191 lines
6.9 KiB
C++
191 lines
6.9 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 - 2026 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 "SGCoreKismet/SGHandLayerKismetLibrary.h"
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#include "SGCore/SGCustomWaveform.h"
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#include "SGCore/SGHandLayer.h"
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#include "SGCore/SGHandPose.h"
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bool USGHandLayerKismetLibrary::DeviceConnected(const bool bRightHanded)
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{
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return FSGHandLayer::DeviceConnected(bRightHanded);
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}
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ESGDeviceType USGHandLayerKismetLibrary::GetDeviceType(const bool bRightHanded)
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{
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return FSGHandLayer::GetDeviceType(bRightHanded);
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}
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bool USGHandLayerKismetLibrary::GetFirstGloveHandedness()
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{
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return FSGHandLayer::GetFirstGloveHandedness();
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}
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int32 USGHandLayerKismetLibrary::GlovesConnected()
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{
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return FSGHandLayer::GlovesConnected();
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}
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bool USGHandLayerKismetLibrary::GetGloveInstance(UObject* WorldContextObject,
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const bool bRightHanded, USGHapticGlove*& OutGlove)
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{
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return FSGHandLayer::GetGloveInstance(WorldContextObject, bRightHanded, OutGlove);
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}
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ESGHapticGloveCalibrationState USGHandLayerKismetLibrary::GetCalibrationState(const bool bRightHanded)
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{
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return FSGHandLayer::GetCalibrationState(bRightHanded);
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}
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FString USGHandLayerKismetLibrary::GetCalibrationInstructions(const bool bRightHanded)
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{
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return FSGHandLayer::GetCalibrationInstructions(bRightHanded);
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}
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void USGHandLayerKismetLibrary::ResetCalibration(const bool bRightHanded)
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{
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FSGHandLayer::ResetCalibration(bRightHanded);
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}
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void USGHandLayerKismetLibrary::EndCalibration(const bool bRightHanded)
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{
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FSGHandLayer::EndCalibration(bRightHanded);
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}
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bool USGHandLayerKismetLibrary::GetHandPose(UObject* WorldContextObject,
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const bool bRightHanded, USGHandPose*& OutHandPose)
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{
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return FSGHandLayer::GetHandPose(WorldContextObject, bRightHanded, OutHandPose);
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}
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void USGHandLayerKismetLibrary::GetWristLocation_bRH_RP_FQuat_RR_TH_OutWP_OutWR(
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const bool bRightHanded,
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const FVector& ReferencePosition, const FQuat& ReferenceRotation,
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ESGPositionalTrackingHardware TrackingHardware,
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FVector& OutWristPosition, FQuat& OutWristRotation)
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{
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FSGHandLayer::GetWristLocation(bRightHanded, ReferencePosition, ReferenceRotation, TrackingHardware,
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OutWristPosition, OutWristRotation);
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}
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void USGHandLayerKismetLibrary::GetWristLocation_bRH_RP_FRotator_RR_TH_OutWP_OutWR(
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const bool bRightHanded,
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const FVector& ReferencePosition, const FRotator& ReferenceRotation,
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ESGPositionalTrackingHardware TrackingHardware,
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FVector& OutWristPosition, FRotator& OutWristRotation)
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{
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FSGHandLayer::GetWristLocation(bRightHanded, ReferencePosition, ReferenceRotation, TrackingHardware,
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OutWristPosition, OutWristRotation);
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}
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void USGHandLayerKismetLibrary::StopAllHaptics(const bool bRightHanded)
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{
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FSGHandLayer::StopAllHaptics(bRightHanded);
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}
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bool USGHandLayerKismetLibrary::SendHaptics(const bool bRightHanded)
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{
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return FSGHandLayer::SendHaptics(bRightHanded);
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}
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bool USGHandLayerKismetLibrary::SupportsCustomWaveform(const bool bRightHanded, const ESGHapticLocation AtLocation)
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{
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return FSGHandLayer::SupportsCustomWaveform(bRightHanded, AtLocation);
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}
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bool USGHandLayerKismetLibrary::SendCustomWaveform(
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const bool bRightHanded, USGCustomWaveform* OutWaveform, const ESGHapticLocation Location)
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{
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return FSGHandLayer::SendCustomWaveform(bRightHanded, OutWaveform, Location);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_ForceFeedbackLevels(
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const bool bRightHanded, const TArray<float>& Levels01, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_ForceFeedbackLevels(bRightHanded, Levels01, bSendImmediate);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_ForceFeedbackLevel(
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const bool bRightHanded, const int32 Finger, const float Level01, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_ForceFeedbackLevel(bRightHanded, Finger, Level01, bSendImmediate);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_VibroLevels(
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const bool bRightHanded, const TArray<float>& Levels01, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_VibroLevels(bRightHanded, Levels01, bSendImmediate);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_VibroLevel_bRH_F_L01_bSI(
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const bool bRightHanded, const int32 Finger, const float Level01, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_VibroLevel(bRightHanded, Finger, Level01, bSendImmediate);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_VibroLevel_bRH_AL_L01_bSI(
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const bool bRightHanded, const ESGHapticLocation AtLocation, const float Level01, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_VibroLevel(bRightHanded, AtLocation, Level01, bSendImmediate);
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}
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bool USGHandLayerKismetLibrary::SupportsWristSqueeze(const bool bRightHanded)
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{
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return FSGHandLayer::SupportsWristSqueeze(bRightHanded);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_WristSqueeze(
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const bool bRightHanded, const float SqueezeLevel01, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_WristSqueeze(bRightHanded, SqueezeLevel01, bSendImmediate);
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}
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bool USGHandLayerKismetLibrary::SupportsFlexionLocks(const bool bRightHanded)
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{
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return FSGHandLayer::SupportsFlexionLocks(bRightHanded);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_FlexionLock(
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const bool bRightHanded, const int32 Finger, const float Flexion01, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_FlexionLock(bRightHanded, Finger, Flexion01, bSendImmediate);
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}
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bool USGHandLayerKismetLibrary::QueueCommand_ClearFlexionLock(
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const bool bRightHanded, const int32 Finger, const bool bSendImmediate)
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{
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return FSGHandLayer::QueueCommand_ClearFlexionLock(bRightHanded, Finger, bSendImmediate);
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} |