Class UManusBlueprintLibrary
ClassList > UManusBlueprintLibrary
Inherits the following classes: UBlueprintFunctionLibrary
Public Static Functions
Type | Name |
---|---|
EManusRet | AddChainToSkeletonSetup (int64 p_SkeletonSetupIndex, const FManusChainSetup & p_Chain) add a chain to the skeleton structure |
EManusRet | AddNodeToSkeletonSetup (int64 p_SkeletonSetupIndex, const FManusNodeSetup & p_Node) add a node to the skeleton structure |
EManusRet | AssignTrackerToManusUser (FString & p_TrackerId, int64 p_ManusUserId) assign a tracker based on its ID to a user based on its ID. |
FString | ConvertManusIdToString (int64 ManusId) Convert the given Manus ID to an FString. |
EManusRet | CreateSkeletonSetup (const FManusSkeletonSetup & p_Skeleton, int64 & p_SkeletonSetupIndex) create a skeleton structure and receive the skeleton index for later reference. |
bool | DoesSkeletonHaveHaptics (int64 p_SkeletonId, bool p_Left) check if a certain skeleton has haptics available |
EManusRet | GetErgonomics (FManusErgonomicsData & p_Data, int64 p_GloveId) gets ergonomics data |
EManusRet | GetFirstHapticDongle (int64 & DongleId) set the first haptic dongle id in p_DongleId. This may get deprecated soon. |
int64 | GetGestureId (FString p_Name, TArray< FGestureLandscapeData > p_Gestures) get gesture id for a given gesture name in the given list of gestures. |
void | GetGestures (TArray< FGestureLandscapeData > & p_Gestures) get current registered gestures |
int64 | GetGloveIdForSkeleton (int64 p_SkeletonId, bool p_Left) get teh glove id for the skeleton id |
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, FQuat & p_Rotation) |
EManusRet | GetHandTrackerData (int p_ManusLiveLinkUserIndex, EManusHandType p_HandTypeOfTracker, FManusTracker & p_Tracker) Get the latest Tracker data that was received from Manus Core for the Tracker assigned to the given User Index for the hand of the given type. |
EManusRet | GetIdsOfAvailableGloves (TArray< int64 > & GloveIds) Retrieves an array containing the glove IDs of all available gloves. These IDs can be used for functions ending in _UsingId, which will only have an effect on the specified glove. |
TArray< FString > | GetManusCoreIPs () get all the Manus Core hosts that can be connected to |
EManusRet | GetManusUsers (TArray< int64 > & p_Users) Get all manus user ID's and store a copy of the ID's in p_Users. |
FString | GetPlayerJoinRequestURL (APlayerController * Controller) Returns the Player join request URL. |
EManusRet | GetSkeletonData (int64 SkeletonId, FManusMetaSkeleton & Skeleton) Get the latest skeleton data that was received from Manus for the skeleton with the given ID. |
EManusRet | GetTrackerIds (TArray< FString > & p_TrackersIds) Get All tracker ID's and store a copy of the ID's in p_TrackersIds. |
bool | IsGesturePastTreshold (int64 p_GestureId, float p_Treshold, int64 p_GloveId) check if a gesture has reached the treshold value for a glove |
EManusRet | LoadSkeleton (int64 p_SkeletonIndex, int64 & p_SkeletonId) load the created skeleton into Manus Core (important or nothing gets animated) |
void | SetAsClient (bool p_IsClient) set if this session is as a Client or not |
void | SetGlovesUsingTrackers (bool p_UseTrackers) for demo purposes only. set that the gloves use trackers. |
void | SetManusActive (bool bNewIsActive) Acticate / deactivate Manus tracking. |
void | SetManusCoreIP (FString p_ManusIP) set the Manus Core host address to connect to |
EManusRet | UnloadSkeleton (int64 p_SkeletonId) unload the created skeleton from Manus Core |
EManusRet | VibrateFingers (int64 p_DongleId, EManusHandType HandType, float ThumbPower=1.0f, float IndexPower=1.0f, float MiddlePower=1.0f, float RingPower=1.0f, float PinkyPower=1.0f) Tell a Manus glove to vibrate its fingers. The first available glove of the given hand type will be used. |
EManusRet | VibrateFingersForSkeleton (int64 p_SkeletonId, EManusHandType HandType, float ThumbPower=1.0f, float IndexPower=1.0f, float MiddlePower=1.0f, float RingPower=1.0f, float PinkyPower=1.0f) Tell a Manus glove associated to the given skeleton id to vibrate its fingers. |
Public Static Functions Documentation
function AddChainToSkeletonSetup
add a chain to the skeleton structure
static EManusRet UManusBlueprintLibrary::AddChainToSkeletonSetup (
int64 p_SkeletonSetupIndex,
const FManusChainSetup & p_Chain
)
see manusLiveLinkSource.cpp for example on how to setup a skeleton ,its nodes and chains. Manually add a chain to the newly generated skeleton.
