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Plugin/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGHapticGloveImpl.cpp
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2025 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 "SGCoreImpl/SGHapticGloveImpl.h"
#include <memory>
#include <vector>
#include "Containers/StringConv.h"
#include "SGBuildHacks/SGInclude_Core_BasicHandModel.h"
#include "SGBuildHacks/SGInclude_Core_CustomWaveform.h"
#include "SGBuildHacks/SGInclude_Core_HandPose.h"
#include "SGBuildHacks/SGInclude_Core_HapticGlove.h"
#include "SGBuildHacks/SGInclude_Core_Quat.h"
#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
#include "SGCoreImpl/SGBasicHandModelImpl.h"
#include "SGCoreImpl/SGCoreEnumCast.h"
#include "SGCoreImpl/SGCustomWaveformImpl.h"
#include "SGCoreImpl/SGHandPoseImpl.h"
#include "SGCoreImpl/SGQuatImpl.h"
#include "SGCoreImpl/SGVect3DImpl.h"
#include "SGUtils/SGArrayUtils.h"
struct FSGHapticGloveImpl::FImpl
{
/************************
* Owner object
************************/
FSGHapticGloveImpl* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(FSGHapticGloveImpl* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
};
TArray<TSharedRef<FSGHapticGloveImpl>> FSGHapticGloveImpl::GetHapticGloves(const bool bConnectedOnly)
{
const FHapticGlovePtrVectorType HapticGloves{FHapticGloveType::GetHapticGloves(bConnectedOnly)};
TArray<TSharedRef<FSGHapticGloveImpl>> HapticGloveImpls;
for (FHapticGlovePtrType HapticGlove: HapticGloves)
{
TSharedRef<FSGHapticGloveImpl> HapticGloveImpl{MakeShared<FSGHapticGloveImpl>(MoveTemp(HapticGlove))};
HapticGloveImpls.Push(MoveTemp(HapticGloveImpl));
}
return HapticGloveImpls;
}
bool FSGHapticGloveImpl::GetGlove(TSharedPtr<FSGHapticGloveImpl>& OutGlove)
{
FHapticGlovePtrType Glove;
const bool bReturn = FHapticGloveType::GetGlove(Glove);
if (bReturn)
{
OutGlove = MakeShared<FSGHapticGloveImpl>(MoveTemp(Glove));
}
return bReturn;
}
bool FSGHapticGloveImpl::GetGlove(const bool bRightHanded, TSharedPtr<FSGHapticGloveImpl>& OutGlove)
{
FHapticGlovePtrType Glove;
const bool bReturn = FHapticGloveType::GetGlove(bRightHanded, Glove);
if (bReturn)
{
OutGlove = MakeShared<FSGHapticGloveImpl>(MoveTemp(Glove));
}
return bReturn;
}
FString FSGHapticGloveImpl::ToString(ESGHapticGloveCalibrationState State)
{
const FString String{
UTF8_TO_TCHAR(FHapticGloveType::ToString(FSGCoreEnumCast::ToEHapticGloveCalibrationState(State)).c_str())
};
return String;
}
FString FSGHapticGloveImpl::ToString(ESGHapticLocation Location)
{
const FString String{
UTF8_TO_TCHAR(FHapticGloveType::ToString(FSGCoreEnumCast::ToEHapticLocation(Location)).c_str())
};
return String;
}
FSGHapticGloveImpl::FSGHapticGloveImpl()
: FSGDeviceImpl(),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGHapticGloveImpl::FSGHapticGloveImpl(const FHapticGlovePtrType HapticGlove)
: FSGDeviceImpl(std::static_pointer_cast<FSGDeviceType>(HapticGlove)),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGHapticGloveImpl::FSGHapticGloveImpl(const FSGHapticGloveImpl& Rhs)
: FSGDeviceImpl(Rhs),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{*Rhs.Pimpl}, PimplDeleter))
{
Pimpl->Owner = this;
}
FSGHapticGloveImpl::FSGHapticGloveImpl(FSGHapticGloveImpl&& Rhs) SG_NOEXCEPT = default;
FSGHapticGloveImpl::~FSGHapticGloveImpl() = default;
FSGHapticGloveImpl& FSGHapticGloveImpl::operator=(const FSGHapticGloveImpl& Rhs)
