 KiB
C++
185 lines
7.0 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 - 2022 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 "SGCoreKismet/SGHandPoseKismetLibrary.h"
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#include "SGCore/SGBasicHandModel.h"
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#include "SGCore/SGHandPose.h"
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#include "SGUtils/SGArrayUtils.h"
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USGHandPose* USGHandPoseKismetLibrary::MakeHandPose(UObject* WorldContextObject)
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{
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return USGHandPose::NewHandPose(WorldContextObject);
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}
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USGHandPose* USGHandPoseKismetLibrary::MakeHandPose_bRightHanded_JointPositions_FSGQuatArrayJointRotations_HandAngles(
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UObject* WorldContextObject,
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const bool bRightHanded, const TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles)
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{
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return USGHandPose::NewHandPose(WorldContextObject, bRightHanded, JointPositions, JointRotations, HandAngles);
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}
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USGHandPose* USGHandPoseKismetLibrary::
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MakeHandPose_bRightHanded_JointPositions_FSGRotatorArrayJointRotations_HandAngles(
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UObject* WorldContextObject,
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const bool bRightHanded,
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const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles)
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{
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return USGHandPose::NewHandPose(WorldContextObject, bRightHanded, JointPositions, JointRotations, HandAngles);
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}
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USGHandPose* USGHandPoseKismetLibrary::Deserialize(UObject* WorldContextObject, const FString& SerializedString)
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{
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return USGHandPose::Deserialize(WorldContextObject, SerializedString);
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}
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USGHandPose* USGHandPoseKismetLibrary::FromHandAngles_HandAngles_bRightHanded_HandDimensions(
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UObject* WorldContextObject,
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const TArray<FSGVectorArray>& HandAngles, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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TArray<TArray<FVector>> HandAnglesNestedArray{
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FSGArrayUtils::FromBPNestedArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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return USGHandPose::FromHandAngles(WorldContextObject, MoveTemp(HandAnglesNestedArray), bRightHanded,
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HandDimensions);
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}
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USGHandPose* USGHandPoseKismetLibrary::FromHandAngles_HandAngles_bRightHanded(
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UObject* WorldContextObject, const TArray<FSGVectorArray>& HandAngles, const bool bRightHanded)
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{
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TArray<TArray<FVector>> HandAnglesNestedArray{
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FSGArrayUtils::FromBPNestedArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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return USGHandPose::FromHandAngles(WorldContextObject, MoveTemp(HandAnglesNestedArray), bRightHanded);
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}
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USGHandPose* USGHandPoseKismetLibrary::DefaultIdle_bRightHanded_HandDimensions(
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UObject* WorldContextObject, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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return USGHandPose::DefaultIdle(WorldContextObject, bRightHanded, HandDimensions);
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}
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USGHandPose* USGHandPoseKismetLibrary::DefaultIdle_bRightHanded(UObject* WorldContextObject,
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const bool bRightHanded)
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{
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return USGHandPose::DefaultIdle(WorldContextObject, bRightHanded);
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}
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USGHandPose* USGHandPoseKismetLibrary::FlatHand_bRightHanded_HandDimensions(
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UObject* WorldContextObject, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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return USGHandPose::FlatHand(WorldContextObject, bRightHanded, HandDimensions);
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}
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USGHandPose* USGHandPoseKismetLibrary::FlatHand_bRightHanded(UObject* WorldContextObject, const bool bRightHanded)
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{
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return USGHandPose::FlatHand(WorldContextObject, bRightHanded);
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}
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USGHandPose* USGHandPoseKismetLibrary::ThumbsUp_bRightHanded_HandDimensions(
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UObject* WorldContextObject, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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return USGHandPose::ThumbsUp(WorldContextObject, bRightHanded, HandDimensions);
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}
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USGHandPose* USGHandPoseKismetLibrary::ThumbsUp_bRightHanded(UObject* WorldContextObject, const bool bRightHanded)
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{
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return USGHandPose::ThumbsUp(WorldContextObject, bRightHanded);
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}
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USGHandPose* USGHandPoseKismetLibrary::Fist_bRightHanded_HandDimensions(
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UObject* WorldContextObject, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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return USGHandPose::Fist(WorldContextObject, bRightHanded, HandDimensions);
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}
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USGHandPose* USGHandPoseKismetLibrary::Fist_bRightHanded(UObject* WorldContextObject, const bool bRightHanded)
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{
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return USGHandPose::Fist(WorldContextObject, bRightHanded);
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}
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bool USGHandPoseKismetLibrary::IsRight(const USGHandPose* HandPose)
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{
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return HandPose->IsRight();
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}
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TArray<FSGVectorArray> USGHandPoseKismetLibrary::GetJointPositions(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(HandPose->GetJointPositions());
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}
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TArray<FSGQuatArray> USGHandPoseKismetLibrary::GetJointRotationsQ(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FQuat, FSGQuatArray>(HandPose->GetJointRotationsQ());
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}
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TArray<FSGRotatorArray> USGHandPoseKismetLibrary::GetJointRotations(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FRotator, FSGRotatorArray>(HandPose->GetJointRotations());
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}
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TArray<FSGVectorArray> USGHandPoseKismetLibrary::GetHandAngles(const USGHandPose* HandPose)
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{
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return FSGArrayUtils::ToBPNestedArray<FVector, FSGVectorArray>(HandPose->GetHandAngles());
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}
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bool USGHandPoseKismetLibrary::Equals(const USGHandPose* A, const USGHandPose* B)
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{
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return A->Equals(B);
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}
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float USGHandPoseKismetLibrary::GetNormalizedFlexion_Finger_bClamp01(
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const USGHandPose* HandPose, const ESGFinger Finger, const bool bClamp01)
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{
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return HandPose->GetNormalizedFlexion(Finger, bClamp01);
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}
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TArray<float> USGHandPoseKismetLibrary::GetNormalizedFlexion_bClamp01(
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const USGHandPose* HandPose, const bool bClamp01)
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{
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return HandPose->GetNormalizedFlexion(bClamp01);
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}
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FString USGHandPoseKismetLibrary::ToString(const USGHandPose* HandPose, const bool bShortFormat)
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{
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return HandPose->ToString(bShortFormat);
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}
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FString USGHandPoseKismetLibrary::SGSerialize(const USGHandPose* HandPose)
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{
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return HandPose->SGSerialize();
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} |