Parameters:
p_SkeletonSetupIndex
The Skeleton indexp_Chain
The node data
Returns:
If the node was successfuly added.
function AddNodeToSkeletonSetup
add a node to the skeleton structure
static EManusRet UManusBlueprintLibrary::AddNodeToSkeletonSetup (
int64 p_SkeletonSetupIndex,
const FManusNodeSetup & p_Node
)
see manusLiveLinkSource.cpp for example on how to setup a skeleton ,its nodes and chains. after setting up the skeleton you need to add the bone nodes with this function
Parameters:
p_SkeletonSetupIndex
The Skeleton indexp_Node
The node data
Returns:
If the node was successfuly added.
function AssignTrackerToManusUser
assign a tracker based on its ID to a user based on its ID.
static EManusRet UManusBlueprintLibrary::AssignTrackerToManusUser (
FString & p_TrackerId,
int64 p_ManusUserId
)
Parameters:
-
p_TrackerId
-
p_ManusUserId
function ConvertManusIdToString
Convert the given Manus ID to an FString.
Convert the given Manus ID to a string.
Parameters:
GloveId
The Manus ID that should be converted.
Returns:
The FString containing the converted Manus ID.
function CreateSkeletonSetup
create a skeleton structure and receive the skeleton index for later reference.
static EManusRet UManusBlueprintLibrary::CreateSkeletonSetup (
const FManusSkeletonSetup & p_Skeleton,
int64 & p_SkeletonSetupIndex
)
see manusLiveLinkSource.cpp for example on how to setup a skeleton ,its nodes and chains. first setup the structure for a skeleton and get its index (not id)
Parameters:
p_Skeleton
The Skeleton Setup datap_SkeletonSetupIndex
Output The index of the skeleton
Returns:
If the skeleton was successfuly created.
function DoesSkeletonHaveHaptics
check if a certain skeleton has haptics available
Parameters:
p_SkeletonId
p_Left
Returns:
function GetErgonomics
gets ergonomics data
static EManusRet UManusBlueprintLibrary::GetErgonomics (
FManusErgonomicsData & p_Data,
int64 p_GloveId
)
Get the latest skeleton data that was received from Manus Core for the skeleton with the given skeleton ID.
Parameters:
p_Data
The ergonomics data.p_GloveId
The glove id of the ergonomics data we want.
