white space and code formatting fixes

This commit is contained in:
Mamadou Babaei
2024-11-27 10:11:50 +01:00
parent bc0f269479
commit 205380cfbf
@@ -490,7 +490,7 @@ bool FSGAssetUtils::FImpl::AddGrabThumbColliderSocket(
const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()}; const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()};
const FName& SocketName{GrabSettings.ThumbColliderSocketName}; const FName& SocketName{GrabSettings.ThumbColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::ThumbDistal, SocketName); bRight, EHandKeypoint::ThumbDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddGrabIndexColliderSocket( bool FSGAssetUtils::FImpl::AddGrabIndexColliderSocket(
@@ -499,7 +499,7 @@ bool FSGAssetUtils::FImpl::AddGrabIndexColliderSocket(
const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()}; const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()};
const FName& SocketName{GrabSettings.IndexColliderSocketName}; const FName& SocketName{GrabSettings.IndexColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::IndexDistal, SocketName); bRight, EHandKeypoint::IndexDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddGrabMiddleColliderSocket( bool FSGAssetUtils::FImpl::AddGrabMiddleColliderSocket(
@@ -508,7 +508,7 @@ bool FSGAssetUtils::FImpl::AddGrabMiddleColliderSocket(
const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()}; const FSGVirtualHandGrabSettings GrabSettings{GetVirtualHandGrabSettings()};
const FName& SocketName{GrabSettings.MiddleColliderSocketName}; const FName& SocketName{GrabSettings.MiddleColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::MiddleDistal, SocketName); bRight, EHandKeypoint::MiddleDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddTouchThumbColliderSocket( bool FSGAssetUtils::FImpl::AddTouchThumbColliderSocket(
@@ -517,7 +517,7 @@ bool FSGAssetUtils::FImpl::AddTouchThumbColliderSocket(
const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()}; const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
const FName& SocketName{TouchSettings.ThumbColliderSocketName}; const FName& SocketName{TouchSettings.ThumbColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::ThumbDistal, SocketName); bRight, EHandKeypoint::ThumbDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddTouchIndexColliderSocket( bool FSGAssetUtils::FImpl::AddTouchIndexColliderSocket(
@@ -526,7 +526,7 @@ bool FSGAssetUtils::FImpl::AddTouchIndexColliderSocket(
const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()}; const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
const FName& SocketName{TouchSettings.IndexColliderSocketName}; const FName& SocketName{TouchSettings.IndexColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::IndexDistal, SocketName); bRight, EHandKeypoint::IndexDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddTouchMiddleColliderSocket( bool FSGAssetUtils::FImpl::AddTouchMiddleColliderSocket(
@@ -535,7 +535,7 @@ bool FSGAssetUtils::FImpl::AddTouchMiddleColliderSocket(
const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()}; const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
const FName& SocketName{TouchSettings.MiddleColliderSocketName}; const FName& SocketName{TouchSettings.MiddleColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::MiddleDistal, SocketName); bRight, EHandKeypoint::MiddleDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddTouchRingColliderSocket( bool FSGAssetUtils::FImpl::AddTouchRingColliderSocket(
@@ -544,7 +544,7 @@ bool FSGAssetUtils::FImpl::AddTouchRingColliderSocket(
const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()}; const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
const FName& SocketName{TouchSettings.RingColliderSocketName}; const FName& SocketName{TouchSettings.RingColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::RingDistal, SocketName); bRight, EHandKeypoint::RingDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddTouchLittleColliderSocket( bool FSGAssetUtils::FImpl::AddTouchLittleColliderSocket(
@@ -553,7 +553,7 @@ bool FSGAssetUtils::FImpl::AddTouchLittleColliderSocket(
const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()}; const FSGVirtualHandTouchSettings TouchSettings{GetVirtualHandTouchSettings()};
const FName& SocketName{TouchSettings.PinkyColliderSocketName}; const FName& SocketName{TouchSettings.PinkyColliderSocketName};
return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh, return AddFingertipColliderSocket(SkeletalMeshEditor, SkeletalMesh,
bRight, EHandKeypoint::LittleDistal, SocketName); bRight, EHandKeypoint::LittleDistal, SocketName);
} }
bool FSGAssetUtils::FImpl::AddSenseGloveSockets(const ISkeletalMeshEditor* SkeletalMeshEditor, bool FSGAssetUtils::FImpl::AddSenseGloveSockets(const ISkeletalMeshEditor* SkeletalMeshEditor,
@@ -651,7 +651,6 @@ bool FSGAssetUtils::FImpl::AddSenseGloveSockets(const ISkeletalMeshEditor* Skele
return false; return false;
} }
const bool TouchLittleCollider = AddTouchLittleColliderSocket( const bool TouchLittleCollider = AddTouchLittleColliderSocket(
SkeletalMeshEditor, SkeletalMesh, bIsRight); SkeletalMeshEditor, SkeletalMesh, bIsRight);
if (!TouchLittleCollider) if (!TouchLittleCollider)
@@ -661,7 +660,6 @@ bool FSGAssetUtils::FImpl::AddSenseGloveSockets(const ISkeletalMeshEditor* Skele
return false; return false;
} }
return true; return true;
} }
@@ -786,7 +784,6 @@ bool FSGAssetUtils::FImpl::AddSenseGloveSockets(USkeletalMesh* SkeletalMesh, USk
return true; return true;
} }
bool FSGAssetUtils::FImpl::ClearExistingSockets(USkeletalMesh* SkeletalMesh, USkeleton* Skeleton) bool FSGAssetUtils::FImpl::ClearExistingSockets(USkeletalMesh* SkeletalMesh, USkeleton* Skeleton)
{ {
if (!ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh!"))) if (!ensureAlwaysMsgf(IsValid(SkeletalMesh), TEXT("Invalid SkeletalMesh!")))