92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "GestureData.h"
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#include "GestureManagerComponent.generated.h"
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class AHandManager;
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UCLASS(ClassGroup = "Gesture", BlueprintType, Blueprintable, ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
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class TABLE_API UGestureManagerComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UGestureManagerComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Scale")
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float UEUnitsPerUnit = 100.f; // set via calibration rectangle
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UPROPERTY(BlueprintReadOnly)
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AHandManager* HandManager;
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UFUNCTION(BlueprintCallable, Category = "Gesture")
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void EvaluateHands();
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UFUNCTION()
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void OnHandAdded(AHandActor* Hand);
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UFUNCTION()
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void OnHandRemoved(AHandActor* Hand);
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UPROPERTY(EditDefaultsOnly, Category = "Gesture")
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FString BindingConfigPath; // path to the per-game JSON
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// Loaded from JSON — gesture name -> definition object
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UPROPERTY(BlueprintReadOnly, Category = "Gesture")
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TArray<UGestureDefinition*> GestureDefinitions;
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UPROPERTY(BlueprintReadOnly, Category = "Gesture")
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TArray<AGestureAction*> ActiveGestureActions;
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// Populated on BeginPlay from JSON
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UPROPERTY(BlueprintReadOnly, Category = "Gesture")
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TArray<FGestureBinding> GestureBindings;
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void LoadBindings(const FString& FilePath);
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void Initialize(UDataTable* InGestureTable, UDataTable* InActionTable);
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void BuildDefinitionMap();
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void BuildActionMap();
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// Populated on BeginPlay from the tables
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UPROPERTY(BlueprintReadOnly, Category = "Gesture")
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TMap<FName, UGestureDefinition*> DefinitionMap;
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UPROPERTY(BlueprintReadOnly, Category = "Gesture")
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TMap<FName, TSubclassOf<AGestureAction>> ActionClassMap;
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private:
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//
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UPROPERTY(EditDefaultsOnly, Category = "Gesture")
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UDataTable* GestureDefinitionTable;
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UPROPERTY(EditDefaultsOnly, Category = "Gesture")
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UDataTable* GestureActionTable;
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void CheckGestureDefinitions(TArray<AHandActor*>& Hands);
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void TriggerAction(AHandActor* Hand);
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void UpdateOngoingActions();
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AGestureAction* SpawnGestureAction(FName ActionName, AHandActor* Hand);
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bool TryExtendGestureAction(AHandActor* Hand);
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bool TryJoinExistingAction(AHandActor* Hand);
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bool TryCreateExtension(AHandActor* Hand);
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static constexpr int32 CandidateThreshold = 8;
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static constexpr int32 FailThreshold = 5;
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};
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