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Plugin/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGHandPoseKismetLibrary.h
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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 "SGCore/SGQuatArray.h"
#include "SGCore/SGRotatorArray.h"
#include "SGCore/SGVectorArray.h"
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGHandPoseKismetLibrary.generated.h"
class USGBasicHandModel;
class USGHandPose;
UCLASS(meta=(ScriptName = "SesneGloveHandPoseKismetLibrary"))
class SENSEGLOVECOREKISMET_API USGHandPoseKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Hand Pose", meta=(WorldContext="WorldContextObject"))
static USGHandPose* MakeHandPose(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, DisplayName="Make Hand Pose", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* MakeHandPose_bRH_JP_FSGQuatArray_JR_HA(
UObject* WorldContextObject,
bool bRightHanded, const TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
const TArray<FSGVectorArray>& HandAngles);
UFUNCTION(BlueprintCallable, DisplayName="Make Hand Pose", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* MakeHandPose_bRH_JP_FSGRotatorArray_JR_HA(
UObject* WorldContextObject,
bool bRightHanded, const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
const TArray<FSGVectorArray>& HandAngles);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Hand Pose", meta=(WorldContext="WorldContextObject"))
static USGHandPose* Deserialize(UObject* WorldContextObject, const FString& SerializedString);
UFUNCTION(BlueprintCallable, DisplayName="From Hand Angles", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* FromHandAngles_HA_bRH_HD(
UObject* WorldContextObject,
const TArray<FSGVectorArray>& HandAngles, bool bRightHanded, const USGBasicHandModel* HandDimensions);
UFUNCTION(BlueprintCallable, DisplayName="From Hand Angles", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* FromHandAngles_HA_bRH(UObject* WorldContextObject,
const TArray<FSGVectorArray>& HandAngles, bool bRightHanded);
UFUNCTION(BlueprintCallable, DisplayName="Default Idle", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* DefaultIdle_bRH_HD(UObject* WorldContextObject,
bool bRightHanded, const USGBasicHandModel* HandDimensions);
UFUNCTION(BlueprintCallable, DisplayName="Default Idle", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* DefaultIdle_bRH(UObject* WorldContextObject, bool bRightHanded);
UFUNCTION(BlueprintCallable, DisplayName="Flat Hand", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* FlatHand_bRH_HD(UObject* WorldContextObject,
bool bRightHanded, const USGBasicHandModel* HandDimensions);
UFUNCTION(BlueprintCallable, DisplayName="Flat Hand", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* FlatHand_bRH(UObject* WorldContextObject, bool bRightHanded);
UFUNCTION(BlueprintCallable, DisplayName="Thumbs Up", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* ThumbsUp_bRH_HD(UObject* WorldContextObject, bool bRightHanded,
const USGBasicHandModel* HandDimensions);
UFUNCTION(BlueprintCallable, DisplayName="Thumbs Up", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* ThumbsUp_bRH(UObject* WorldContextObject, bool bRightHanded);
UFUNCTION(BlueprintCallable, DisplayName="Fist", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* Fist_bRH_HD(UObject* WorldContextObject,
bool bRightHanded, const USGBasicHandModel* HandDimensions);
UFUNCTION(BlueprintCallable, DisplayName="Fist", Category="SenseGlove | Core | Hand Pose",
meta=(WorldContext="WorldContextObject"))
static USGHandPose* Fist_bRH(UObject* WorldContextObject, bool bRightHanded);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Hand Pose")
static bool IsRight(const USGHandPose* HandPose);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Hand Pose")
static TArray<FSGVectorArray> GetJointPositions(const USGHandPose* HandPose);
UFUNCTION(BlueprintPure, DisplayName="Get Joint Rotations", Category="SenseGlove | Core | Hand Pose")
static TArray<FSGQuatArray> GetJointRotationsQ(const USGHandPose* HandPose);
UFUNCTION(BlueprintPure, DisplayName="Get Joint Rotations", Category="SenseGlove | Core | Hand Pose")
static TArray<FSGRotatorArray> GetJointRotations(const USGHandPose* HandPose);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Hand Pose")
static TArray<FSGVectorArray> GetHandAngles(const USGHandPose* HandPose);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Hand Pose")
static bool Equals(const USGHandPose* A, const USGHandPose* B);
UFUNCTION(BlueprintPure, DisplayName="Get Normalized Flexion", Category="SenseGlove | Core | Hand Pose")
static float GetNormalizedFlexion_F_bC01(const USGHandPose* HandPose, ESGFinger Finger, bool bClamp01 = true);
UFUNCTION(BlueprintPure, DisplayName="Get Normalized Flexion", Category="SenseGlove | Core | Hand Pose")
static TArray<float> GetNormalizedFlexion_bC01(const USGHandPose* HandPose, bool bClamp01 = true);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Hand Pose")
static FString ToString(const USGHandPose* HandPose, bool bShortFormat = false);
UFUNCTION(BlueprintPure, DisplayName="Serialize", Category="SenseGlove | Core | Hand Pose")
static FString SGSerialize(const USGHandPose* HandPose);
};