Files
Plugin/Source/SenseGloveCore/Private/SGCore/SGHandPose.cpp
T
Mamadou Babaei ca4f5b3f0b * Expose SenseGloveTypes as a public dependency in SenseGloveConnect and
SenseGloveCore modules, so that the C++ users of the API don't need to
 explicitly add it as a dependency
* Clean up the redundant headers/modules dependency from SGCore headers
* Fix RunUAT build issues for Epic Store submission
2022-11-25 14:51:59 +01:00

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22 KiB
C++

/**
* @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
*
*
*/
#include "SGCore/SGHandPose.h"
#include "Runtime/Launch/Resources/Version.h"
#include "SGCore/SGRotatorArray.h"
#include "SGCore/SGBasicHandModel.h"
#include "SGCoreImpl/SGExportedFunctions.h"
#include "SGCoreImpl/SGHandPoseImpl.h"
#include "SGInterop/SGIC_ESGFinger.h"
#include "SGInterop/SGIC_FSGBasicHandModelImpl.h"
#include "SGInterop/SGIC_FSGHandPoseImpl.h"
#include "SGInterop/SGIC_FString.h"
#include "SGInterop/SGIC_TArray_float.h"
#include "SGInterop/SGIC_TArray_TArray_FQuat.h"
#include "SGInterop/SGIC_TArray_TArray_FVector.h"
struct USGHandPose::FImpl
{
/************************
* Member variables
************************/
FSGHandPoseImpl HandPoseImpl;
/************************
* Owner object
************************/
USGHandPose* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGHandPose* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
void SyncUProperties();
void SyncImplObject();
};
USGHandPose* USGHandPose::NewHandPose(UObject* Outer, const FSGHandPoseImpl& HandPoseImpl)
{
USGHandPose* Instance = NewObject<USGHandPose>(Outer);
Instance->SetHandPoseImpl(HandPoseImpl);
return Instance;
}
USGHandPose* USGHandPose::NewHandPose(UObject* Outer)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
SGCoreImpl_FSGHandPoseImpl_ctor(&OutHandPoseImplContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::NewHandPose(
UObject* Outer,
const bool bRightHanded, const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FQuat>>& JointRotations,
const TArray<TArray<FVector>>& HandAngles)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{JointRotations};
FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::NewHandPose(
UObject* Outer,
const bool bRightHanded,
const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FRotator>>& JointRotations,
const TArray<TArray<FVector>>& HandAngles)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{FSGArrayUtils::RotatorsToQuats(JointRotations)};
FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::NewHandPose(
UObject* Outer,
const bool bRightHanded, const TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
const TArray<FSGVectorArray>& HandAngles)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{
FSGArrayUtils::FromNestedBPArray<FQuat, FSGQuatArray, &FSGQuatArray::QuatArray>(JointRotations)
};
FSGIC_TArray_TArray_FVector HandAnglesContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::NewHandPose(
UObject* Outer,
const bool bRightHanded,
const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
const TArray<FSGVectorArray>& HandAngles)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{
FSGArrayUtils::RotatorsToQuats<FSGRotatorArray, &FSGRotatorArray::RotatorArray>(JointRotations)
};
FSGIC_TArray_TArray_FVector HandAnglesContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::Deserialize(UObject* Outer, const FString& SerializedString)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_FString SerializedStringContainer{SerializedString};
SGCoreImpl_FSGHandPoseImpl_Deserialize(&OutHandPoseImplContainer, &SerializedStringContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::FromHandAngles(UObject* Outer,
const TArray<TArray<FVector>>& HandAngles, const bool bRightHanded,
const USGBasicHandModel* HandDimensions)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
SGCoreImpl_FSGHandPoseImpl_FromHandAngles_HandAngles_bRightHanded_HandDimensions(
&OutHandPoseImplContainer, &HandAnglesContainer, bRightHanded, &HandAnglesContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::FromHandAngles(UObject* Outer,
const TArray<TArray<FVector>>& HandAngles, const bool bRightHanded)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
SGCoreImpl_FSGHandPoseImpl_FromHandAngles_HandAngles_bRightHanded(
&OutHandPoseImplContainer, &HandAnglesContainer, bRightHanded);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::DefaultIdle(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
