even more optimal fxrmotioncontroller data calculations that considers mesh when outputting senseglove data
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@@ -46,8 +46,7 @@ FSGVirtualHandTrackingSettings::FSGVirtualHandTrackingSettings()
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2.4f,
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2.4f,
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2.4f,
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FRotator{0.0f, -90.0f, 0.0f},
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FRotator{0.0f, 180.0f, 90.0f})
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FRotator{0.0f, -90.0f, 0.0f})
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{
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}
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@@ -59,8 +58,7 @@ FSGVirtualHandTrackingSettings::FSGVirtualHandTrackingSettings(
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const float InMiddleDistalPhalanxLength,
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const float InRingDistalPhalanxLength,
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const float InLittleDistalPhalanxLength,
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const FRotator& InHandMeshToOpenXRRootBoneRotationCorrection,
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const FRotator& InHandMeshToSenseGloveRootBoneRotationCorrection)
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const FRotator& InRootBoneRotationCorrection)
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: LeftHandReferenceMesh(InLeftHandReferenceMesh),
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RightHandReferenceMesh(InRightHandReferenceMesh),
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ThumbDistalPhalanxLength(InThumbDistalPhalanxLength),
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@@ -68,8 +66,7 @@ FSGVirtualHandTrackingSettings::FSGVirtualHandTrackingSettings(
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MiddleDistalPhalanxLength(InMiddleDistalPhalanxLength),
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RingDistalPhalanxLength(InRingDistalPhalanxLength),
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LittleDistalPhalanxLength(InLittleDistalPhalanxLength),
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HandMeshToOpenXRRootBoneRotationCorrection(InHandMeshToOpenXRRootBoneRotationCorrection),
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HandMeshToSenseGloveRootBoneRotationCorrection(InHandMeshToSenseGloveRootBoneRotationCorrection),
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RootBoneRotationCorrection(InRootBoneRotationCorrection),
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LeftHandDefaultReferenceBoneTransforms{
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TPair<FName, FTransform>{
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FName{TEXT("hand_l")},
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@@ -73,10 +73,7 @@ public:
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float LittleDistalPhalanxLength;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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FRotator HandMeshToOpenXRRootBoneRotationCorrection;
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UPROPERTY(Config, EditDefaultsOnly, Category="Virtual Hand")
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FRotator HandMeshToSenseGloveRootBoneRotationCorrection;
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FRotator RootBoneRotationCorrection;
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UPROPERTY(Config, VisibleDefaultsOnly, Category="Virtual Hand")
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TMap<FName, FTransform> LeftHandDefaultReferenceBoneTransforms;
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@@ -101,7 +98,5 @@ public:
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float InMiddleDistalPhalanxLength,
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float InRingDistalPhalanxLength,
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float InLittleDistalPhalanxLength,
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const FRotator& InHandMeshToOpenXRRootBoneRotationCorrection,
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const FRotator& InHandMeshToSenseGloveRootBoneRotationCorrection);
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const FRotator& InRootBoneRotationCorrection);
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};
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