Class CoreSdk
Manages all function pointers for the (wrapped) CoreSDK. Used by the blueprint library. Use the blueprint library instead of this whenever possible. or expand blueprintlibrary to call this if needed.
#include <CoreSdk.h>
Classes
Type | Name |
---|---|
struct | CoreFunctionPointers |
Public Static Functions
Type | Name |
---|---|
EManusRet | AddChainToSkeletonSetup (uint32_t p_SkeletonSetupIndex, const ChainSetup & p_Chain) add chain to temporary skeleton |
EManusRet | AddMeshSetupToSkeletonSetup (uint32_t p_SkeletonSetupIndex, uint32_t p_NodeID, uint32_t * p_MeshSetupIndex) |
EManusRet | AddNodeToSkeletonSetup (uint32_t p_SkeletonSetupIndex, const NodeSetup & p_Node) add node to temporary skeleton |
EManusRet | AddTriangleToMeshSetup (uint32_t p_SkeletonSetupIndex, uint32_t p_MeshSetupIndex, Triangle p_Triangle) |
EManusRet | AddVertexToMeshSetup (uint32_t p_SkeletonSetupIndex, uint32_t p_MeshSetupIndex, Vertex p_Vertex) |
EManusRet | AllocateChainsForSkeletonSetup (uint32_t p_SkeletonIndex) automatically let Manus Core assign chains to the skeleton. This can fail if the skeleton is unrecognizable |
EManusRet | AssignTrackerToUser (char * p_TrackerId, int64 p_UserId) assign a tracker to a user |
EManusRet | CheckCompatibility () check if this version is compatible with Manus Core. |
EManusRet | CheckConnection () check if connection is made |
EManusRet | ClearAllTemporarySkeletons () clear all temporary skeletons associated to the current session both in the sdk and core |
EManusRet | ClearTemporarySkeleton (uint32_t p_SkeletonSetupIndex, uint32_t p_SessionId) clear temporary skeleton |
EManusRet | CompressTemporarySkeletonAndGetSize (uint32_t p_SkeletonSetupIndex, uint32_t p_SessionId, uint32_t & p_TemporarySkeletonLengthInBytes) signal Manus Core to compress temporary skeleton |
EManusRet | ConnectLocally () connect to local Manus Core host |
EManusRet | ConnectRemotely (FString p_Host) connect to remote host |
EManusRet | CreateSkeletonSetup (const SkeletonSetupInfo & p_Skeleton, uint32_t & p_SkeletonSetupIndex) create skeleton at SDK lvl and get the index associated to it. |
bool | DoesSkeletonHaveHaptics (int64 p_SkeletonId, bool p_Left) given a skeleton id, check if the matching glove has haptics |
EManusRet | FindRemoteHosts (TArray< FString > & p_Hosts) find all remote hosts available |
EManusRet | GetCompressedTemporarySkeletonData (unsigned char * p_TemporarySkeletonData, uint32_t p_TemporarySkeletonLengthInBytes) get the compressed temporary skeleton data |
EManusRet | GetDataForGlove_UsingGloveId (uint32_t p_GloveId, GloveLandscapeData & p_GloveData) get all the meta data of a glove using glove id |
EManusRet | GetDataForSkeleton (int64 SkeletonId, FManusMetaSkeleton & DataForMayoSkeleton) get the data for a skeleton (every transform and node id you need to animate it) |
EManusRet | GetDataForTracker (uint32 UserId, EManusHandType HandTypeOfTracker, FManusTracker & DataForTracker) get data for a specific tracker |
EManusRet | GetErgonomicsDataForGlove (FManusErgonomicsData & p_Data, uint32_t p_GloveId) get ergonomics data for a glove. |