{
FSGDeviceImpl::operator=(Rhs);
*Pimpl = *Rhs.Pimpl;
Pimpl->Owner = this;
return *this;
}
FSGHapticGloveImpl& FSGHapticGloveImpl::operator=(FSGHapticGloveImpl&& Rhs) SG_NOEXCEPT = default;
FSGHapticGloveImpl::FHapticGlovePtrType FSGHapticGloveImpl::ToHapticGlovePtr() const
{
return std::static_pointer_cast<FHapticGloveType>(ToSGDevicePtr());
}
FSGHapticGloveImpl::FHapticGlovePtrType FSGHapticGloveImpl::ToHapticGlovePtrChecked() const
{
FHapticGlovePtrType HapticGlove = std::static_pointer_cast<FHapticGloveType>(ToSGDevicePtr());
ensureAlwaysMsgf(HapticGlove.get(), TEXT("Invalid HapticGlove"));
return HapticGlove;
}
ESGDeviceType FSGHapticGloveImpl::GetDeviceType() const
{
return FSGCoreEnumCast::ToESGDeviceType(ToHapticGlovePtrChecked()->GetDeviceType());
}
FString FSGHapticGloveImpl::GetDeviceId() const
{
const FString Id{UTF8_TO_TCHAR(ToHapticGlovePtrChecked()->GetDeviceId().c_str())};
return Id;
}
FString FSGHapticGloveImpl::GetHardwareVersion() const
{
const FString Version{UTF8_TO_TCHAR(ToHapticGlovePtrChecked()->GetHardwareVersion().c_str())};
return Version;
}
int32 FSGHapticGloveImpl::GetFirmwareVersion() const
{
return ToHapticGlovePtrChecked()->GetFirmwareVersion();
}
int32 FSGHapticGloveImpl::GetSubFirmwareVersion() const
{
return ToHapticGlovePtrChecked()->GetSubFirmwareVersion();
}
bool FSGHapticGloveImpl::IsRight() const
{
return ToHapticGlovePtrChecked()->IsRight();
}
bool FSGHapticGloveImpl::GetImuRotation(FQuat& OutImu)
{
FSGQuatImpl::FQuatType Imu;
const bool bResult = ToHapticGlovePtrChecked()->GetImuRotation(Imu);
OutImu = FSGQuatImpl{MoveTemp(Imu)}.ToFQuat();
return bResult;
}
bool FSGHapticGloveImpl::GetHandPose(const FSGBasicHandModelImpl& HandGeometry, FSGHandPoseImpl& OutHandPose) const
{
FSGHandPoseImpl::FHandPoseType HandPose;
const bool bResult = ToHapticGlovePtrChecked()->GetHandPose(HandGeometry.ToBasicHandModel(), HandPose);
OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
return bResult;
}
bool FSGHapticGloveImpl::GetHandPose(FSGHandPoseImpl& OutHandPose)
{
FSGHandPoseImpl::FHandPoseType HandPose;
const bool bResult = ToHapticGlovePtrChecked()->GetHandPose(HandPose);
OutHandPose = FSGHandPoseImpl{MoveTemp(HandPose)};
return bResult;
}
bool FSGHapticGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) const
{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
const bool bResult = ToHapticGlovePtrChecked()->GetHandAngles(HandAngles);
OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(HandAngles);
return bResult;
}
FSGBasicHandModelImpl FSGHapticGloveImpl::GetHandGeometry() const
{
FSGBasicHandModelImpl::FBasicHandModelType Geometry{ToHapticGlovePtrChecked()->GetHandGeometry()};
return FSGBasicHandModelImpl{MoveTemp(Geometry)};
}
void FSGHapticGloveImpl::SetHandGeometry(const FSGBasicHandModelImpl& HandGeometry)
{
ToHapticGlovePtrChecked()->SetHandGeometry(HandGeometry.ToBasicHandModel());
}
ESGHapticGloveCalibrationState FSGHapticGloveImpl::GetCalibrationState() const
{
return FSGCoreEnumCast::ToESGHapticGloveCalibrationState(ToHapticGlovePtrChecked()->GetCalibrationState());
}
void FSGHapticGloveImpl::EndCalibration()
{
ToHapticGlovePtrChecked()->EndCalibration();
}
void FSGHapticGloveImpl::ResetCalibration()
{
ToHapticGlovePtrChecked()->ResetCalibration();
}
FString FSGHapticGloveImpl::GetCalibrationInstruction() const
{
