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Plugin/Source/SenseGloveKismet/Private/SGKismet/SGVirtualHandKismetLibrary.cpp
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 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
*
*
*/
#include "SGKismet/SGVirtualHandKismetLibrary.h"
#include "SenseGlove/GameFramework/SGVirtualHand.h"
#include "SGCore/SGHandPose.h"
#include "SGUtils/SGArrayUtils.h"
TArray<FSGNameArray> UVirtualHandKismetLibrary::GetLeftHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(ASGVirtualHand::GetLeftHandFingerBoneNames());
}
TArray<FSGNameArray> UVirtualHandKismetLibrary::GetRightHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(ASGVirtualHand::GetRightHandFingerBoneNames());
}
const FName& UVirtualHandKismetLibrary::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return ASGVirtualHand::GetLeftHandFingerBoneName(Finger, Joint);
}
const FName& UVirtualHandKismetLibrary::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return ASGVirtualHand::GetRightHandFingerBoneName(Finger, Joint);
}
USkeletalMeshComponent* UVirtualHandKismetLibrary::GetMesh(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->GetMesh();
}
bool UVirtualHandKismetLibrary::IsLeft(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsLeft();
}
bool UVirtualHandKismetLibrary::IsRight(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsRight();
}
void UVirtualHandKismetLibrary::SetRight(ASGVirtualHand* VirtualHand, const bool bInRight)
{
VirtualHand->SetRight(bInRight);
}
bool UVirtualHandKismetLibrary::IsHiddenInGameIfNoGloveDetected(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsHiddenInGameIfNoGloveDetected();
}
void UVirtualHandKismetLibrary::SetHiddenIfNoGloveDetected(ASGVirtualHand* VirtualHand,
const bool bInHiddenIfNoGloveDetected)
{
VirtualHand->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
}
bool UVirtualHandKismetLibrary::IsAnimateInEditor(const ASGVirtualHand* VirtualHand)
{
return VirtualHand->IsAnimateInEditor();
}
void UVirtualHandKismetLibrary::SetAnimateInEditor(ASGVirtualHand* VirtualHand, const bool bInAnimateInEditor)
{
VirtualHand->SetAnimateInEditor(bInAnimateInEditor);
}
USkeletalMesh* UVirtualHandKismetLibrary::GetHandMesh(const ASGVirtualHand* VirtualHand) const
{
return VirtualHand->GetHandMesh();
}
void UVirtualHandKismetLibrary::SetHandMesh(UPARAM(ref) ASGVirtualHand* VirtualHand,
USkeletalMesh* VirtualHandMesh, const bool bReinitPos) const
{
VirtualHand->SetHandMesh(VirtualHandMesh, bReinitPos);
}
USkeleton* UVirtualHandKismetLibrary::GetHandSkeleton(const ASGVirtualHand* VirtualHand) const
{
return VirtualHand->GetHandSkeleton();
}
bool UVirtualHandKismetLibrary::IsGloveConnected(const ASGVirtualHand* VirtualHand) const
{
return VirtualHand->IsGloveConnected();
}
USGHandPose* UVirtualHandKismetLibrary::GetHandPose(ASGVirtualHand* VirtualHand)
{
return VirtualHand->GetHandPose();
}
const FName& UVirtualHandKismetLibrary::GetFingerBoneName(const ASGVirtualHand* VirtualHand,
const int32 Finger, const int32 Joint) const
{
return VirtualHand->GetFingerBoneName(Finger, Joint);
}
const FTransform& UVirtualHandKismetLibrary::GetFingerBoneRefTransform(const ASGVirtualHand* VirtualHand,
const int32 Finger, const int32 Joint) const
{
return VirtualHand->GetFingerBoneRefTransform(Finger, Joint);
}
FRotator UVirtualHandKismetLibrary::GetFingerBoneRefRotation(const ASGVirtualHand* VirtualHand,
const int32 Finger, const int32 Joint) const
{
return VirtualHand->GetFingerBoneRefRotation(Finger, Joint);
}
TMap<FName, FRotator> UVirtualHandKismetLibrary::GetFingersBonesRotations(ASGVirtualHand* VirtualHand)
{
return VirtualHand->GetFingersBonesRotations();
}