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