Files
Plugin/Source/SenseGloveKismet/Private/SGKismet/SGVirtualHandMeshComponentKismetLibrary.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/SGVirtualHandMeshComponentKismetLibrary.h"
#include "SenseGlove/Components/SGVirtualHandMeshComponent.h"
#include "SGCore/SGHandPose.h"
#include "SGUtils/SGArrayUtils.h"
TArray<FSGNameArray> UVirtualHandMeshComponentKismetLibrary::GetLeftHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
USGVirtualHandMeshComponent::GetLeftHandFingerBoneNames());
}
TArray<FSGNameArray> UVirtualHandMeshComponentKismetLibrary::GetRightHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
USGVirtualHandMeshComponent::GetRightHandFingerBoneNames());
}
const FName& UVirtualHandMeshComponentKismetLibrary::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return USGVirtualHandMeshComponent::GetLeftHandFingerBoneName(Finger, Joint);
}
const FName& UVirtualHandMeshComponentKismetLibrary::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return USGVirtualHandMeshComponent::GetRightHandFingerBoneName(Finger, Joint);
}
bool UVirtualHandMeshComponentKismetLibrary::IsLeft(const USGVirtualHandMeshComponent* VirtualHandMeshComponent)
{
return VirtualHandMeshComponent->IsLeft();
}
bool UVirtualHandMeshComponentKismetLibrary::IsRight(const USGVirtualHandMeshComponent* VirtualHandMeshComponent)
{
return VirtualHandMeshComponent->IsRight();
}
void UVirtualHandMeshComponentKismetLibrary::SetRight(USGVirtualHandMeshComponent* VirtualHandMeshComponent,
const bool bInRight)
{
VirtualHandMeshComponent->SetRight(bInRight);
}
bool UVirtualHandMeshComponentKismetLibrary::IsHiddenInGameIfNoGloveDetected(
const USGVirtualHandMeshComponent* VirtualHandMeshComponent)
{
return VirtualHandMeshComponent->IsHiddenInGameIfNoGloveDetected();
}
void UVirtualHandMeshComponentKismetLibrary::SetHiddenIfNoGloveDetected(
USGVirtualHandMeshComponent* VirtualHandMeshComponent,
const bool bInHiddenIfNoGloveDetected)
{
VirtualHandMeshComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
}
bool UVirtualHandMeshComponentKismetLibrary::IsGloveConnected(
const USGVirtualHandMeshComponent* VirtualHandMeshComponent) const
{
return VirtualHandMeshComponent->IsGloveConnected();
}
USGHandPose* UVirtualHandMeshComponentKismetLibrary::GetHandPose(USGVirtualHandMeshComponent* VirtualHandMeshComponent)
{
return VirtualHandMeshComponent->GetHandPose();
}
const FName& UVirtualHandMeshComponentKismetLibrary::GetFingerBoneName(
const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
const int32 Finger, const int32 Joint) const
{
return VirtualHandMeshComponent->GetFingerBoneName(Finger, Joint);
}
const FTransform& UVirtualHandMeshComponentKismetLibrary::GetFingerBoneRefTransform(
const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
const int32 Finger, const int32 Joint) const
{
return VirtualHandMeshComponent->GetFingerBoneRefTransform(Finger, Joint);
}
FRotator UVirtualHandMeshComponentKismetLibrary::GetFingerBoneRefRotation(
const USGVirtualHandMeshComponent* VirtualHandMeshComponent,
const int32 Finger, const int32 Joint) const
{
return VirtualHandMeshComponent->GetFingerBoneRefRotation(Finger, Joint);
}
TMap<FName, FRotator> UVirtualHandMeshComponentKismetLibrary::GetFingersBonesRotations(
USGVirtualHandMeshComponent* VirtualHandMeshComponent)
{
return VirtualHandMeshComponent->GetFingersBonesRotations();
}