SGCoreImpl_FSGHandPoseImpl_DefaultIdle_bRightHanded_HandDimensions(
&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::DefaultIdle(UObject* Outer, const bool bRightHanded)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
SGCoreImpl_FSGHandPoseImpl_DefaultIdle_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::FlatHand(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
SGCoreImpl_FSGHandPoseImpl_FlatHand_bRightHanded_HandDimensions(
&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::FlatHand(UObject* Outer, const bool bRightHanded)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
SGCoreImpl_FSGHandPoseImpl_FlatHand_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::ThumbsUp(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
SGCoreImpl_FSGHandPoseImpl_ThumbsUp_bRightHanded_HandDimensions(
&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::ThumbsUp(UObject* Outer, const bool bRightHanded)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
SGCoreImpl_FSGHandPoseImpl_ThumbsUp_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::Fist(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
SGCoreImpl_FSGHandPoseImpl_Fist_bRightHanded_HandDimensions(
&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose* USGHandPose::Fist(UObject* Outer, const bool bRightHanded)
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
SGCoreImpl_FSGHandPoseImpl_Fist_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
}
USGHandPose::USGHandPose()
:
#if ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 )
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
#else
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
#endif /* ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 ) */
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
SGCoreImpl_FSGHandPoseImpl_ctor(&OutHandPoseImplContainer);
Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
Pimpl->SyncUProperties();
}
USGHandPose::USGHandPose(const bool bRightHanded,
const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FQuat>>& JointRotations,
const TArray<TArray<FVector>>& HandAngles)
:
#if ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 )
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
#else
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
#endif /* ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 ) */
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{JointRotations};
FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
Pimpl->SyncUProperties();
}
USGHandPose::USGHandPose(const bool bRightHanded,
const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FRotator>>& JointRotations,
const TArray<TArray<FVector>>& HandAngles)
:
#if ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 )
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
#else
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
#endif /* ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 ) */
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{FSGArrayUtils::RotatorsToQuats(JointRotations)};
FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
Pimpl->SyncUProperties();
}
USGHandPose::USGHandPose(const bool bRightHanded, const
TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
const TArray<FSGVectorArray>& HandAngles)
:
#if ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 )
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
#else
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
#endif /* ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 ) */
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{
FSGArrayUtils::FromNestedBPArray<FQuat, FSGQuatArray, &FSGQuatArray::QuatArray>(JointRotations)
};
FSGIC_TArray_TArray_FVector HandAnglesContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
Pimpl->SyncUProperties();
}
USGHandPose::USGHandPose(const bool bRightHanded,
const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
const TArray<FSGVectorArray>& HandAngles)
:
#if ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 )
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
#else
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
#endif /* ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 ) */
{
FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
FSGIC_TArray_TArray_FVector JointPositionsContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
};
FSGIC_TArray_TArray_FQuat JointRotationsContainer{
