Hand Blueprint Function Library

Introduction

VIVE Wave™ plugin provides Blueprint APIs of Hand Tracking for the position and rotation of hand joints.

Besides the Blueprint APIs, VIVE Wave™ plugin also provides UActorComponents . For more information, please refer to Hand ActorComponent.

Public Types

VIVE Wave™ plugin provides Hand Tracking and Hand Gesture Blueprint types listed below.

EWaveVRTrackerType

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRTrackerType : uint8
{
    Invalid = 0,
    Natural = 1,//WVR_HandTrackerType::WVR_HandTrackerType_Natural,
    Electronic = 2,//WVR_HandTrackerType::WVR_HandTrackerType_Electronic,
};

EWaveVRHandTrackingStatus

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRHandTrackingStatus : uint8
{
    // Initial, can call Start API in this state.
    NOT_START,
    START_FAILURE,

    // Processing, should NOT call API in this state.
    STARTING,
    STOPING,

    // Running, can call Stop API in this state.
    AVAILABLE,

    // Do nothing.
    UNSUPPORT
};

You can refer to the state machine diagram below for a better understanding of the Hand Tracking lifecycle:

../_images/UnrealHandBlueprints08.png

EWaveVRHandType

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRHandType : uint8
{
    Left,
    Right
};

EWaveVRHandMotion

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRHandMotion : uint8
{
    Invalid = 0,//WVR_HandPoseType::WVR_HandPoseType_Invalid,
    Pinch = 1,//WVR_HandPoseType::WVR_HandPoseType_Pinch,
    Hold = 2,//WVR_HandPoseType::WVR_HandPoseType_Hold
};

EWaveVRHandJoint

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRHandJoint : uint8
{
    Palm            = 0,//WVR_HandJoint::WVR_HandJoint_Palm,
    Wrist           = 1,//WVR_HandJoint::WVR_HandJoint_Wrist,
    Thumb_Joint0    = 2,//WVR_HandJoint::WVR_HandJoint_Thumb_Joint0,
    Thumb_Joint1    = 3,//WVR_HandJoint::WVR_HandJoint_Thumb_Joint1,
    Thumb_Joint2    = 4,//WVR_HandJoint::WVR_HandJoint_Thumb_Joint2,   // 5
    Thumb_Tip       = 5,//WVR_HandJoint::WVR_HandJoint_Thumb_Tip,
    Index_Joint0    = 6,//WVR_HandJoint::WVR_HandJoint_Index_Joint0,
    Index_Joint1    = 7,//WVR_HandJoint::WVR_HandJoint_Index_Joint1,
    Index_Joint2    = 8,//WVR_HandJoint::WVR_HandJoint_Index_Joint2,
    Index_Joint3    = 9,//WVR_HandJoint::WVR_HandJoint_Index_Joint3,   // 10
    Index_Tip       = 10,//WVR_HandJoint::WVR_HandJoint_Index_Tip,
    Middle_Joint0   = 11,//WVR_HandJoint::WVR_HandJoint_Middle_Joint0,
    Middle_Joint1   = 12,//WVR_HandJoint::WVR_HandJoint_Middle_Joint1,
    Middle_Joint2   = 13,//WVR_HandJoint::WVR_HandJoint_Middle_Joint2,
    Middle_Joint3   = 14,//WVR_HandJoint::WVR_HandJoint_Middle_Joint3, // 15
    Middle_Tip      = 15,//WVR_HandJoint::WVR_HandJoint_Middle_Tip,
    Ring_Joint0     = 16,//WVR_HandJoint::WVR_HandJoint_Ring_Joint0,
    Ring_Joint1     = 17,//WVR_HandJoint::WVR_HandJoint_Ring_Joint1,
    Ring_Joint2     = 18,//WVR_HandJoint::WVR_HandJoint_Ring_Joint2,
    Ring_Joint3     = 19,//WVR_HandJoint::WVR_HandJoint_Ring_Joint3,   // 20
    Ring_Tip        = 20,//WVR_HandJoint::WVR_HandJoint_Ring_Tip,
    Pinky_Joint0    = 21,//WVR_HandJoint::WVR_HandJoint_Pinky_Joint0,
    Pinky_Joint1    = 22,//WVR_HandJoint::WVR_HandJoint_Pinky_Joint1,
    Pinky_Joint2    = 23,//WVR_HandJoint::WVR_HandJoint_Pinky_Joint2,
    Pinky_Joint3    = 24,//WVR_HandJoint::WVR_HandJoint_Pinky_Joint3,  // 25
    Pinky_Tip       = 25,//WVR_HandJoint::WVR_HandJoint_Pinky_Tip,
};

