Files
Plugin/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGJointKinematicsImpl.cpp
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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
*
*
*/
#include "SGCoreImpl/SGJointKinematicsImpl.h"
#include "SGBuildHacks/SGInclude_Core_JointKinematics.h"
#include "SGBuildHacks/SGInclude_Core_Quat.h"
#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
#include "SGCoreImpl/SGBasicHandModelImpl.h"
#include "SGCoreImpl/SGCoreEnumCast.h"
#include "SGCoreImpl/SGQuatImpl.h"
#include "SGCoreImpl/SGVect3DImpl.h"
#include "SGUtils/SGArrayUtils.h"
bool FSGJointKinematicsImpl::ForwardKinematics(const FVector& StartPosition, const FQuat& StartRotation,
const TArray<FVector>& JointLengths, const TArray<FVector>& JointAngles,
TArray<FVector>& OutNewPositions, TArray<FQuat>& OutNewRotations)
{
FSGVect3DImpl::FVect3DType StartPositionVect3D(
FSGUnits::CentimetersToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(StartPosition));
FSGQuatImpl::FQuatType StartRotationQuat(FSGQuatImpl(StartRotation).ToQuat());
std::vector<FSGVect3DImpl::FVect3DType> JointLengthsVector{
FSGArrayUtils::ToMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(JointLengths)
};
std::vector<FSGVect3DImpl::FVect3DType> JointAnglesVector{
FSGArrayUtils::ToSenseGloveAngles<FSGVect3DImpl::FVect3DType>(JointAngles)
};
std::vector<FSGVect3DImpl::FVect3DType> NewPositions;
std::vector<FSGQuatImpl::FQuatType> NewRotations;
const bool bResults = FSGJointKinematicsImpl::FJointKinematicsType::ForwardKinematics(
MoveTemp(StartPositionVect3D), MoveTemp(StartRotationQuat),
MoveTemp(JointLengthsVector), MoveTemp(JointAnglesVector),
NewPositions, NewRotations);
OutNewPositions = FSGArrayUtils::FromMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(NewPositions);;
OutNewRotations = FSGArrayUtils::FromStdVector<FSGQuatImpl::FQuatType, FQuat,
FSGQuatImpl, &FSGQuatImpl::ToFQuat>(NewRotations);;
return bResults;
}
bool FSGJointKinematicsImpl::ForwardKinematics(const FSGBasicHandModelImpl& Profile, const ESGFinger Finger,
const TArray<FVector>& JointAngles,
TArray<FVector>& OutNewPositions, TArray<FQuat>& OutNewRotations)
{
std::vector<FSGVect3DImpl::FVect3DType> JointAnglesVector{
FSGArrayUtils::ToSenseGloveAngles<FSGVect3DImpl::FVect3DType>(JointAngles)
};
std::vector<FSGVect3DImpl::FVect3DType> NewPositions;
std::vector<FSGQuatImpl::FQuatType> NewRotations;
const bool bResults = FSGJointKinematicsImpl::FJointKinematicsType::ForwardKinematics(
Profile.ToBasicHandModel(), FSGCoreEnumCast::ToEFinger(Finger), MoveTemp(JointAnglesVector),
NewPositions, NewRotations);
OutNewPositions = FSGArrayUtils::FromMillimeters<FSGVect3DImpl::FVect3DType, FSGVect3DImpl>(NewPositions);;
OutNewRotations = FSGArrayUtils::FromStdVector<FSGQuatImpl::FQuatType, FQuat,
FSGQuatImpl, &FSGQuatImpl::ToFQuat>(NewRotations);;
return bResults;
}