apply senseglove/unreal angle conversions in the gloves' api

This commit is contained in:
Mamadou Babaei
2024-03-22 21:03:55 +01:00
parent b80b2394eb
commit 24cfdc6f91
4 changed files with 9 additions and 15 deletions
@@ -239,10 +239,7 @@ bool FSGHapticGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) c
{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
const bool bResult = ToHapticGlovePtrChecked()->GetHandAngles(HandAngles);
OutHandAngles = FSGArrayUtils::FromStdVector<
FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(HandAngles);
OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(HandAngles);
return bResult;
}
@@ -190,9 +190,9 @@ TArray<TArray<FVector>> FSGNova2GloveImpl::CalculateHandAngles(
std::vector<float> NormalizedValuesVector{FSGArrayUtils::ToStdVector(NormalizedValues)};
TArray<TArray<FVector>> Angles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FNova2GloveType::CalculateHandAngles(MoveTemp(NormalizedValuesVector), Interpolator.ToHandInterpolator(),
bInfluenceIndex))
FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
FNova2GloveType::CalculateHandAngles(
MoveTemp(NormalizedValuesVector), Interpolator.ToHandInterpolator(), bInfluenceIndex))
};
return MoveTemp(Angles);
@@ -204,7 +204,7 @@ TArray<TArray<FVector>> FSGNova2GloveImpl::ToNormalizedAngles(
std::vector<float> NormalizedDataVector{FSGArrayUtils::ToStdVector(NormalizedData)};
TArray<TArray<FVector>> Angles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
FNova2GloveType::ToNormalizedAngles(MoveTemp(NormalizedDataVector), GloveInfo.ToNovaGloveInfo()))
};
@@ -351,8 +351,7 @@ bool FSGNova2GloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) co
{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
const bool bResult = ToNova2GlovePtrChecked()->GetHandAngles(HandAngles);
OutHandAngles = FSGArrayUtils::FromStdVector<
FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(MoveTemp(HandAngles));
OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(MoveTemp(HandAngles));
return bResult;
}
@@ -211,7 +211,7 @@ TArray<TArray<FVector>> FSGNovaGloveImpl::CalculateHandAngles(
std::vector<float> NormalizedValuesVector{FSGArrayUtils::ToStdVector(NormalizedValues)};
TArray<TArray<FVector>> Angles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
FNovaGloveType::CalculateHandAngles(MoveTemp(NormalizedValuesVector), Interpolator.ToHandInterpolator()))
};
@@ -370,8 +370,7 @@ bool FSGNovaGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) con
{
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
const bool bResult = ToNovaGlovePtrChecked()->GetHandAngles(HandAngles);
OutHandAngles = FSGArrayUtils::FromStdVector<
FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(MoveTemp(HandAngles));
OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(MoveTemp(HandAngles));
return bResult;
}
@@ -373,8 +373,7 @@ bool FSGSenseGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) co
std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
const bool bResult = ToSenseGlovePtrChecked()->GetHandAngles(HandAngles);
OutHandAngles =
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
MoveTemp(HandAngles));
FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(MoveTemp(HandAngles));
return bResult;
}