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Plugin/Source/SenseGloveKismet/Private/SGKismet/SGVirtualHandComponentKismetLibrary.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 "SGKismet/SGVirtualHandComponentKismetLibrary.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "SGCore/SGHandPose.h"
#include "SGUtils/SGArrayUtils.h"
TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
USGVirtualHandComponent::GetLeftHandFingerBoneNames());
}
TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetRightHandFingerBoneNames()
{
return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
USGVirtualHandComponent::GetRightHandFingerBoneNames());
}
const FName& UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return USGVirtualHandComponent::GetLeftHandFingerBoneName(Finger, Joint);
}
const FName& UVirtualHandComponentKismetLibrary::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
{
return USGVirtualHandComponent::GetRightHandFingerBoneName(Finger, Joint);
}
bool UVirtualHandComponentKismetLibrary::IsLeft(const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->IsLeft();
}
bool UVirtualHandComponentKismetLibrary::IsRight(const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->IsRight();
}
void UVirtualHandComponentKismetLibrary::SetRight(USGVirtualHandComponent* VirtualHandComponent,
const bool bInRight)
{
VirtualHandComponent->SetRight(bInRight);
}
bool UVirtualHandComponentKismetLibrary::IsHiddenInGameIfNoGloveDetected(
const USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->IsHiddenInGameIfNoGloveDetected();
}
void UVirtualHandComponentKismetLibrary::SetHiddenIfNoGloveDetected(
USGVirtualHandComponent* VirtualHandComponent, const bool bInHiddenIfNoGloveDetected)
{
VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
}
bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent) const
{
return VirtualHandComponent->IsGloveConnected();
}
USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetHandPose();
}
const FName& UVirtualHandComponentKismetLibrary::GetFingerBoneName(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const
{
return VirtualHandComponent->GetFingerBoneName(Finger, Joint);
}
const FTransform& UVirtualHandComponentKismetLibrary::GetFingerBoneRefTransform(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const
{
return VirtualHandComponent->GetFingerBoneRefTransform(Finger, Joint);
}
FRotator UVirtualHandComponentKismetLibrary::GetFingerBoneRefRotation(
const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint) const
{
return VirtualHandComponent->GetFingerBoneRefRotation(Finger, Joint);
}
TMap<FName, FRotator> UVirtualHandComponentKismetLibrary::GetFingersBonesRotations(
USGVirtualHandComponent* VirtualHandComponent)
{
return VirtualHandComponent->GetFingersBonesRotations();
}