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Plugin/Source/SenseGloveCoreKismet/Public/SGCoreKismet/SGBasicHandModelKismetLibrary.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 "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGCore/SGFloatArray.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGBasicHandModelKismetLibrary.generated.h"
class USGBasicHandModel;
UCLASS(meta=(ScriptName = "SesneGloveBasicHandModelKismetLibrary"))
class SENSEGLOVECOREKISMET_API USGBasicHandModelKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* MakeBasicHandModel(UObject* WorldContextObject);
UFUNCTION(BlueprintCallable, DisplayName="Make Basic Hand Model",
Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* MakeBasicHandModel_bRH_L_SP(
UObject* WorldContextObject,
bool bRightHanded, const TArray<FSGFloatArray>& Lengths, const TArray<FVector>& StartPositions);
UFUNCTION(BlueprintCallable, DisplayName="Make Basic Hand Model",
Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* MakeBasicHandModel_bRH_L_SP_TArrayFQuat_SR(
UObject* WorldContextObject,
bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FQuat>& StartRotations);
UFUNCTION(BlueprintCallable, DisplayName="Make Basic Hand Model",
Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* MakeBasicHandModel_bRH_L_SP_TArrayFRotator_SR(
UObject* WorldContextObject,
bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
const TArray<FVector>& StartPositions, const TArray<FRotator>& StartRotations);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* Default(UObject* WorldContextObject, bool bRightHanded);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* Deserialize(UObject* WorldContextObject, const FString& SerializedString);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FSGFloatArray> GetBaseFingerLengths();
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> GetBaseJointPositions();
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> GetBaseJointRotations();
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static bool IsRight(const USGBasicHandModel* BasicHandModel);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FSGFloatArray> GetFingerLengths(const USGBasicHandModel* BasicHandModel);
UFUNCTION(BlueprintPure, DisplayName="Get Finger Lengths",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<float> GetFingerLengths_F(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
UFUNCTION(BlueprintCallable, DisplayName="Set Finger Lengths",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetFingerLengths_ESGFinger_F_L(UPARAM(ref) USGBasicHandModel* BasicHandModel, ESGFinger Finger,
const TArray<float>& Lengths);
UFUNCTION(BlueprintCallable, DisplayName="Set Finger Lengths",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetFingerLengths_uint8_F_L(UPARAM(ref) USGBasicHandModel* BasicHandModel, uint8 Finger,
const TArray<float>& Lengths);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
TArray<FSGFloatArray> GetFingerRatios(const USGBasicHandModel* BasicHandModel) const;
UFUNCTION(BlueprintPure, DisplayName="Get Finger Ratios",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<float> GetFingerRatios_F(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> GetStartJointPositions(const USGBasicHandModel* BasicHandModel);
UFUNCTION(BlueprintCallable, DisplayName="Set Start Joint Position",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetStartJointPosition_ESGFinger_F_P(UPARAM(ref) USGBasicHandModel* BasicHandModel, ESGFinger Finger,
const FVector& Position);
UFUNCTION(BlueprintPure, DisplayName="Set Start Joint Position",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetStartJointPosition_uint8_F_P(UPARAM(ref) USGBasicHandModel* BasicHandModel, uint8 Finger,
const FVector& Position);
UFUNCTION(BlueprintPure, DisplayName="Get Start Joint Rotations",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FQuat> GetStartJointRotations_TArrayFQuat(const USGBasicHandModel* BasicHandModel);
UFUNCTION(BlueprintPure, DisplayName="Get Start Joint Rotations",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FRotator> GetStartJointRotations_TArrayFRotator(const USGBasicHandModel* BasicHandModel);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FVector GetJointPosition(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetJointPosition(UPARAM(ref) USGBasicHandModel* BasicHandModel, const FVector& NewPosition,
ESGFinger Finger);
UFUNCTION(BlueprintPure, DisplayName="Get Joint Rotation",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FQuat GetJointRotation_FQuat(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
UFUNCTION(BlueprintPure, DisplayName="Get Joint Rotation",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FRotator GetJointRotation_FRotator(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
UFUNCTION(BlueprintCallable, DisplayName="Set Joint Rotation",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetJointRotation_FQuat_NR_F(
UPARAM(ref) USGBasicHandModel* BasicHandModel, const FQuat& NewRotation, ESGFinger Finger);
UFUNCTION(BlueprintCallable, DisplayName="Set Joint Rotation",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetJointRotation_FRotator_NR_F(
UPARAM(ref) USGBasicHandModel* BasicHandModel, const FRotator& NewRotation, ESGFinger Finger);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<float> GetTotalLengths(const USGBasicHandModel* BasicHandModel);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static float GetTotalLength(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> Get3DLengths(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static bool Equals(const USGBasicHandModel* A, const USGBasicHandModel* B);
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FString ToString(const USGBasicHandModel* BasicHandModel);
UFUNCTION(BlueprintPure, DisplayName="To String", Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FString ToString_bLO(const USGBasicHandModel* BasicHandModel, bool bLengthsOnly);
UFUNCTION(BlueprintPure, DisplayName="Serialize", Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FString SGSerialize(const USGBasicHandModel* BasicHandModel);
};