Files
Plugin/Source/SenseGloveSettings/Public/SGSettings/SGDebugVirtualHandSettings.h
T

118 lines
4.8 KiB
C++

/**
* @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
*
*
*/
#pragma once
#include "UObject/ObjectMacros.h"
#include "SGTypes/SGDebugTypes.h"
#include "SGDebugVirtualHandSettings.generated.h"
USTRUCT(BlueprintType)
struct SENSEGLOVESETTINGS_API FSGDebugVirtualHandSettings
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings")
uint8 bDrawDebugVirtualHand : 1;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="bDrawDebugVirtualHand", EditConditionHides))
ESGDebugVirtualHandDrawingMode DrawingMode;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
FVector CubeExtent;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
FColor CubeColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints", EditConditionHides))
float CubeThickness;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
float GizmoLength;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
float GizmoThickness;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
FColor GizmoXAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
FColor GizmoYAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
FColor GizmoZAxisColor;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
uint8 bPersistentLines : 1;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
float LifeTimeModifier;
UPROPERTY(EditAnywhere, Category = "Debug Virtual Hand Settings",
meta=(EditCondition="DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints", EditConditionHides))
uint8 DepthPriority;
public:
FSGDebugVirtualHandSettings();
explicit FSGDebugVirtualHandSettings(
bool bInDrawDebugVirtualHand,
ESGDebugVirtualHandDrawingMode InDrawingMode = ESGDebugVirtualHandDrawingMode::None,
const FVector& InCubeExtent = FVector(0.5f, 0.5f, 0.5f),
const FColor& InCubeColor = FColor(255, 0, 0, 255),
float InCubeThickness = 0.1f,
float InGizmoLength = 1.0f,
float InGizmoThickness = 0.2f,
const FColor& InGizmoXAxisColor = FColor(255, 0, 0, 255),
const FColor& InGizmoYAxisColor = FColor(0, 255, 0, 255),
const FColor& InGizmoZAxisColor = FColor(0, 0, 255, 255),
bool bInPersistentLines = false,
float InLifeTimeModifier = 1.1f,
uint8 InDepthPriority = 0);
};