129 lines
4.2 KiB
C++
129 lines
4.2 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2023 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED To THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ToRT OR OTHERWISE, ARISING From,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#pragma once
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#include "Math/Vector.h"
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#include "SGTypes/SGCoreTypes.h"
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class SENSEGLOVEUTILS_API FSGAngles final
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{
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public:
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static FORCEINLINE float TransformToSenseGlove(const float Degrees)
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{
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return FMath::DegreesToRadians(Degrees);
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}
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static FORCEINLINE float TransformToSenseGlove(const int32 Movement, const float Direction)
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{
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// 0 = twist, 1 = flexion/extension, 2 = abduction
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return FMath::DegreesToRadians(Movement != 1 ? -Direction : Direction);
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}
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static FORCEINLINE FVector TransformToSenseGlove(const FVector& Vector)
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{
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return FMath::DegreesToRadians(FVector(-Vector.Y, Vector.X, Vector.Z));
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}
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template<typename V>
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static FORCEINLINE V TransformToSenseGlove(const FVector& Vector)
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{
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return FMath::DegreesToRadians(V(-Vector.Y, Vector.X, Vector.Z));
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}
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static FORCEINLINE float TransformToUnreal(const float Radians)
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{
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return FMath::RadiansToDegrees(Radians);
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}
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static FORCEINLINE constexpr float TransformToUnreal(const int32 Movement, const float Direction)
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{
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/// TODO
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/// values require validation.
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// 0 = twist, 1 = flexion/extension, 2 = abduction
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return Movement != 1 ? -Direction : Direction;
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}
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static FORCEINLINE constexpr float TransformToUnreal(const ESGFingerMovement Movement, const float Direction)
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{
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ensureAlwaysMsgf(Movement != ESGFingerMovement::None, TEXT("none is not a valid value!"));
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/// TODO
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/// values require validation.
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// 0 = twist, 1 = flexion/extension, 2 = abduction
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/// TODO
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/// Which flexions should be ignored?
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return (Movement != ESGFingerMovement::McpFlexion && Movement != ESGFingerMovement::PipFlexion && Movement !=
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ESGFingerMovement::PipFlexion)
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? -Direction
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: Direction;
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}
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static FORCEINLINE float TransformToUnreal(const ESGThumbMovement Movement, const float Direction)
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{
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ensureAlwaysMsgf(Movement != ESGThumbMovement::None, TEXT("none is not a valid value!"));
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/// TODO
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/// values require validation.
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// 0 = twist, 1 = flexion/extension, 2 = abduction
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/// TODO
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/// Which flexions should be ignored?
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return FMath::RadiansToDegrees(
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Movement != ESGThumbMovement::CmcFlexion
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&& Movement != ESGThumbMovement::McpFlexion
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&& Movement != ESGThumbMovement::IpFlexion
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? -Direction
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: Direction);
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}
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static FORCEINLINE FVector TransformToUnreal(const FVector& Vector)
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{
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return FMath::RadiansToDegrees(FVector(-Vector.Y, Vector.X, Vector.Z));
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}
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template<typename V>
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static FORCEINLINE FVector TransformToUnreal(const V& Vector)
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{
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return FMath::RadiansToDegrees(FVector(-Vector.GetY(), Vector.GetX(), Vector.GetZ()));
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}
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public:
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FSGAngles() = delete;
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virtual ~FSGAngles() = delete;
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}; |