EManusRet | GetGestureLandscapeData (GestureLandscapeData * p_LandscapeDataArray, uint32_t p_ArraySize) based on the manus landscape, a number of gestures have been defined. with this function you can retrieve the data about those defined gestures. |
void | GetGestureProbabilities (std::vector< ClientGestures > & p_ClientGestures) unreal client can use this to get gesture probabilities. may contain nothing, requires an empty vector as input. |
EManusRet | GetGestureStreamData (uint32_t p_GestureStreamDataIndex, uint32_t p_StartDataIndex, GestureProbabilities * p_GestureProbabilitiesCollection) get specific gesture probabilities found after the callback |
void | GetGestures (std::vector< GestureLandscapeData > & p_ClientGestures) gets all current defined gestures. can be empty when just connecting. but once filled is not expected to change even rarely. |
uint32_t | GetGloveIdForSkeleton (uint32_t p_SkeletonId, bool p_Left) given a skeleton id get the matching glove id (in case of bodies use p_left to determine which side) |
EManusRet | GetGloveIdOfUser_UsingUserId (int32 UserId, EManusHandType p_HandTypeOfGlove, int64 & p_GloveId) get glove id of user using user id and handtype |
EManusRet | GetGloveIdOfUser_UsingUserIndex (int32 UserIndex, EManusHandType p_HandTypeOfGlove, int64 & p_GloveId) get glove id of user using user index and hand type. |
bool | GetGloveRotationForSkeletonNode (int64 p_SkeletonId, int p_NodeId, ManusQuaternion & p_Rotation) get the rotation of a node from a glove for a given skeleton |
EManusRet | GetHapticDongleIds (TArray< int64 > & HapticDongleIds) get all the haptic dongle id's (p2 haptic dongles have the same id as their non haptic side) |
EManusRet | GetIdsOfAvailableGloves (TArray< int64 > & IdsOfAvailableGloves) get ids of all available gloves |
EManusRet | GetIdsOfUsers (TArray< int64 > & IdsOfAvailableUsers) get ids of all current users. |
void | GetLastModifiedSkeletonIndex (uint32_t & p_Index) get the last modified skeleton index for this session. |
EManusRet | GetNumberOfAvailableGloves (int32 & NumberOfAvailableGloves) get number of available gloves |
EManusRet | GetNumberOfAvailableUsers (int32 & NumberOfUsers) get number of available users |
EManusRet | GetNumberOfHapticDongles (int32 & NumberOfHapticDongles) get count of all the haptic dongles |
EManusRet | GetSessionId (uint32_t & p_SessionId) get current session id |
EManusRet | GetSkeletonSetupArraySizes (uint32_t p_SkeletonSetupIndex, SkeletonSetupArraySizes & p_SkeletonInfo) get current temporary skeleton nodes and chain sizes. |
EManusRet | GetSkeletonSetupChains (uint32_t p_SkeletonIndex, ChainSetup * p_SDK) get the chains of the skeleton |
EManusRet | GetSkeletonSetupInfo (uint32_t p_SkeletonSetupIndex, SkeletonSetupInfo * p_SDK) gets the skeleton setup info based on the index |
EManusRet | GetSkeletonSetupNodes (uint32_t p_SkeletonIndex, NodeSetup * p_SDK) get the nodes of the skeleton |
EManusRet | GetTemporarySkeleton (uint32_t p_SkeletonSetupIndex, uint32_t p_SessionId) get temporary skeleton from core |
