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

115 lines
3.9 KiB
C++

/*************************************************************************************************************************************
*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 "IInputDeviceModule.h"
#include "Runtime/Core/Public/Modules/ModuleInterface.h"
class IBodyStateInputRawInterface;
class UBodyStateBoneComponent;
class BODYSTATE_API IBodyState : public IInputDeviceModule
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IBodyState& Get()
{
return FModuleManager::LoadModuleChecked<IBodyState>("BodyState");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("BodyState");
}
/** Public Module methods*/
virtual bool IsInputReady()
{
return false;
}
// Add/remove device
virtual int32 AttachDevice(const FBodyStateDeviceConfig& Configuration, IBodyStateInputRawInterface* InputCallbackDelegate)
{
return -1;
}
virtual bool DetachDevice(int32 DeviceID)
{
return false;
}
// Fetch
virtual class UBodyStateSkeleton* SkeletonForDevice(int32 DeviceID)
{
return nullptr;
}
// Merging
/**
* Attaches a merging function to the specified skeleton. This is called after update input is called for that skeleton
* A skeleton id of 0 specifies the merged device skeleton.
* @returns function ID. use this ID to remove the merging function
*/
virtual int32 AttachMergingFunctionForSkeleton(TFunction<void(UBodyStateSkeleton*, float)> InFunction, int32 SkeletonId = 0)
{
return -1;
}
virtual bool RemoveMergingFunction(int32 MergingFunctionId)
{
return false;
};
// Copying movement
virtual void AddBoneSceneListener(UBodyStateBoneComponent* Listener){};
virtual void RemoveBoneSceneListener(UBodyStateBoneComponent* Listener){};
virtual bool GetAvailableDevices(TArray<FString>& DeviceSerials, TArray<int32>& DeviceIDs)
{
return false;
}
// Global interface for device management, set to nullptr to clear
virtual void SetupGlobalDeviceManager(IBodyStateDeviceManagerRawInterface* CallbackInterface)
{
}
virtual int32 RequestCombinedDevice(const TArray<FString>& DeviceSerials, const EBSDeviceCombinerClass CombinerClass)
{
return -1;
}
virtual int32 GetDefaultDeviceID()
{
return 0;
}
};