118 lines
4.8 KiB
C++
118 lines
4.8 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 "SGTypes/SGDebugTypes.h"
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#include "SGDebugVirtualHandSettings.generated.h"
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USTRUCT(BlueprintType)
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struct SENSEGLOVESETTINGS_API FSGDebugVirtualHandSettings
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{
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GENERATED_USTRUCT_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings")
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uint8 bDrawDebugVirtualHand : 1;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="bDrawDebugVirtualHand", EditConditionHides))
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ESGDebugVirtualHandDrawingMode DrawingMode;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
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FVector CubeExtent;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
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FColor CubeColor;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
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float CubeThickness;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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float GizmoLength;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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float GizmoThickness;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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FColor GizmoXAxisColor;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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FColor GizmoYAxisColor;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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FColor GizmoZAxisColor;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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uint8 bPersistentLines : 1;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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float LifeTimeModifier;
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UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
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meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
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uint8 DepthPriority;
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public:
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FSGDebugVirtualHandSettings();
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explicit FSGDebugVirtualHandSettings(
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bool bInDrawDebugVirtualHand,
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ESGDebugVirtualHandDrawingMode InDrawingMode = ESGDebugVirtualHandDrawingMode::None,
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const FVector& InCubeExtent = FVector(0.5f, 0.5f, 0.5f),
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const FColor& InCubeColor = FColor(255, 0, 0, 255),
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float InCubeThickness = 0.1f,
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float InGizmoLength = 1.0f,
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float InGizmoThickness = 0.2f,
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const FColor& InGizmoXAxisColor = FColor(255, 0, 0, 255),
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const FColor& InGizmoYAxisColor = FColor(0, 255, 0, 255),
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const FColor& InGizmoZAxisColor = FColor(0, 0, 255, 255),
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bool bInPersistentLines = false,
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float InLifeTimeModifier = 1.1f,
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uint8 InDepthPriority = 0);
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}; |