EManusRet | GetTemporarySkeletonFromCompressedData (uint32_t p_SkeletonSetupIndex, uint32_t p_SessionId, unsigned char * p_TemporarySkeletonData, uint32_t p_TemporarySkeletonLengthInBytes) get the temporary skeleton from a compressed file |
EManusRet | GetTrackerIds (TArray< FString > & p_TrackerIds) get all the tracker id's |
EManusRet | Initialize () initialize SDK DLL |
bool | IsGesturePastTreshold (int64 p_GestureId, float p_Treshold, int64 p_GloveId) check if a gesture is past a treshold for detection |
EManusRet | IsInitialized () check if already initialized |
EManusRet | LoadSkeleton (uint32_t p_SkeletonIndex, uint32_t & p_SkeletonId) load the skeleton into Manus Core |
EManusRet | OverwriteChainToSkeletonSetup (uint32_t p_SkeletonIndex, const ChainSetup & p_Chain) overwrite existing chain in temporary skeleton |
EManusRet | OverwriteNodeToSkeletonSetup (uint32_t p_SkeletonIndex, const NodeSetup & p_Node) overwrite existing node in temporary skeleton |
EManusRet | OverwriteSkeletonSetup (uint32_t p_SkeletonIndex, const SkeletonSetupInfo & p_Skeleton) overwrite an existing SkeletonSetup at a given index. |
EManusRet | SaveTemporarySkeleton (uint32_t p_SkeletonSetupIndex, uint32_t p_SessionId, bool p_IsSkeletonModified) send temporary skeleton to Manus Core |
EManusRet | ShutDown () shutdown SDK DLL |
EManusRet | UnloadSkeleton (uint32_t p_SkeletonId) remove skeleton from Manus Core |
EManusRet | VibrateFingers (int64 p_DongleId, EManusHandType p_HandTypeOfGlove, TArray< float > p_Powers) vibrate fingers for dongle based on dongle id and hand type. |
EManusRet | VibrateFingersForSkeleton (int64 p_SkeletonId, EManusHandType p_HandTypeOfGlove, TArray< float > p_Powers) vibrate fingers for specific skeleton |
Public Static Functions Documentation
function AddChainToSkeletonSetup
add chain to temporary skeleton
static EManusRet CoreSdk::AddChainToSkeletonSetup (
uint32_t p_SkeletonSetupIndex,
const ChainSetup & p_Chain
)
Parameters:
p_SkeletonSetupIndex
p_Chain
Returns:
returncode for success state
function AddMeshSetupToSkeletonSetup
static EManusRet CoreSdk::AddMeshSetupToSkeletonSetup (
uint32_t p_SkeletonSetupIndex,
uint32_t p_NodeID,
uint32_t * p_MeshSetupIndex
)
function AddNodeToSkeletonSetup
add node to temporary skeleton
static EManusRet CoreSdk::AddNodeToSkeletonSetup (
uint32_t p_SkeletonSetupIndex,
const NodeSetup & p_Node
)
Parameters:
p_SkeletonSetupIndex
p_Node
Returns:
returncode for success state
function AddTriangleToMeshSetup
static EManusRet CoreSdk::AddTriangleToMeshSetup (
uint32_t p_SkeletonSetupIndex,
uint32_t p_MeshSetupIndex,
Triangle p_Triangle
)
function AddVertexToMeshSetup
static EManusRet CoreSdk::AddVertexToMeshSetup (
uint32_t p_SkeletonSetupIndex,
uint32_t p_MeshSetupIndex,
Vertex p_Vertex
)
function AllocateChainsForSkeletonSetup
automatically let Manus Core assign chains to the skeleton. This can fail if the skeleton is unrecognizable
Parameters:
p_SkeletonIndex
Returns:
returncode for success state
function AssignTrackerToUser
assign a tracker to a user
Parameters:
p_TrackerId
p_UserId
Returns:
returncode for success state
function CheckCompatibility
check if this version is compatible with Manus Core.
