Files
Plugin/Source/SenseGloveDebug/Private/SGDebug/SGDebugVirtualHand.cpp
T

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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2024 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 "SGDebug/SGDebugVirtualHand.h"
#include "DrawDebugHelpers.h"
#include "Engine/World.h"
#include "Kismet/GameplayStatics.h"
#include "Math/Color.h"
#include "UObject/Object.h"
#include "SGDebug/SGDebugGizmo.h"
void FSGDebugVirtualHand::Draw(const UWorld* World,
const FXRMotionControllerData& MotionControllerData,
const FSGVirtualHandDebuggingSettings& Settings)
{
ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!"));
ensureAlwaysMsgf(MotionControllerData.bValid,
TEXT("Invalid motion controller data!"));
ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(),
TEXT("Mismatched motion controller data positions and rotations!"));
const float LifeTime = UGameplayStatics::GetWorldDeltaSeconds(World) * Settings.LifeTimeModifier;
for (TArray<FVector>::SizeType HandKeyIndex = 0;
HandKeyIndex < MotionControllerData.HandKeyPositions.Num(); ++HandKeyIndex)
{
const FVector& HandKeyPosition{MotionControllerData.HandKeyPositions[HandKeyIndex]};
const FQuat& HandKeyRotation{MotionControllerData.HandKeyRotations[HandKeyIndex]};
if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints)
{
DrawDebugBox(World, HandKeyPosition, Settings.CubeExtent,
HandKeyRotation, Settings.CubeColor,
Settings.bPersistentLines, LifeTime, Settings.DepthPriority, Settings.CubeThickness);
}
else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints)
{
FSGDebugGizmo::Draw(World,
HandKeyPosition, HandKeyRotation,
FSGDebugGizmoSettings{
Settings.GizmoLength,
Settings.GizmoThickness,
Settings.GizmoXAxisColor,
Settings.GizmoYAxisColor,
Settings.GizmoZAxisColor,
!!Settings.bPersistentLines,
Settings.LifeTimeModifier,
Settings.DepthPriority
});
}
}
}