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Plugin/Source/SenseGloveUtils/Public/SGUtils/SGCoordinates.h
T

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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2022 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 "Math/Vector.h"
#include "SGTypes/SGCoreTypes.h"
class SENSEGLOVEUTILS_API FSGCoordinates final
{
public:
static FORCEINLINE constexpr float TransformToSenseGlove(const int32 Movement, const float Direction)
{
// 0 = twist, 1 = flexion/extension, 2 = abduction
return Movement != 1 ? Direction * -1.0f : Direction;
}
static FORCEINLINE FVector TransformToSenseGlove(const FVector& Vector)
{
return FVector(Vector.X * -1.0f, Vector.Y, Vector.Z * -1.0f);
}
template<typename V>
static FORCEINLINE V TransformToSenseGlove(const FVector& Vector)
{
return V(Vector.X * -1.0f, Vector.Y, Vector.Z * -1.0f);
}
static FORCEINLINE constexpr float TransformToUnreal(const int32 Movement, const float Direction)
{
/// TODO
/// values require validation.
// 0 = twist, 1 = flexion/extension, 2 = abduction
return Movement != 1 ? Direction * -1.0f : Direction;
}
static FORCEINLINE constexpr float TransformToUnreal(const ESGFingerMovement Movement, const float Direction)
{
ensureAlwaysMsgf(Movement != ESGFingerMovement::None, TEXT("none is not a valid value!"));
/// TODO
/// values require validation.
// 0 = twist, 1 = flexion/extension, 2 = abduction
/// TODO
/// Which flexions should be ignored?
return (Movement != ESGFingerMovement::McpFlexion && Movement != ESGFingerMovement::PipFlexion && Movement !=
ESGFingerMovement::PipFlexion)
? Direction * -1.0f
: Direction;
}
static FORCEINLINE constexpr float TransformToUnreal(const ESGThumbMovement Movement, const float Direction)
{
ensureAlwaysMsgf(Movement != ESGThumbMovement::None, TEXT("none is not a valid value!"));
/// TODO
/// values require validation.
// 0 = twist, 1 = flexion/extension, 2 = abduction
/// TODO
/// Which flexions should be ignored?
return (Movement != ESGThumbMovement::CmcFlexion && Movement != ESGThumbMovement::McpFlexion && Movement !=
ESGThumbMovement::IpFlexion)
? Direction * -1.0f
: Direction;
}
static FORCEINLINE FVector TransformToUnreal(const FVector& Vector)
{
return FVector(Vector.X * -1.0f, Vector.Y, Vector.Z * -1.0f);
}
template<typename V>
static FORCEINLINE FVector TransformToUnreal(const V& Vector)
{
return FVector(Vector.GetX() * -1.0f, Vector.GetY(), Vector.GetZ() * -1.0f);
}
public:
FSGCoordinates() = delete;
virtual ~FSGCoordinates() = delete;
};