VIVE Wave™ plugin defines hand joints as below photo.

../_images/UnrealHandBlueprints01.png

EWaveVRHandHoldObjectType

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRHandHoldObjectType : uint8
{
    None        = 0, //WVR_HandHoldObjectType::WVR_HandHoldObjectType_None
    Gun         = 1, //WVR_HandHoldObjectType::WVR_HandHoldObjectType_Gun
    OCSpray     = 2, //WVR_HandHoldObjectType::WVR_HandHoldObjectType_OCSpray
    LongGun     = 3, //WVR_HandHoldObjectType::WVR_HandHoldObjectType_LongGun
    Baton       = 4, //WVR_HandHoldObjectType::WVR_HandHoldObjectType_Baton
    FlashLight  = 5, //WVR_HandHoldObjectType::WVR_HandHoldObjectType_FlashLight
};

EWaveVRHandHoldRoleType

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRHandHoldRoleType : uint8
{
    None     = 0, //WVR_HandHoldRoleType::WVR_HandHoldRoleType_None
    MainHold = 1, //WVR_HandHoldRoleType::WVR_HandHoldRoleType_MainHold
    SideHold = 2, //WVR_HandHoldRoleType::WVR_HandHoldRoleType_SideHold
};

EWaveVRFingerType

enum class EWaveVRFingerType : uint8
{
    None   = 0,
    Thumb  = 1, //WVR_FingerType::WVR_FingerType_Thumb
    Index  = 2, //WVR_FingerType::WVR_FingerType_Index
    Middle = 3, //WVR_FingerType::WVR_FingerType_Middle
    Ring   = 4, //WVR_FingerType::WVR_FingerType_Ring
    Pinky  = 5, //WVR_FingerType::WVR_FingerType_Pinky
};

EWaveVRHandGestureStatus

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRHandGestureStatus : uint8
{
    // Initial, can call Start API in this state.
    NOT_START,
    START_FAILURE,

    // Processing, should NOT call API in this state.
    STARTING,
    STOPING,

    // Running, can call Stop API in this state.
    AVAILABLE,

    // Do nothing.
    UNSUPPORT
};

You can refer to the state machine diagram below for a better understanding of the Hand Gesture lifecycle:

../_images/UnrealHandBlueprints02.png

EWaveVRGestureType

Note

Which gesture types are supported depends on the system version.

UENUM(BlueprintType, Category = "WaveVR|Hand")
enum class EWaveVRGestureType : uint8
{
    Invalid     = 0,//WVR_HandGestureType::WVR_HandGestureType_Invalid, /**< The gesture is invalid. */
    Unknown     = 1,//WVR_HandGestureType::WVR_HandGestureType_Unknown, /**< Unknown gesture type. */
    Fist        = 2,//WVR_HandGestureType::WVR_HandGestureType_Fist,    /**< Represent fist gesture. */
    Five        = 3,//WVR_HandGestureType::WVR_HandGestureType_Five,    /**< Represent five gesture. */
    OK          = 4,//WVR_HandGestureType::WVR_HandGestureType_OK,      /**< Represent ok gesture. */
    Like        = 5,//WVR_HandGestureType::WVR_HandGestureType_ThumbUp, /**< Represent thumb up gesture. */
    Point       = 6,//WVR_HandGestureType::WVR_HandGestureType_IndexUp, /**< Represent index up gesture. */
    Palm_Pinch  = 7,//WVR_HandGestureType::WVR_HandGestureType_Palm_Pinch,
    Yeah        = 8,//WVR_HandGestureType::WVR_HandGestureType_Yeah     /**< Represent yeah gesture. */
};

Public Member Functions

VIVE Wave™ plugin provides Hand Tracking and Hand Gesture Blueprint API listed below.