FSGArrayUtils::RotatorsToQuats<FSGRotatorArray, &FSGRotatorArray::RotatorArray>(JointRotations)
};
FSGIC_TArray_TArray_FVector HandAnglesContainer{
FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
};
SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
&JointRotationsContainer, &HandAnglesContainer);
Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
Pimpl->SyncUProperties();
}
USGHandPose::USGHandPose(const FSGHandPoseImpl& HandPoseImpl)
:
#if ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 )
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
#else
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}))
#endif /* ENGINE_MAJOR_VERSION == 5 || ( ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 24 ) */
{
SetHandPoseImpl(HandPoseImpl);
Pimpl->SyncUProperties();
}
USGHandPose::~USGHandPose() = default;
void USGHandPose::SetHandPoseImpl(const FSGHandPoseImpl& HandPoseImpl)
{
FSGIC_FSGHandPoseImpl OutHandPoseContainer;
FSGIC_FSGHandPoseImpl RhsContainer{HandPoseImpl};
SGCoreImpl_FSGHandPoseImpl_ctor_copy(&OutHandPoseContainer, &RhsContainer);
Pimpl->HandPoseImpl = MoveTemp(OutHandPoseContainer.HandPoseImpl);
}
const FSGHandPoseImpl& USGHandPose::ToHandPoseImpl() const
{
Pimpl->SyncImplObject();
return Pimpl->HandPoseImpl;
}
bool USGHandPose::IsRight() const
{
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
return SGCoreImpl_FSGHandPoseImpl_IsRight(&InstanceContainer);
}
TArray<TArray<FVector>> USGHandPose::GetJointPositions() const
{
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_TArray_TArray_FVector OutPositionsContainer;
SGCoreImpl_FSGHandPoseImpl_GetJointPositions(&InstanceContainer, &OutPositionsContainer);
return MoveTemp(OutPositionsContainer.Array);
}
TArray<TArray<FQuat>> USGHandPose::GetJointRotationsQ() const
{
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_TArray_TArray_FQuat OutRotationsContainer;
SGCoreImpl_FSGHandPoseImpl_GetJointRotations(&InstanceContainer, &OutRotationsContainer);
return MoveTemp(OutRotationsContainer.Array);
}
TArray<TArray<FRotator>> USGHandPose::GetJointRotations() const
{
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_TArray_TArray_FQuat OutRotationsContainer;
SGCoreImpl_FSGHandPoseImpl_GetJointRotations(&InstanceContainer, &OutRotationsContainer);
return FSGArrayUtils::QuatsToRotators(OutRotationsContainer.Array);
}
TArray<TArray<FVector>> USGHandPose::GetHandAngles() const
{
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGHandPoseImpl_GetHandAngles(&InstanceContainer, &OutAnglesContainer);
return MoveTemp(OutAnglesContainer.Array);
}
bool USGHandPose::Equals(const USGHandPose* HandPose) const
{
Pimpl->SyncImplObject();
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_FSGHandPoseImpl HandPoseContainer{HandPose->ToHandPoseImpl()};
return SGCoreImpl_FSGHandPoseImpl_Equals(&InstanceContainer, &HandPoseContainer);
}
float USGHandPose::GetNormalizedFlexion(const ESGFinger Finger, const bool bClamp01) const
{
Pimpl->SyncImplObject();
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_ESGFinger FingerContainer{Finger};
return SGCoreImpl_FSGHandPoseImpl_GetNormalizedFlexion_Finger_bClamp01(
&InstanceContainer, &FingerContainer, bClamp01);
}
TArray<float> USGHandPose::GetNormalizedFlexion(const bool bClamp01) const
{
Pimpl->SyncImplObject();
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_TArray_float OutFlexionContainer;
SGCoreImpl_FSGHandPoseImpl_GetNormalizedFlexion_bClamp01(&InstanceContainer, &OutFlexionContainer, bClamp01);
return MoveTemp(OutFlexionContainer.Array);
}
FString USGHandPose::ToString(const bool bShortFormat) const
{
Pimpl->SyncImplObject();
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_FString OutStringContainer;
SGCoreImpl_FSGHandPoseImpl_ToString(&InstanceContainer, &OutStringContainer, bShortFormat);
return MoveTemp(OutStringContainer.String);
}
FString USGHandPose::SGSerialize() const
{
Pimpl->SyncImplObject();
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
FSGIC_FString OutStringContainer;
SGCoreImpl_FSGHandPoseImpl_Serialize(&InstanceContainer, &OutStringContainer);
return MoveTemp(OutStringContainer.String);
}
USGHandPose::FImpl::FImpl(USGHandPose* InOwner)
: Owner(InOwner)
{
}
USGHandPose::FImpl::~FImpl() = default;
void USGHandPose::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
void USGHandPose::FImpl::SyncUProperties()
{
}
void USGHandPose::FImpl::SyncImplObject()
{
}