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Plugin/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGSenseGlovePoseImpl.cpp
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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
*
*
*/
#include "SGCoreImpl/SGSenseGlovePoseImpl.h"
#include <string>
#include <vector>
#include "Containers/StringConv.h"
#include "Runtime/Launch/Resources/Version.h"
#include "SGBuildHacks/SGInclude_Core_Quat.h"
#include "SGBuildHacks/SGInclude_Core_SenseGlovePose.h"
#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
#include "SGCoreImpl/SGSenseGloveHandProfileImpl.h"
#include "SGCoreImpl/SGSenseGloveInfoImpl.h"
#include "SGCoreImpl/SGQuatImpl.h"
#include "SGCoreImpl/SGVect3DImpl.h"
#include "SGUtils/SGArrayUtils.h"
struct FSGSenseGlovePoseImpl::FImpl
{
/************************
* Member variables
************************/
FSenseGlovePoseType SenseGlovePose;
/************************
* Owner object
************************/
FSGSenseGlovePoseImpl* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(FSGSenseGlovePoseImpl* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
};
FSGSenseGlovePoseImpl FSGSenseGlovePoseImpl::IdlePose(const FSGSenseGloveInfoImpl& GloveInfo)
{
FSGSenseGlovePoseImpl GlovePoseImpl(FSenseGlovePoseType::IdlePose(GloveInfo.ToSenseGloveInfo()));
return MoveTemp(GlovePoseImpl);
}
FSGSenseGlovePoseImpl FSGSenseGlovePoseImpl::Deserialize(const FString& SerializedString)
{
std::string Serialized(TCHAR_TO_UTF8(*SerializedString));
FSGSenseGlovePoseImpl GlovePose(FSenseGlovePoseType::Deserialize(MoveTemp(Serialized)));
return MoveTemp(GlovePose);
}
FSGSenseGlovePoseImpl::FSGSenseGlovePoseImpl()
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
}
FSGSenseGlovePoseImpl::FSGSenseGlovePoseImpl(const bool bRightHanded, const TArray<TArray<FVector>>& JointPositions,
const TArray<TArray<FQuat>>& JointRotations,
const TArray<TArray<FVector>>& GloveAngles)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> JointPositionsVector{
FSGArrayUtils::ToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(JointPositions)
};
std::vector<std::vector<FSGQuatImpl::FQuatType>> JointRotationsVector{
FSGArrayUtils::ToStdVector<FQuat, FSGQuatImpl::FQuatType, FSGQuatImpl, &FSGQuatImpl::ToQuat>(JointRotations)
};
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> GloveAnglesVector{
FSGArrayUtils::ToSenseGloveAngles<FSGVect3DImpl::FVect3DType>(GloveAngles)
};
Pimpl->SenseGlovePose = FSenseGlovePoseType(bRightHanded,
MoveTemp(JointPositionsVector),
MoveTemp(JointRotationsVector),
MoveTemp(GloveAnglesVector));
}
FSGSenseGlovePoseImpl::FSGSenseGlovePoseImpl(const FSenseGlovePoseType& SenseGlovePose)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
Pimpl->SenseGlovePose = SenseGlovePose;
}
FSGSenseGlovePoseImpl::FSGSenseGlovePoseImpl(const FSGSenseGlovePoseImpl& Rhs)
: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{*Rhs.Pimpl}, PimplDeleter))
{
Pimpl->Owner = this;
}
FSGSenseGlovePoseImpl::FSGSenseGlovePoseImpl(FSGSenseGlovePoseImpl&& Rhs) SG_NOEXCEPT = default;
FSGSenseGlovePoseImpl::~FSGSenseGlovePoseImpl() = default;
FSGSenseGlovePoseImpl& FSGSenseGlovePoseImpl::operator=(const FSGSenseGlovePoseImpl& Rhs)
{
*Pimpl = *Rhs.Pimpl;
Pimpl->Owner = this;
return *this;
}
FSGSenseGlovePoseImpl& FSGSenseGlovePoseImpl::operator=(FSGSenseGlovePoseImpl&& Rhs) SG_NOEXCEPT = default;