Returns:
returncode for success state
function CheckConnection
check if connection is made
Returns:
returncode for success state
function ClearAllTemporarySkeletons
clear all temporary skeletons associated to the current session both in the sdk and core
Returns:
returncode for success state
function ClearTemporarySkeleton
clear temporary skeleton
static EManusRet CoreSdk::ClearTemporarySkeleton (
uint32_t p_SkeletonSetupIndex,
uint32_t p_SessionId
)
Parameters:
p_SkeletonSetupIndex
p_SessionId
Returns:
returncode for success state
function CompressTemporarySkeletonAndGetSize
signal Manus Core to compress temporary skeleton
static EManusRet CoreSdk::CompressTemporarySkeletonAndGetSize (
uint32_t p_SkeletonSetupIndex,
uint32_t p_SessionId,
uint32_t & p_TemporarySkeletonLengthInBytes
)
Parameters:
p_SkeletonSetupIndex
p_SessionId
p_TemporarySkeletonLengthInBytes
Returns:
returncode for success state
function ConnectLocally
connect to local Manus Core host
Returns:
returncode for success state
function ConnectRemotely
connect to remote host
Parameters:
p_Host
address to connect to
Returns:
returncode for success state
function CreateSkeletonSetup
create skeleton at SDK lvl and get the index associated to it.
static EManusRet CoreSdk::CreateSkeletonSetup (
const SkeletonSetupInfo & p_Skeleton,
uint32_t & p_SkeletonSetupIndex
)
Parameters:
p_Skeleton
p_SkeletonSetupIndex
Returns:
returncode for success state
function DoesSkeletonHaveHaptics
given a skeleton id, check if the matching glove has haptics
Parameters:
p_SkeletonId
p_Left
Returns:
function FindRemoteHosts
find all remote hosts available
Parameters:
p_Hosts
list that will be filled with found hosts
Returns:
returncode for success state
function GetCompressedTemporarySkeletonData
get the compressed temporary skeleton data
static EManusRet CoreSdk::GetCompressedTemporarySkeletonData (
unsigned char * p_TemporarySkeletonData,
uint32_t p_TemporarySkeletonLengthInBytes
)
Parameters:
p_TemporarySkeletonData
p_TemporarySkeletonLengthInBytes
Returns:
returncode for success state
function GetDataForGlove_UsingGloveId
get all the meta data of a glove using glove id
static EManusRet CoreSdk::GetDataForGlove_UsingGloveId (
uint32_t p_GloveId,
GloveLandscapeData & p_GloveData
)
Parameters:
p_GloveId
p_GloveData
Returns:
returncode for success state
function GetDataForSkeleton
get the data for a skeleton (every transform and node id you need to animate it)
static EManusRet CoreSdk::GetDataForSkeleton (
int64 SkeletonId,
FManusMetaSkeleton & DataForMayoSkeleton
)
Parameters:
SkeletonId
the id of the skeleton data we wantDataForMayoSkeleton
the pre-allocated data structure into which the skeleton data will be copied
Returns:
returncode for success state
function GetDataForTracker
get data for a specific tracker
static EManusRet CoreSdk::GetDataForTracker (
uint32 UserId,
EManusHandType HandTypeOfTracker,
FManusTracker & DataForTracker
)
Parameters:
UserId
HandTypeOfTracker
DataForTracker
Returns:
returncode for success state
function GetErgonomicsDataForGlove
get ergonomics data for a glove.
static EManusRet CoreSdk::GetErgonomicsDataForGlove (
FManusErgonomicsData & p_Data,
uint32_t p_GloveId
)
Parameters:
p_Data
p_GloveId
Returns:
returncode for success state
function GetGestureLandscapeData
based on the manus landscape, a number of gestures have been defined. with this function you can retrieve the data about those defined gestures.
static EManusRet CoreSdk::GetGestureLandscapeData (
GestureLandscapeData * p_LandscapeDataArray,
uint32_t p_ArraySize
)
Parameters:
p_LandscapeDataArray
array must be prescaled to the correct size before making this call/p_ArraySize
size must be known before hand and is gotten via the landscape callback.
Returns:
function GetGestureProbabilities
unreal client can use this to get gesture probabilities. may contain nothing, requires an empty vector as input.
