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Plugin/Source/SenseGloveKismet/Public/SGKismet/SGVirtualHandComponentKismetLibrary.h
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/**
* @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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#pragma once
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Math/Rotator.h"
#include "Math/Transform.h"
#include "UObject/NameTypes.h"
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTypes/SGNameArray.h"
#include "SGVirtualHandComponentKismetLibrary.generated.h"
class USkeletalMeshComponent;
class USGVirtualHandComponent;
class USGHandPose;
class USGHapticGlove;
UCLASS(meta=(ScriptName = "SesneGloveVirtualHandComponentKismetLibrary"))
class SENSEGLOVEKISMET_API UVirtualHandComponentKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static TArray<FSGNameArray> GetLeftHandFingerBoneNames();
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static TArray<FSGNameArray> GetRightHandFingerBoneNames();
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetLeftHandFingerBoneName(int32 Finger, int32 Joint);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetRightHandFingerBoneName(int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static bool IsLeft(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static bool IsRight(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetRight(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent, bool bInRight);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static bool IsHiddenInGameIfNoGloveDetected(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetHiddenIfNoGloveDetected(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
bool bInHiddenIfNoGloveDetected);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static bool AutoStopsAllHapticsOnEndPlay(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetAutoStopAllHapticsOnEndPlay(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const bool bInAutoStopAllHapticsOnEndPlay);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FVector& GetDefaultFingertipsGrabColliderSize(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetThumbFingertipGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetThumbFingertipGrabSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetIndexFingertipGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetIndexFingertipGrabSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetMiddleFingertipGrabSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetMiddleFingertipGrabSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FVector& GetDefaultFingertipsTouchColliderSize(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetThumbFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetThumbFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetIndexFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetIndexFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetMiddleFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetMiddleFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetRingFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetRingFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetPinkyFingertipTouchSocketName(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static void SetPinkyFingertipTouchSocketName(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent,
const FName& SocketName);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static bool IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static USGHapticGlove* GetConnectedGlove(const USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static USGHandPose* GetHandPose(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FName& GetFingerBoneName(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static const FTransform& GetFingerBoneRefTransform(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint);
UFUNCTION(BlueprintPure, Category="SenseGlove | Components | Virtual Hand Component")
static FRotator GetFingerBoneRefRotation(const USGVirtualHandComponent* VirtualHandComponent,
int32 Finger, int32 Joint);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Components | Virtual Hand Component")
static TMap<FName, FRotator> GetFingersBonesRotations(UPARAM(ref) USGVirtualHandComponent* VirtualHandComponent);
};