October3d55/M/UltraleapTracking/Source/ThirdParty/BodyState/Public/Skeleton/BodyStateArm.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 "Skeleton/BodyStateBone.h"
#include "BodyStateArm.generated.h"
/** Convenience BodyState wrapper around finger bones*/
UCLASS(BlueprintType)
class BODYSTATE_API UBodyStateFinger : public UObject
{
GENERATED_UCLASS_BODY()
UPROPERTY(BlueprintReadOnly, Category = "BodyState Finger")
UBodyStateBone* Metacarpal;
UPROPERTY(BlueprintReadOnly, Category = "BodyState Finger")
UBodyStateBone* Proximal;
// Note thumbs don't have this bone
UPROPERTY(BlueprintReadOnly, Category = "BodyState Finger")
UBodyStateBone* Intermediate;
UPROPERTY(BlueprintReadOnly, Category = "BodyState Finger")
UBodyStateBone* Distal;
UPROPERTY(BlueprintReadOnly, Category = "BodyState Finger")
bool bIsExtended;
};
/** Convenience BodyState wrapper around bones relating to the hand*/
UCLASS(BlueprintType)
class BODYSTATE_API UBodyStateHand : public UObject
{
GENERATED_UCLASS_BODY()
// Order should be: Thumb->Pinky
UPROPERTY(BlueprintReadOnly, Category = "BodyState Hand")
TArray<UBodyStateFinger*> Fingers;
UPROPERTY(BlueprintReadOnly, Category = "BodyState Hand")
UBodyStateBone* Wrist;
UPROPERTY(BlueprintReadOnly, Category = "BodyState Hand")
UBodyStateBone* Palm;
UFUNCTION(BlueprintPure, Category = "BodyState Hand")
UBodyStateFinger* ThumbFinger();
UFUNCTION(BlueprintPure, Category = "BodyState Hand")
UBodyStateFinger* IndexFinger();
UFUNCTION(BlueprintPure, Category = "BodyState Hand")
UBodyStateFinger* MiddleFinger();
UFUNCTION(BlueprintPure, Category = "BodyState Hand")
UBodyStateFinger* RingFinger();
UFUNCTION(BlueprintPure, Category = "BodyState Hand")
UBodyStateFinger* PinkyFinger();
};
UCLASS(BlueprintType)
class BODYSTATE_API UBodyStateArm : public UObject
{
GENERATED_UCLASS_BODY()
UPROPERTY(BlueprintReadOnly, Category = "BodyState Arm")
UBodyStateHand* Hand;
UPROPERTY(BlueprintReadOnly, Category = "BodyState Arm")
UBodyStateBone* LowerArm;
UPROPERTY(BlueprintReadOnly, Category = "BodyState Arm")
UBodyStateBone* UpperArm;
};