Returns:
success state
function GetFirstHapticDongle
set the first haptic dongle id in p_DongleId. This may get deprecated soon.
small support function for ease of use. returns the first available haptics dongle p1 has a separate haptics dongle. for p2 and up its combined with regular dongle. (p1 haptics have been discontinued. so we will never see those again)
Parameters:
DongleId
function GetGestureId
static int64 UManusBlueprintLibrary::GetGestureId (
FString p_Name,
TArray< FGestureLandscapeData > p_Gestures
)
function GetGestures
get current registered gestures
get the current TrackerId's from Manus Core (if everything is just starting this may be 0 the first second while everything is getting filled in)
function GetGloveIdForSkeleton
get teh glove id for the skeleton id
Parameters:
p_SkeletonId
p_Left
determines if we want left or right glove
Returns:
function GetGloveIdOfUser_UsingUserId
get glove id of user using user id and handtype
static EManusRet UManusBlueprintLibrary::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 UManusBlueprintLibrary::GetGloveIdOfUser_UsingUserIndex (
int32 UserIndex,
EManusHandType p_HandTypeOfGlove,
int64 & p_GloveId
)
Parameters:
UserIndex
p_HandTypeOfGlove
p_GloveId
Returns:
returncode for success state
function GetGloveRotationForSkeletonNode
static bool UManusBlueprintLibrary::GetGloveRotationForSkeletonNode (
int64 p_SkeletonId,
int p_NodeId,
FQuat & p_Rotation
)
function GetHandTrackerData
Get the latest Tracker data that was received from Manus Core for the Tracker assigned to the given User Index for the hand of the given type.
static EManusRet UManusBlueprintLibrary::GetHandTrackerData (
int p_ManusLiveLinkUserIndex,
EManusHandType p_HandTypeOfTracker,
FManusTracker & p_Tracker
)
Get the latest Tracker data that was received from Manus Core for the Tracker assigned to the given livelinkUser Index for the hand of the given type.
Parameters:
ManusLiveLinkUserIndex
The index of the Manus Live Link User.HandTypeOfTracker
The hand type of the glove.Tracker
Output The latest Tracker data.
Returns:
If the Tracker data were successfuly retrieved.
function GetIdsOfAvailableGloves
Retrieves an array containing the glove IDs of all available gloves. These IDs can be used for functions ending in _UsingId, which will only have an effect on the specified glove.
Retrieves an array containing the glove IDs of all available gloves.
Parameters:
GloveIds
The array of glove IDs.
Returns:
If the function succeeded in getting the glove IDs.
function GetManusCoreIPs
get all the Manus Core hosts that can be connected to
get all currently detected Manus hosts ip/host addresses
Returns:
TArray of all available Manus Core host addresses.
Returns:
function GetManusUsers
Get all manus user ID's and store a copy of the ID's in p_Users.
get the current users from Manus Core (if everything is just starting this may be 0 the first second while everything is getting filled in)
Parameters:
p_Users
function GetPlayerJoinRequestURL
Returns the Player join request URL.
Parameters:
Controller
The Player Controller from which we want the join request URL.
Returns:
The Player join request URL.
function GetSkeletonData
Get the latest skeleton data that was received from Manus for the skeleton with the given ID.
static EManusRet UManusBlueprintLibrary::GetSkeletonData (
int64 SkeletonId,
FManusMetaSkeleton & Skeleton
)
Get the latest skeleton data that was received from Manus Core for the skeleton with the given skeleton ID.
Parameters:
SkeletonId
The ID of the skeleton to get the data from.Skeleton
Output The latest skeleton data for the connected skeleton.
Returns:
If the skeleton data were successfuly retrieved.
function GetTrackerIds
Get All tracker ID's and store a copy of the ID's in p_TrackersIds.
get the current TrackerId's from Manus Core (if everything is just starting this may be 0 the first second while everything is getting filled in)
Parameters:
p_TrackersIds
function IsGesturePastTreshold
check if a gesture has reached the treshold value for a glove
static bool UManusBlueprintLibrary::IsGesturePastTreshold (
int64 p_GestureId,
float p_Treshold,
int64 p_GloveId
)
Parameters:
p_GestureId
p_Treshold
a value between 0 and 1.0p_GloveId
Returns:
if a gesture detection goes above the treshold check it will return true
function LoadSkeleton
load the created skeleton into Manus Core (important or nothing gets animated)
static EManusRet UManusBlueprintLibrary::LoadSkeleton (
int64 p_SkeletonIndex,
int64 & p_SkeletonId
)
see manusLiveLinkSource.cpp for example on how to setup a skeleton ,its nodes and chains. after all nodes and chains have been made for the skeleton, you can now load it into Manus Core and receive the skeleton ID.
