Files
UnrealEngineUWP/Engine/Plugins/Runtime/WindowsMixedReality/Source/WindowsMixedRealityHandTracking/Private/WindowsMixedRealityHandTrackingFunctionLibrary.cpp
Marc Audy 360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00

32 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "WindowsMixedRealityHandTrackingFunctionLibrary.h"
#include "IWindowsMixedRealityHandTrackingPlugin.h"
#include "WindowsMixedRealityHandTracking.h"
#include "IWindowsMixedRealityHMDPlugin.h"
#include "HeadMountedDisplayFunctionLibrary.h"
#include "Engine/World.h"
#include "ILiveLinkClient.h"
#include "ILiveLinkSource.h"
bool UWindowsMixedRealityHandTrackingFunctionLibrary::GetHandJointTransform(EControllerHand Hand, EWMRHandKeypoint Keypoint, FTransform& OutTransform)
{
TSharedPtr<FWindowsMixedRealityHandTracking> HandTracking = StaticCastSharedPtr<FWindowsMixedRealityHandTracking>(IWindowsMixedRealityHandTrackingModule::Get().GetInputDevice());
//UE_LOG(LogWindowsMixedRealityHandTracking, Display, TEXT("CNNTEMP GetGestureKeypointTransform 0"));
if (HandTracking.IsValid() && HandTracking->IsHandTrackingStateValid())
{
FTransform KeyPointTransform;
const bool bSuccess = HandTracking->GetKeypointTransform(Hand, Keypoint, KeyPointTransform);
//UE_LOG(LogWindowsMixedRealityHandTracking, Display, TEXT("CNNTEMP GetGestureKeypointTransform hand %d joint %d (%d)"), (uint32)Hand, (uint32)Keypoint, bSuccess);
if (bSuccess)
{
OutTransform = KeyPointTransform * UHeadMountedDisplayFunctionLibrary::GetTrackingToWorldTransform(GWorld);
return true;
}
}
return false;
}