/************************************************************************************************************************************* *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 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; };