Parameters:
p_ClientGestures
function GetGestureStreamData
get specific gesture probabilities found after the callback
static EManusRet CoreSdk::GetGestureStreamData (
uint32_t p_GestureStreamDataIndex,
uint32_t p_StartDataIndex,
GestureProbabilities * p_GestureProbabilitiesCollection
)
Parameters:
p_GestureStreamDataIndex
p_StartDataIndex
p_GestureProbabilitiesCollection
Returns:
function GetGestures
function GetGloveIdForSkeleton
given a skeleton id get the matching glove id (in case of bodies use p_left to determine which side)
Parameters:
p_SkeletonId
p_Left
Returns:
function GetGloveIdOfUser_UsingUserId
get glove id of user using user id and handtype
static EManusRet CoreSdk::GetGloveIdOfUser_UsingUserId (
int32 UserId,
EManusHandType p_HandTypeOfGlove,
int64 & p_GloveId
)
Parameters:
UserId
p_HandTypeOfGlove
p_GloveId
Returns:
returncode for success state
function GetGloveIdOfUser_UsingUserIndex
get glove id of user using user index and hand type.
static EManusRet CoreSdk::GetGloveIdOfUser_UsingUserIndex (
int32 UserIndex,
EManusHandType p_HandTypeOfGlove,
int64 & p_GloveId
)
Parameters:
UserIndex
p_HandTypeOfGlove
p_GloveId
Returns:
returncode for success state
function GetGloveRotationForSkeletonNode
get the rotation of a node from a glove for a given skeleton
static bool CoreSdk::GetGloveRotationForSkeletonNode (
int64 p_SkeletonId,
int p_NodeId,
ManusQuaternion & p_Rotation
)
Parameters:
p_SkeletonId
p_NodeId
p_Rotation
if node found this will contain the rotation
Returns:
true if node was found
function GetHapticDongleIds
get all the haptic dongle id's (p2 haptic dongles have the same id as their non haptic side)
Parameters:
HapticDongleIds
Returns:
returncode for success state
function GetIdsOfAvailableGloves
get ids of all available gloves
Parameters:
IdsOfAvailableGloves
Returns:
returncode for success state
function GetIdsOfUsers
get ids of all current users.
Parameters:
IdsOfAvailableUsers
Returns:
returncode for success state
function GetLastModifiedSkeletonIndex
get the last modified skeleton index for this session.
Parameters:
p_Index
Returns:
returncode for success state
function GetNumberOfAvailableGloves
get number of available gloves
Parameters:
NumberOfAvailableGloves
Returns:
returncode for success state
function GetNumberOfAvailableUsers
get number of available users
Parameters:
NumberOfUsers
Returns:
returncode for success state
function GetNumberOfHapticDongles
get count of all the haptic dongles
Parameters:
NumberOfHapticDongles
Returns:
returncode for success state
function GetSessionId
get current session id
Parameters:
p_SessionId
Returns:
returncode for success state
function GetSkeletonSetupArraySizes
get current temporary skeleton nodes and chain sizes.
static EManusRet CoreSdk::GetSkeletonSetupArraySizes (
uint32_t p_SkeletonSetupIndex,
SkeletonSetupArraySizes & p_SkeletonInfo
)
Parameters:
p_SkeletonSetupIndex
p_SkeletonInfo
Returns:
returncode for success state
function GetSkeletonSetupChains
get the chains of the skeleton
Parameters:
p_SkeletonIndex
p_SDK
Returns:
returncode for success state
function GetSkeletonSetupInfo
gets the skeleton setup info based on the index
static EManusRet CoreSdk::GetSkeletonSetupInfo (
uint32_t p_SkeletonSetupIndex,
SkeletonSetupInfo * p_SDK
)
Parameters:
p_SkeletonSetupIndex
p_SDK
locally allocated instance of SkeletonSetupInfo of which the pointer is passed along.
