Files
Plugin/Source/SenseGloveCoreImpl/Private/SGCoreImpl/SGAnatomyImpl.cpp
T

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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/SGAnatomyImpl.h"
#include "SGBuildHacks/SGInclude_Core_Anatomy.h"
#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
#include "SGCoreImpl/SGVect3DImpl.h"
#include "SGUtils/SGArrayUtils.h"
float FSGAnatomyImpl::GetTotalFingerFlexion()
{
return FAnatomyType::GetTotalFingerFlexion();
}
float FSGAnatomyImpl::GetTotalFingerExtension()
{
return FAnatomyType::GetTotalFingerExtension();
}
float FSGAnatomyImpl::GetTotalThumbFlexion()
{
return FAnatomyType::GetTotalThumbFlexion();
}
float FSGAnatomyImpl::GetTotalThumbExtension()
{
return FAnatomyType::GetTotalThumbExtension();
}
float FSGAnatomyImpl::GetFingerJointLimit(
const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
{
return FAnatomyType::GetFingerJointLimit(bRightHanded, Joint, Movement, bMax);
}
float FSGAnatomyImpl::GetThumbJointLimit(
const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
{
return FAnatomyType::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
}
float FSGAnatomyImpl::NormalizeFingerFlex(const float FlexionInRadians)
{
return FAnatomyType::NormalizeFingerFlex(FlexionInRadians);
}
float FSGAnatomyImpl::NormalizeThumbFlex(const float FlexionInRadians)
{
return FAnatomyType::NormalizeThumbFlex(FlexionInRadians);
}
TArray<TArray<FVector>> FSGAnatomyImpl::GetDefaultHandAngles(const bool bRightHanded)
{
TArray<TArray<FVector>> DefaultHandAngles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FAnatomyType::GetDefaultHandAngles(bRightHanded))
};
return DefaultHandAngles;
}
TArray<TArray<FVector>> FSGAnatomyImpl::GetFlatHandAngles(const bool bRightHanded)
{
TArray<TArray<FVector>> FlatHandAngles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FAnatomyType::GetFlatHandAngles(bRightHanded))
};
return FlatHandAngles;
}
TArray<TArray<FVector>> FSGAnatomyImpl::GetThumbsUpHandAngles(const bool bRightHanded)
{
TArray<TArray<FVector>> ThumbsUpHandAngles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FAnatomyType::GetThumbsUpHandAngles(bRightHanded))
};
return ThumbsUpHandAngles;
}
TArray<TArray<FVector>> FSGAnatomyImpl::GetFistHandAngles(const bool bRightHanded)
{
TArray<TArray<FVector>> FistHandAngles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FAnatomyType::GetFistHandAngles(bRightHanded))
};
return FistHandAngles;
}