const FString Instruction{UTF8_TO_TCHAR(ToHapticGlovePtrChecked()->GetCalibrationInstruction().c_str())};
return Instruction;
}
void FSGHapticGloveImpl::StopHaptics()
{
ToHapticGlovePtrChecked()->StopHaptics();
}
void FSGHapticGloveImpl::StopVibrations()
{
ToHapticGlovePtrChecked()->StopVibrations();
}
bool FSGHapticGloveImpl::SendHaptics()
{
return ToHapticGlovePtrChecked()->SendHaptics();
}
bool FSGHapticGloveImpl::SupportsCustomWaveform(const ESGHapticLocation AtLocation) const
{
return ToHapticGlovePtrChecked()->SupportsCustomWaveform(FSGCoreEnumCast::ToEHapticLocation(AtLocation));
}
bool FSGHapticGloveImpl::SendCustomWaveform(FSGCustomWaveformImpl& OutWaveform, const ESGHapticLocation Location)
{
return ToHapticGlovePtrChecked()->SendCustomWaveform(
OutWaveform.ToCustomWaveform(), FSGCoreEnumCast::ToEHapticLocation(Location));
}
bool FSGHapticGloveImpl::QueueForceFeedbackLevels(const TArray<float>& Levels01)
{
std::vector<float> Levels01Vector{FSGArrayUtils::ToStdVector<float>(Levels01)};
return ToHapticGlovePtrChecked()->QueueForceFeedbackLevels(MoveTemp(Levels01Vector));
}
bool FSGHapticGloveImpl::QueueForceFeedbackLevel(const int32 Finger, const float Level01)
{
return ToHapticGlovePtrChecked()->QueueForceFeedbackLevel(Finger, Level01);
}
bool FSGHapticGloveImpl::QueueVibroLevels(const TArray<float>& Levels01)
{
std::vector<float> Levels01Vector{FSGArrayUtils::ToStdVector(Levels01)};
return ToHapticGlovePtrChecked()->QueueVibroLevels(MoveTemp(Levels01Vector));
}
bool FSGHapticGloveImpl::QueueVibroLevel(const ESGHapticLocation Location, const float Level01)
{
return ToHapticGlovePtrChecked()->QueueVibroLevel(FSGCoreEnumCast::ToEHapticLocation(Location), Level01);
}
void FSGHapticGloveImpl::GetWristLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
FVector& OutWristPosition, FQuat& OutWristRotation) const
{
FSGVect3DImpl::FVect3DType WristPosition;
FSGQuatImpl::FQuatType WristRotation;
ToHapticGlovePtrChecked()->GetWristLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl(ReferenceRotation).ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
WristPosition, WristRotation);
OutWristPosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(WristPosition));
OutWristRotation = FSGQuatImpl(MoveTemp(WristRotation)).ToFQuat();
}
void FSGHapticGloveImpl::GetGloveLocation(const FVector& ReferencePosition, const FQuat& ReferenceRotation,
const ESGPositionalTrackingHardware TrackingHardware,
FVector& OutGlovePosition, FQuat& OutGloveRotation) const
{
FSGVect3DImpl::FVect3DType GlovePosition;
FSGQuatImpl::FQuatType GloveRotation;
ToHapticGlovePtrChecked()->GetGloveLocation(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(ReferencePosition),
FSGQuatImpl(ReferenceRotation).ToQuat(),
FSGCoreEnumCast::ToEPositionalTrackingHardware(TrackingHardware),
GlovePosition, GloveRotation);
OutGlovePosition = FSGUnits::MillimetersToCentimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
MoveTemp(GlovePosition));
OutGloveRotation = FSGQuatImpl(MoveTemp(GloveRotation)).ToFQuat();
}
FString FSGHapticGloveImpl::ToString() const
{
const FString String{UTF8_TO_TCHAR(ToHapticGlovePtrChecked()->ToString().c_str())};
return String;
}
FSGHapticGloveImpl::FImpl::FImpl(FSGHapticGloveImpl* InOwner)
: Owner(InOwner)
{
}
FSGHapticGloveImpl::FImpl::~FImpl() = default;
void FSGHapticGloveImpl::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}