77 lines
3.7 KiB
C++
77 lines
3.7 KiB
C++
/*************************************************************************************************************************************
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*The MIT License(MIT)
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*
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*Copyright(c) 2016 Jan Kaniewski(Getnamo)
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*Modified work Copyright(C) 2019 - 2021 Ultraleap, Inc.
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*
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*Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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*files(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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*merge, publish, distribute, sublicense, and / or sell copies of the Software, and to permit persons to whom the Software is
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*furnished to do so, subject to the following conditions :
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*
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*The above copyright notice and this permission notice shall be included in all copies or
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*substantial portions of the Software.
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*
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*THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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*MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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*FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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*CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*************************************************************************************************************************************/
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#pragma once
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#include "BodyStateDeviceConfig.h"
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#include "BodyStateInputInterface.h"
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#include "Runtime/Engine/Classes/Kismet/BlueprintFunctionLibrary.h"
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#include "Skeleton/BodyStateSkeleton.h"
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#include "BodyStateBPLibrary.generated.h"
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/*
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* Extra functions useful for animation rigging in BP
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*/
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UCLASS()
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class BODYSTATE_API UBodyStateBPLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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UFUNCTION(BlueprintCallable, Category = "Body State Input")
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static int32 AttachDevice(
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const FBodyStateDeviceConfig& Configuration, TScriptInterface<IBodyStateInputInterface> InputCallbackDelegate);
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static int32 AttachDeviceNative(
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const FBodyStateDeviceConfig& Configuration, IBodyStateInputRawInterface* InputCallbackDelegate);
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UFUNCTION(BlueprintCallable, Category = "Body State Input")
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static bool DetachDevice(int32 DeviceID);
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/**
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* Obtain the UBodyStateSkeleton attached to device or 0 if you want the merged skeleton
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*/
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"), Category = "Body State Input")
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static UBodyStateSkeleton* SkeletonForDevice(UObject* WorldContextObject, int32 DeviceID = 0);
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/** Convenience function for rigging*/
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "WorldContextObject"), Category = "Body State Input")
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static FTransform TransformForBoneNamedInAnimInstance(const FName& Bone, UAnimInstance* Instance);
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static UBodyStateSkeleton* RequestCombinedDevice(
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UObject* WorldContextObject, const TArray<FString>&, const EBSDeviceCombinerClass CombinerClass);
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static int32 GetDefaultDeviceID();
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// Global interface for device management, set to nullptr to clear
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static void SetupGlobalDeviceManager(IBodyStateDeviceManagerRawInterface* CallbackInterface);
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// Define mixing and update interfaces - this isn't ready yet, should it be called per skeleton or per bone?
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// BodyState Merging algorithm
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static bool AttachMergeAlgorithm(TFunction<void(UBodyStateSkeleton*, float)> InFunction);
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static bool GetAvailableDevices(TArray<FString>& DeviceSerials, TArray<int32>& DeviceIDs);
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static void AddDeviceChangeListener(IBodyStateDeviceChangeListener* Listener);
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static void RemoveDeviceChangeListener(IBodyStateDeviceChangeListener* Listener);
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static void OnDefaultDeviceChanged();
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static TArray<IBodyStateDeviceChangeListener*> DeviceChangeListeners;
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};
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