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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 - 2026 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
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#pragma once
#include "SGKismet/SGBlueprintFunctionLibrary.h"
#include "SGTypes/SGCoreTypes.h"
#include "SGTypes/SGFloatArray.h"
#include "SGBasicHandModelKismetLibrary.generated.h"
class USGBasicHandModel;
/**
* Represents data of a user's hand required for forward kinematics.
*/
UCLASS(meta=(ScriptName = "SenseGloveBasicHandModelKismetLibrary"))
class SENSEGLOVECOREKISMET_API USGBasicHandModelKismetLibrary final : public USGBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/**
* The basic class constructor.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* MakeBasicHandModel(UObject* WorldContextObject);
/**
* Create a new BasicHandModel with no starting rotations.
*/
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);
/**
* Create a new BasicHandModel.
*/
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);
/**
* Create a new BasicHandModel.
*/
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);
/**
* Retrieve a default left or right hand model.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* Default(UObject* WorldContextObject, bool bRightHanded);
/**
* Convert a serialized HandModel back into its class representation.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model",
meta=(WorldContext="WorldContextObject"))
static USGBasicHandModel* Deserialize(UObject* WorldContextObject, const FString& SerializedString);
/**
* Default finger lengths (based on right hand).
*
* @remarks Any missing fingers are replaced with their respective value.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FSGFloatArray> GetBaseFingerLengths();
/**
* Default joint positions (based on right hand).
*
* @remarks Any missing positions are replaced with their respective value.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> GetBaseJointPositions();
/**
* Default joint angles (based on right hand).
*
* @remarks Any missing angles are replaced with their respective value.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> GetBaseJointAngles();
/**
* Whether or not this BasicHandModel was created for a left- or right hand. Used for validation.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static bool IsRight(const USGBasicHandModel* BasicHandModel);
/**
* The length of individual finger phalangers in mm, sorted per finger. Generally 5x3.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FSGFloatArray> GetFingerLengths(const USGBasicHandModel* BasicHandModel);
/**
* Retrieve the finger lengths of a specific finger in cm.
*/
UFUNCTION(BlueprintPure, DisplayName="Get Finger Lengths",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<float> GetFingerLengths_F(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
/**
* Set the finger lengths of a specific finger in cm.
*/
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);
/**
* Set the finger lengths of a specific finger in cm.
*/
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);
/**
* Get the finger ratios of all fingers.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
TArray<FSGFloatArray> GetFingerRatios(const USGBasicHandModel* BasicHandModel) const;
/**
* Get the finger ratios of a specific finger.
*/
UFUNCTION(BlueprintPure, DisplayName="Get Finger Ratios",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<float> GetFingerRatios_F(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
/**
* Starting joint positions relative to the device Origin.
*/
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(BlueprintCallable, 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);
/**
* Starting joint rotations relative to the device Origin.
*/
UFUNCTION(BlueprintPure, DisplayName="Get Start Joint Rotations",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FQuat> GetStartJointRotations_TArrayFQuat(const USGBasicHandModel* BasicHandModel);
/**
* Starting joint rotations relative to the device Origin.
*/
UFUNCTION(BlueprintPure, DisplayName="Get Start Joint Rotations",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FRotator> GetStartJointRotations_TArrayFRotator(const USGBasicHandModel* BasicHandModel);
/**
* Retrieve the start position of a specific finger.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FVector GetJointPosition(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
/**
* Set the start position of a specific finger.
*/
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static void SetJointPosition(UPARAM(ref) USGBasicHandModel* BasicHandModel, const FVector& NewPosition,
ESGFinger Finger);
/**
* Retrieve the start rotation of a specific finger.
*/
UFUNCTION(BlueprintPure, DisplayName="Get Joint Rotation",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FQuat GetJointRotation_FQuat(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
/**
* Retrieve the start rotation of a specific finger.
*/
UFUNCTION(BlueprintPure, DisplayName="Get Joint Rotation",
Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FRotator GetJointRotation_FRotator(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
/**
* Set the start rotation of a specific 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);
/**
* Set the start rotation of a specific 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);
/**
* Get the total lengths of fingers, in cm.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<float> GetTotalLengths(const USGBasicHandModel* BasicHandModel);
/**
* Get the total length of a specific finger, in mm.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static float GetTotalLength(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
/**
* Retrieve the lengths of a specific finger, as BasicHandModel representation (L, 0, 0).
*
* @remarks Used for forwards kinematics.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> Get3DLengths(const USGBasicHandModel* BasicHandModel, ESGFinger Finger);
/**
* Check if this BasicHandModel has the same values as another BasicHandModel.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static bool Equals(const USGBasicHandModel* A, const USGBasicHandModel* B);
/**
* Convert this handModel into a string notation, readable for humans. Does not include starting positions / rotations.
*/
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FString ToString(const USGBasicHandModel* BasicHandModel);
/**
* Convert this handModel into a string notation, readable for humans. Optionally includes starting positions / rotations.
*/
UFUNCTION(BlueprintPure, DisplayName="To String", Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FString ToString_bLO(const USGBasicHandModel* BasicHandModel, bool bLengthsOnly);
/**
* Serialize this HandModel into a string representation.
*/
UFUNCTION(BlueprintPure, DisplayName="Serialize", Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static FString SGSerialize(const USGBasicHandModel* BasicHandModel);
};