Parameters:
p_SkeletonIndex
The temporary skeleton index as defined in the SDKp_SkeletonId
output the skeleton id as generated by Manus Core
Returns:
If the skeleton was succesfully loaded.
function SetAsClient
set if this session is as a Client or not
passes the current selected Manus ip/host address for connections
Parameters:
p_ManusIP
function SetGlovesUsingTrackers
for demo purposes only. set that the gloves use trackers.
override for demo to let gloves use trackers
Parameters:
p_UseTrackers
function SetManusActive
Acticate / deactivate Manus tracking.
Parameters:
bNewIsActive
Whether Manus tracking should be active or not.
function SetManusCoreIP
set the Manus Core host address to connect to
passes the current selected Manus ip/host address for connections
Parameters:
p_ManusIP
The new Manus Core host address to connect to.p_ManusIP
function UnloadSkeleton
unload the created skeleton from Manus Core
for cleaning up, you can unload the skeleton
Parameters:
p_SkeletonId
The Skeleton id
Returns:
If the skeleton was succesfully loaded.
function VibrateFingers
Tell a Manus glove to vibrate its fingers. The first available glove of the given hand type will be used.
static EManusRet UManusBlueprintLibrary::VibrateFingers (
int64 p_DongleId,
EManusHandType HandType,
float ThumbPower=1.0f,
float IndexPower=1.0f,
float MiddlePower=1.0f,
float RingPower=1.0f,
float PinkyPower=1.0f
)
Tell a Manus glove to vibrate its fingers. The first available glove of the given hand type attached to the donlge id will be used. for prime 1 the haptics dongle is a separate dongle id then then regular dongle id. for prime 2 and up the haptics dongle is the same as the regular dongle.
Parameters:
p_DongleId
The haptics dongle id of the glove to look for.HandType
The hand type of the glove to look for.ThumbPower
The strength of the vibration for the thumb, between 0.0 and 1.0.IndexPower
The strength of the vibration for the index, between 0.0 and 1.0.MiddlePower
The strength of the vibration for the middle finger, between 0.0 and 1.0.RingPower
The strength of the vibration for the ring finger, between 0.0 and 1.0.PinkyPower
The strength of the vibration for the pinky finger, between 0.0 and 1.0.
Returns:
If the glove was succesfully told to vibrate.
function VibrateFingersForSkeleton
Tell a Manus glove associated to the given skeleton id to vibrate its fingers.
static EManusRet UManusBlueprintLibrary::VibrateFingersForSkeleton (
int64 p_SkeletonId,
EManusHandType HandType,
float ThumbPower=1.0f,
float IndexPower=1.0f,
float MiddlePower=1.0f,
float RingPower=1.0f,
float PinkyPower=1.0f
)
Tell a Manus glove to vibrate its fingers. The first available glove of the given hand type associated to the skeleton id will be used.
Parameters:
p_SkeletonId
The skeleton id associated to the glove to look for.HandType
The hand type of the glove to look for.ThumbPower
The strength of the vibration for the thumb, between 0.0 and 1.0.IndexPower
The strength of the vibration for the index, between 0.0 and 1.0.MiddlePower
The strength of the vibration for the middle finger, between 0.0 and 1.0.RingPower
The strength of the vibration for the ring finger, between 0.0 and 1.0.PinkyPower
The strength of the vibration for the pinky finger, between 0.0 and 1.0.
Returns:
If the glove was succesfully told to vibrate.
The documentation for this class was generated from the following file api/Unreal/Plugins/Manus/Source/Manus/Public/ManusBlueprintLibrary.h