StartHandTracking

Starts Hand Tracking of a specified tracker.

Note

Only the natural hand tracker is supported currently.

void StartHandTracking(EWaveVRTrackerType tracker)

StopHandTracking

Stops Hand Tracking of a specified tracker.

void StopHandTracking(EWaveVRTrackerType tracker)

IsHandTrackingAvailable

To check if Hand Tracking is available currently.

bool IsHandTrackingAvailable(EWaveVRTrackerType tracker)

GetHandTrackingStatus

Retrieves current Hand Tracking status.

EWaveVRHandTrackingStatus GetHandTrackingStatus(EWaveVRTrackerType tracker)

IsHandPoseValid

To check if current hand pose is valid.

bool IsHandPoseValid(EWaveVRTrackerType tracker, EWaveVRHandType hand)

GetHandJointPose

Retrieves poses of a left/right hand joint.

bool GetHandJointPose(EWaveVRTrackerType tracker, EWaveVRHandType hand, EWaveVRHandJoint joint, FVector& OutPosition, FRotator& OutRotation)

GetAllHandJointPoses

Retrieves poses of all left/right hand joints.

bool GetAllHandJointPoses(EWaveVRTrackerType tracker, EWaveVRHandType hand, TArray<FVector>& OutPositions, TArray<FQuat>& OutRotations)

GetHandConfidence

Retrieves the hand confidence (0~1), 1 means the most accurate.

float GetHandConfidence(EWaveVRTrackerType tracker, EWaveVRHandType hand)

GetHandPinchStrength

Retrieves the hand pinch strength (0~1), 1 means the thumb and index finger tip are touching.

float UWaveVRHandBPLibrary::GetHandPinchStrength(EWaveVRTrackerType tracker, EWaveVRHandType hand)

As an example, here is a pinch motion visualization with a pinch strength value of 0.7f.

../_images/UnrealHandBlueprints16.png

GetHandPinchOrigin

Retrieves the hand pinch origin in the world space.

FVector GetHandPinchOrigin(EWaveVRTrackerType tracker, EWaveVRHandType hand)

GetHandPinchDirection

Retrieves the hand pinch direction in the world space.

FVector GetHandPinchDirection(EWaveVRTrackerType tracker, EWaveVRHandType hand)

Refer to below photo about the pinch origin and direction.

../_images/UnrealHandBlueprints17.png

GetHandHoldRole

To retrieve the hand’s rold when holding.

EWaveVRHandHoldRoleType GetHandHoldRole(EWaveVRTrackerType tracker, EWaveVRHandType hand)

GetHandHoldType

To retrieve the hand hold object type when holding.

EWaveVRHandHoldObjectType GetHandHoldType(EWaveVRTrackerType tracker, EWaveVRHandType hand)

GetHandScale

To retrieve the hand size scale which is compared to our default model.

FVector GetHandScale(EWaveVRTrackerType tracker, EWaveVRHandType hand)

FuseWristPositionWithTracker

To fuse the wrist position with a wore tracker’s tracking.

void FuseWristPositionWithTracker(bool fuse)

IsWristPositionFused

Checks if the wrist position is fused with a wore tracker.

bool IsWristPositionFused()

ActivateHoldMotion

*To enable/disable the hold motion. if disabled, the hand motion will never be *

void ActivateHoldMotion(bool active)

StartHandGesture

To enable the Hand Gesture component.

void StartHandGesture()

StopHandGesture

To disable the Hand Gesture component.

void StopHandGesture()

IsHandGestureAvailable

To check if the Hand Gesture component is available.

bool IsHandGestureAvailable()

GetHandGestureStatus

To check current Hand Gesture status.

EWaveVRHandGestureStatus GetHandGestureStatus()

GetStaticGestureType

If the Hand Gesture component is available, this API is used to retrieve current static gesture type.

EWaveVRGestureType GetStaticGestureType(EWaveVRHandType hand)