Returns:
function GetSkeletonSetupNodes
get the nodes of the skeleton
Parameters:
p_SkeletonIndex
p_SDK
Returns:
returncode for success state
function GetTemporarySkeleton
get temporary skeleton from core
static EManusRet CoreSdk::GetTemporarySkeleton (
uint32_t p_SkeletonSetupIndex,
uint32_t p_SessionId
)
Parameters:
p_SkeletonSetupIndex
p_SessionId
Returns:
returncode for success state
function GetTemporarySkeletonFromCompressedData
get the temporary skeleton from a compressed file
static EManusRet CoreSdk::GetTemporarySkeletonFromCompressedData (
uint32_t p_SkeletonSetupIndex,
uint32_t p_SessionId,
unsigned char * p_TemporarySkeletonData,
uint32_t p_TemporarySkeletonLengthInBytes
)
Parameters:
p_SkeletonSetupIndex
p_SessionId
p_TemporarySkeletonData
p_TemporarySkeletonLengthInBytes
Returns:
returncode for success state
function GetTrackerIds
get all the tracker id's
Parameters:
p_TrackerIds
Returns:
returncode for success state
function Initialize
initialize SDK DLL
Returns:
returncode for success state
function IsGesturePastTreshold
check if a gesture is past a treshold for detection
Parameters:
p_GestureId
p_Treshold
range from 0.0 - 1.0p_GloveId
function IsInitialized
check if already initialized
Returns:
returncode for success state
function LoadSkeleton
load the skeleton into Manus Core
Parameters:
p_SkeletonIndex
p_SkeletonId
Returns:
returncode for success state
function OverwriteChainToSkeletonSetup
overwrite existing chain in temporary skeleton
static EManusRet CoreSdk::OverwriteChainToSkeletonSetup (
uint32_t p_SkeletonIndex,
const ChainSetup & p_Chain
)
Parameters:
p_SkeletonIndex
p_Chain
Returns:
returncode for success state
function OverwriteNodeToSkeletonSetup
overwrite existing node in temporary skeleton
static EManusRet CoreSdk::OverwriteNodeToSkeletonSetup (
uint32_t p_SkeletonIndex,
const NodeSetup & p_Node
)
Returns:
returncode for success state
function OverwriteSkeletonSetup
overwrite an existing SkeletonSetup at a given index.
static EManusRet CoreSdk::OverwriteSkeletonSetup (
uint32_t p_SkeletonIndex,
const SkeletonSetupInfo & p_Skeleton
)
Returns:
returncode for success state
function SaveTemporarySkeleton
send temporary skeleton to Manus Core
static EManusRet CoreSdk::SaveTemporarySkeleton (
uint32_t p_SkeletonSetupIndex,
uint32_t p_SessionId,
bool p_IsSkeletonModified
)
Parameters:
p_SkeletonSetupIndex
p_SessionId
p_IsSkeletonModified
Returns:
returncode for success state
function ShutDown
shutdown SDK DLL
Returns:
returncode for success state
function UnloadSkeleton
remove skeleton from Manus Core
Parameters:
p_SkeletonId
Returns:
returncode for success state
function VibrateFingers
vibrate fingers for dongle based on dongle id and hand type.
static EManusRet CoreSdk::VibrateFingers (
int64 p_DongleId,
EManusHandType p_HandTypeOfGlove,
TArray< float > p_Powers
)
Parameters:
p_DongleId
p_HandTypeOfGlove
p_Powers
set the strenght of haptics per finger. (range from 0 (off) to 1(max) )
Returns:
returncode for success state
function VibrateFingersForSkeleton
vibrate fingers for specific skeleton
static EManusRet CoreSdk::VibrateFingersForSkeleton (
int64 p_SkeletonId,
EManusHandType p_HandTypeOfGlove,
TArray< float > p_Powers
)
Parameters:
p_SkeletonId
p_HandTypeOfGlove
p_Powers
set the strenght of haptics per finger. (range from 0 (off) to 1(max) )
Returns:
returncode for success state
The documentation for this class was generated from the following file api/Unreal/Plugins/Manus/Source/Manus/Public/CoreSdk.h