/** * @file * * @author Mamadou Babaei * * @section LICENSE * * (The MIT License) * * Copyright (c) 2020 - 2025 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 "SGDebug/SGDebugVirtualHand.h" #include "DrawDebugHelpers.h" #include "Engine/World.h" #include "Kismet/GameplayStatics.h" #include "Math/Color.h" #include "UObject/Object.h" #include "SGDebug/SGDebugCube.h" #include "SGDebug/SGDebugGizmo.h" #if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 void FSGDebugVirtualHand::Draw( const UWorld* World, const FXRHandTrackingState& HandTrackingState, const FSGVirtualHandDebuggingSettings& Settings) { if (!ensureAlwaysMsgf( Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None, TEXT("Invalid virtual hand drawing mode!"))) { return; }; if (!ensureAlwaysMsgf( HandTrackingState.bValid, TEXT("Invalid hand tracking state!"))) { return; }; if (!ensureAlwaysMsgf( HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(), TEXT("Mismatched hand tracking state locations and rotations!"))) { return; }; for (TArray::SizeType HandKeyIndex = 0; HandKeyIndex < HandTrackingState.HandKeyLocations.Num(); ++HandKeyIndex) { const FVector& HandKeyLocation{HandTrackingState.HandKeyLocations[HandKeyIndex]}; const FQuat& HandKeyRotation{HandTrackingState.HandKeyRotations[HandKeyIndex]}; if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::CubicJoints) { FSGDebugCube::Draw(World, HandKeyLocation, HandKeyRotation, Settings.DebugCubicHandSettings); } else if (Settings.DrawingMode == ESGDebugVirtualHandDrawingMode::GizmoJoints) { FSGDebugGizmo::Draw(World, HandKeyLocation, HandKeyRotation, Settings.DebugGizmoHandSettings); } } } #endif /* ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5 */