const FSGSenseGlovePoseImpl::FSenseGlovePoseType& FSGSenseGlovePoseImpl::ToSenseGlovePose() const
{
return Pimpl->SenseGlovePose;
}
bool FSGSenseGlovePoseImpl::IsRight() const
{
return Pimpl->SenseGlovePose.IsRight();
}
TArray<TArray<FVector>> FSGSenseGlovePoseImpl::GetJointPositions() const
{
TArray<TArray<FVector>> JointPositions{
FSGArrayUtils::FromMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
Pimpl->SenseGlovePose.GetJointPositions())
};
return MoveTemp(JointPositions);
}
TArray<TArray<FQuat>> FSGSenseGlovePoseImpl::GetJointRotations() const
{
TArray<TArray<FQuat>> JointRotations{
FSGArrayUtils::FromStdVector<FSGQuatImpl::FQuatType, FQuat, FSGQuatImpl, &FSGQuatImpl::ToFQuat>(
Pimpl->SenseGlovePose.GetJointRotations())
};
return MoveTemp(JointRotations);
}
TArray<TArray<FVector>> FSGSenseGlovePoseImpl::GetGloveAngles() const
{
TArray<TArray<FVector>> GloveAngles{
FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
Pimpl->SenseGlovePose.GetGloveAngles())
};
return MoveTemp(GloveAngles);
}
TArray<FVector> FSGSenseGlovePoseImpl::GetThimblePositions() const
{
TArray<FVector> ThimblePositions{
FSGArrayUtils::FromMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
Pimpl->SenseGlovePose.GetThimblePositions())
};
return MoveTemp(ThimblePositions);
}
TArray<FQuat> FSGSenseGlovePoseImpl::GetThimbleRotations() const
{
TArray<FQuat> ThimbleRotations{
FSGArrayUtils::FromStdVector<FSGQuatImpl::FQuatType, FQuat, FSGQuatImpl, &FSGQuatImpl::ToFQuat>(
Pimpl->SenseGlovePose.GetThimbleRotations())
};
return MoveTemp(ThimbleRotations);
}
TArray<FVector> FSGSenseGlovePoseImpl::GetTotalGloveAngles() const
{
TArray<FVector> TotalGloveAngles{
FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(Pimpl->SenseGlovePose.GetTotalGloveAngles())
};
return MoveTemp(TotalGloveAngles);
}
TArray<FVector> FSGSenseGlovePoseImpl::CalculateFingerTips(
const FSGSenseGloveHandProfileImpl& SenseGloveHandProfileImpl) const
{
TArray<FVector> FingerTips{
FSGArrayUtils::FromMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
Pimpl->SenseGlovePose.CalculateFingerTips(SenseGloveHandProfileImpl.ToSenseGloveHandProfile()))
};
return MoveTemp(FingerTips);
}
TArray<FVector> FSGSenseGlovePoseImpl::CalculateFingerTips(const TArray<FVector>& FingerOffsets) const
{
std::vector<FSGVect3DImpl::FVect3DType> FingerOffsetsVector{
FSGArrayUtils::ToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(FingerOffsets)
};
TArray<FVector> FingerTips{
FSGArrayUtils::FromMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(
Pimpl->SenseGlovePose.CalculateFingerTips(MoveTemp(FingerOffsetsVector)))
};
return MoveTemp(FingerTips);
}
bool FSGSenseGlovePoseImpl::Equals(const FSGSenseGlovePoseImpl& SenseGlovePoseImpl) const
{
return Pimpl->SenseGlovePose.Equals(SenseGlovePoseImpl.ToSenseGlovePose());
}
FString FSGSenseGlovePoseImpl::ToString(bool bShortFormat) const
{
FString String(UTF8_TO_TCHAR(Pimpl->SenseGlovePose.ToString(bShortFormat).c_str()));
return MoveTemp(String);
}
FString FSGSenseGlovePoseImpl::Serialize() const
{
FString Serialized(UTF8_TO_TCHAR(Pimpl->SenseGlovePose.Serialize().c_str()));
return MoveTemp(Serialized);
}
FSGSenseGlovePoseImpl::FImpl::FImpl(FSGSenseGlovePoseImpl* InOwner)
: Owner(InOwner)
{
}
FSGSenseGlovePoseImpl::FImpl::~FImpl() = default;
void FSGSenseGlovePoseImpl::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}