October3d55/M/UltraleapTracking/Source/ThirdParty/BodyState/Public/BodyStateBPLibrary.h

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/*************************************************************************************************************************************
*The MIT License(MIT)
*
*Copyright(c) 2016 Jan Kaniewski(Getnamo)
*Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc.
*
*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.
*************************************************************************************************************************************/
#pragma once
#include "BodyStateDeviceConfig.h"
#include "BodyStateInputInterface.h"
#include "Runtime/Engine/Classes/Kismet/BlueprintFunctionLibrary.h"
#include "Skeleton/BodyStateSkeleton.h"
#include "BodyStateBPLibrary.generated.h"
/*
* Extra functions useful for animation rigging in BP
*/
UCLASS()
class BODYSTATE_API UBodyStateBPLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category = "Body State Input")
static int32 AttachDevice(
const FBodyStateDeviceConfig& Configuration, TScriptInterface<IBodyStateInputInterface> InputCallbackDelegate);
static int32 AttachDeviceNative(
const FBodyStateDeviceConfig& Configuration, IBodyStateInputRawInterface* InputCallbackDelegate);
UFUNCTION(BlueprintCallable, Category = "Body State Input")
static bool DetachDevice(int32 DeviceID);
/**
* Obtain the UBodyStateSkeleton attached to device or 0 if you want the merged skeleton
*/
UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"), Category = "Body State Input")
static UBodyStateSkeleton* SkeletonForDevice(UObject* WorldContextObject, int32 DeviceID = 0);
/** Convenience function for rigging*/
UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"), Category = "Body State Input")
static FTransform TransformForBoneNamedInAnimInstance(const FName& Bone, UAnimInstance* Instance);
static UBodyStateSkeleton* RequestCombinedDevice(
UObject* WorldContextObject, const TArray<FString>&, const EBSDeviceCombinerClass CombinerClass);
static int32 GetDefaultDeviceID();
// Global interface for device management, set to nullptr to clear
static void SetupGlobalDeviceManager(IBodyStateDeviceManagerRawInterface* CallbackInterface);
// Define mixing and update interfaces - this isn't ready yet, should it be called per skeleton or per bone?
// BodyState Merging algorithm
static bool AttachMergeAlgorithm(TFunction<void(UBodyStateSkeleton*, float)> InFunction);
static bool GetAvailableDevices(TArray<FString>& DeviceSerials, TArray<int32>& DeviceIDs);
static void AddDeviceChangeListener(IBodyStateDeviceChangeListener* Listener);
static void RemoveDeviceChangeListener(IBodyStateDeviceChangeListener* Listener);
static void OnDefaultDeviceChanged();
static TArray<IBodyStateDeviceChangeListener*> DeviceChangeListeners;
};