233 lines
8.9 KiB
C++
233 lines
8.9 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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#include "SGKismet/SGVirtualHandComponentKismetLibrary.h"
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#include "SenseGlove/Components/SGVirtualHandComponent.h"
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#include "SGCore/SGHandPose.h"
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#include "SGUtils/SGArrayUtils.h"
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TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneNames()
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{
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return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
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USGVirtualHandComponent::GetLeftHandFingerBoneNames());
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}
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TArray<FSGNameArray> UVirtualHandComponentKismetLibrary::GetRightHandFingerBoneNames()
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{
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return FSGArrayUtils::ToNestedBPArray<FName, FSGNameArray>(
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USGVirtualHandComponent::GetRightHandFingerBoneNames());
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}
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const FName& UVirtualHandComponentKismetLibrary::GetLeftHandFingerBoneName(const int32 Finger, const int32 Joint)
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{
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return USGVirtualHandComponent::GetLeftHandFingerBoneName(Finger, Joint);
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}
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const FName& UVirtualHandComponentKismetLibrary::GetRightHandFingerBoneName(const int32 Finger, const int32 Joint)
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{
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return USGVirtualHandComponent::GetRightHandFingerBoneName(Finger, Joint);
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}
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bool UVirtualHandComponentKismetLibrary::IsLeft(const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->IsLeft();
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}
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bool UVirtualHandComponentKismetLibrary::IsRight(const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->IsRight();
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}
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void UVirtualHandComponentKismetLibrary::SetRight(USGVirtualHandComponent* VirtualHandComponent,
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const bool bInRight)
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{
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VirtualHandComponent->SetRight(bInRight);
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}
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const FVector& UVirtualHandComponentKismetLibrary::GetDefaultFingertipsGrabColliderSize(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetDefaultFingertipsGrabColliderSize();
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}
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const FName& UVirtualHandComponentKismetLibrary::GetThumbFingertipGrabSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetThumbFingertipGrabSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetThumbFingertipGrabSocketName(USGVirtualHandComponent* VirtualHandComponent,
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const FName& GrabSocketName)
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{
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VirtualHandComponent->SetThumbFingertipGrabSocketName(GrabSocketName);
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}
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const FName& UVirtualHandComponentKismetLibrary::GetIndexFingertipGrabSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetIndexFingertipGrabSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetIndexFingertipGrabSocketName(USGVirtualHandComponent* VirtualHandComponent,
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const FName& GrabSocketName)
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{
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VirtualHandComponent->SetIndexFingertipGrabSocketName(GrabSocketName);
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}
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const FName& UVirtualHandComponentKismetLibrary::GetMiddleFingertipGrabSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetMiddleFingertipGrabSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetMiddleFingertipGrabSocketName(USGVirtualHandComponent* VirtualHandComponent,
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const FName& GrabSocketName)
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{
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VirtualHandComponent->SetMiddleFingertipGrabSocketName(GrabSocketName);
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}
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const FVector& UVirtualHandComponentKismetLibrary::GetDefaultFingertipsTouchColliderSize(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetDefaultFingertipsTouchColliderSize();
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}
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const FName& UVirtualHandComponentKismetLibrary::GetThumbFingertipTouchSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetThumbFingertipTouchSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetThumbFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
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const FName& TouchSocketName)
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{
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VirtualHandComponent->SetThumbFingertipTouchSocketName(TouchSocketName);
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}
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const FName& UVirtualHandComponentKismetLibrary::GetIndexFingertipTouchSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetIndexFingertipTouchSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetIndexFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
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const FName& TouchSocketName)
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{
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VirtualHandComponent->SetIndexFingertipTouchSocketName(TouchSocketName);
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}
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const FName& UVirtualHandComponentKismetLibrary::GetMiddleFingertipTouchSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetMiddleFingertipTouchSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetMiddleFingertipTouchSocketName(
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USGVirtualHandComponent* VirtualHandComponent,
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const FName& TouchSocketName)
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{
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VirtualHandComponent->SetMiddleFingertipTouchSocketName(TouchSocketName);
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}
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const FName& UVirtualHandComponentKismetLibrary::GetRingFingertipTouchSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetRingFingertipTouchSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetRingFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
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const FName& TouchSocketName)
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{
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VirtualHandComponent->SetRingFingertipTouchSocketName(TouchSocketName);
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}
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const FName& UVirtualHandComponentKismetLibrary::GetPinkyFingertipTouchSocketName(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetPinkyFingertipTouchSocketName();
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}
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void UVirtualHandComponentKismetLibrary::SetPinkyFingertipTouchSocketName(USGVirtualHandComponent* VirtualHandComponent,
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const FName& TouchSocketName)
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{
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VirtualHandComponent->SetPinkyFingertipTouchSocketName(TouchSocketName);
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}
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bool UVirtualHandComponentKismetLibrary::IsHiddenInGameIfNoGloveDetected(
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const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->IsHiddenInGameIfNoGloveDetected();
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}
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void UVirtualHandComponentKismetLibrary::SetHiddenIfNoGloveDetected(
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USGVirtualHandComponent* VirtualHandComponent, const bool bInHiddenIfNoGloveDetected)
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{
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VirtualHandComponent->SetHiddenIfNoGloveDetected(bInHiddenIfNoGloveDetected);
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}
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bool UVirtualHandComponentKismetLibrary::IsGloveConnected(const USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->IsGloveConnected();
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}
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USGHandPose* UVirtualHandComponentKismetLibrary::GetHandPose(USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetHandPose();
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}
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const FName& UVirtualHandComponentKismetLibrary::GetFingerBoneName(
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
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{
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return VirtualHandComponent->GetFingerBoneName(Finger, Joint);
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}
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const FTransform& UVirtualHandComponentKismetLibrary::GetFingerBoneRefTransform(
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
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{
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return VirtualHandComponent->GetFingerBoneRefTransform(Finger, Joint);
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}
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FRotator UVirtualHandComponentKismetLibrary::GetFingerBoneRefRotation(
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const USGVirtualHandComponent* VirtualHandComponent, const int32 Finger, const int32 Joint)
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{
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return VirtualHandComponent->GetFingerBoneRefRotation(Finger, Joint);
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}
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TMap<FName, FRotator> UVirtualHandComponentKismetLibrary::GetFingersBonesRotations(
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USGVirtualHandComponent* VirtualHandComponent)
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{
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return VirtualHandComponent->GetFingersBonesRotations();
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} |