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Plugin/Source/SenseGloveCore/Private/SGCore/SGJointKinematics.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 "SGCore/SGJointKinematics.h"
#include "SGCore/SGBasicHandModel.h"
#include "SGCoreImpl/SGExportedFunctions.h"
#include "SGInterop/SGIC_ESGFinger.h"
#include "SGInterop/SGIC_FQuat.h"
#include "SGInterop/SGIC_FSGBasicHandModelImpl.h"
#include "SGInterop/SGIC_FVector.h"
#include "SGInterop/SGIC_TArray_FQuat.h"
#include "SGInterop/SGIC_TArray_FVector.h"
#include "SGUtils/SGArrayUtils.h"
bool FSGJointKinematics::ForwardKinematics(
const FVector& StartPosition, const FQuat& StartRotation, const TArray<FVector>& JointLengths,
const TArray<FVector>& JointAngles, TArray<FVector>& OutNewPositions, TArray<FQuat>& OutNewRotations)
{
FSGIC_FVector StartPositionContainer{StartPosition};
FSGIC_FQuat StartRotationContainer{StartRotation};
FSGIC_TArray_FVector JointLengthsContainer{JointLengths};
FSGIC_TArray_FVector JointAnglesContainer{JointAngles};
FSGIC_TArray_FVector OutNewPositionsContainer;
FSGIC_TArray_FQuat OutNewRotationsContainer;
const bool bResult =
SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_StartPosition_StartRotation_JointLengths_JointAngles_OutNewPositions_OutNewRotations(
&StartPositionContainer, &StartRotationContainer, &JointLengthsContainer, &JointAnglesContainer,
&OutNewPositionsContainer, &OutNewRotationsContainer);
OutNewPositions = MoveTemp(OutNewPositionsContainer.Array);
OutNewRotations = MoveTemp(OutNewRotationsContainer.Array);
return bResult;
}
bool FSGJointKinematics::ForwardKinematics(
const FVector& StartPosition, const FRotator& StartRotation, const TArray<FVector>& JointLengths,
const TArray<FVector>& JointAngles, TArray<FVector>& OutNewPositions, TArray<FRotator>& OutNewRotations)
{
FSGIC_FVector StartPositionContainer{StartPosition};
FSGIC_FQuat StartRotationContainer{StartRotation.Quaternion()};
FSGIC_TArray_FVector JointLengthsContainer{JointLengths};
FSGIC_TArray_FVector JointAnglesContainer{JointAngles};
FSGIC_TArray_FVector OutNewPositionsContainer;
FSGIC_TArray_FQuat OutNewRotationsContainer;
const bool bResult =
SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_StartPosition_StartRotation_JointLengths_JointAngles_OutNewPositions_OutNewRotations(
&StartPositionContainer, &StartRotationContainer, &JointLengthsContainer, &JointAnglesContainer,
&OutNewPositionsContainer, &OutNewRotationsContainer);
OutNewPositions = MoveTemp(OutNewPositionsContainer.Array);
OutNewRotations = FSGArrayUtils::QuatsToRotators(OutNewRotationsContainer.Array);
return bResult;
}
bool FSGJointKinematics::ForwardKinematics(
const USGBasicHandModel* Profile, const ESGFinger Finger, const TArray<FVector>& JointAngles,
TArray<FVector>& OutNewPositions, TArray<FQuat>& OutNewRotations)
{
FSGIC_FSGBasicHandModelImpl ProfileContainer{Profile->ToBasicHandModelImpl()};
FSGIC_ESGFinger FingerContainer{Finger};
FSGIC_TArray_FVector JointAnglesContainer{JointAngles};
FSGIC_TArray_FVector OutNewPositionsContainer;
FSGIC_TArray_FQuat OutNewRotationsContainer;
const bool bResult =
SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_Profile_Finger_JointAngles_OutNewPositions_OutNewRotations(
&ProfileContainer, &FingerContainer, &JointAnglesContainer,
&OutNewPositionsContainer, &OutNewRotationsContainer);
OutNewPositions = MoveTemp(OutNewPositionsContainer.Array);
OutNewRotations = MoveTemp(OutNewRotationsContainer.Array);
return bResult;
}
bool FSGJointKinematics::ForwardKinematics(
const USGBasicHandModel* Profile, const ESGFinger Finger, const TArray<FVector>& JointAngles,
TArray<FVector>& OutNewPositions, TArray<FRotator>& OutNewRotations)
{
FSGIC_FSGBasicHandModelImpl ProfileContainer{Profile->ToBasicHandModelImpl()};
FSGIC_ESGFinger FingerContainer{Finger};
FSGIC_TArray_FVector JointAnglesContainer{JointAngles};
FSGIC_TArray_FVector OutNewPositionsContainer;
FSGIC_TArray_FQuat OutNewRotationsContainer;
const bool bResult =
SGCoreImpl_FSGJointKinematicsImpl_ForwardKinematics_Profile_Finger_JointAngles_OutNewPositions_OutNewRotations(
&ProfileContainer, &FingerContainer, &JointAnglesContainer,
&OutNewPositionsContainer, &OutNewRotationsContainer);
OutNewPositions = MoveTemp(OutNewPositionsContainer.Array);
OutNewRotations = FSGArrayUtils::QuatsToRotators(OutNewRotationsContainer.Array);
return bResult;
}