return when ensure statements fail

This commit is contained in:
Mamadou Babaei
2025-11-18 03:19:26 +01:00
parent fbd35ef5a0
commit 4e2b2714de
@@ -44,18 +44,31 @@
#include "SGDebug/SGDebugCube.h"
#include "SGDebug/SGDebugGizmo.h"
void FSGDebugVirtualHand::Draw(const UWorld* World,
const FXRMotionControllerData& MotionControllerData,
const FSGVirtualHandDebuggingSettings& Settings)
void FSGDebugVirtualHand::Draw(
const UWorld* World,
const FXRMotionControllerData& MotionControllerData,
const FSGVirtualHandDebuggingSettings& Settings)
{
ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!"));
if (!ensureAlwaysMsgf(
Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!")))
{
return;
}
ensureAlwaysMsgf(MotionControllerData.bValid,
TEXT("Invalid motion controller data!"));
if (!ensureAlwaysMsgf(
MotionControllerData.bValid,
TEXT("Invalid motion controller data!")))
{
return;
}
ensureAlwaysMsgf(MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(),
TEXT("Mismatched motion controller data positions and rotations!"));
if (!ensureAlwaysMsgf(
MotionControllerData.HandKeyPositions.Num() == MotionControllerData.HandKeyRotations.Num(),
TEXT("Mismatched motion controller data positions and rotations!")))
{
return;
}
for (TArray<FVector>::SizeType HandKeyIndex = 0;
HandKeyIndex < MotionControllerData.HandKeyPositions.Num(); ++HandKeyIndex)
@@ -75,18 +88,31 @@ void FSGDebugVirtualHand::Draw(const UWorld* World,
}
#if ENGINE_MAJOR_VERSION >= 5 && ENGINE_MINOR_VERSION >= 5
void FSGDebugVirtualHand::Draw(const UWorld* World,
const FXRHandTrackingState& HandTrackingState,
const FSGVirtualHandDebuggingSettings& Settings)
void FSGDebugVirtualHand::Draw(
const UWorld* World,
const FXRHandTrackingState& HandTrackingState,
const FSGVirtualHandDebuggingSettings& Settings)
{
ensureAlwaysMsgf(Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!"));
if (!ensureAlwaysMsgf(
Settings.DrawingMode != ESGDebugVirtualHandDrawingMode::None,
TEXT("Invalid virtual hand drawing mode!")))
{
return;
};
ensureAlwaysMsgf(HandTrackingState.bValid,
TEXT("Invalid hand tracking state!"));
if (!ensureAlwaysMsgf(
HandTrackingState.bValid,
TEXT("Invalid hand tracking state!")))
{
return;
};
ensureAlwaysMsgf(HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(),
TEXT("Mismatched hand tracking state locations and rotations!"));
if (!ensureAlwaysMsgf(
HandTrackingState.HandKeyLocations.Num() == HandTrackingState.HandKeyRotations.Num(),
TEXT("Mismatched hand tracking state locations and rotations!")))
{
return;
};
for (TArray<FVector>::SizeType HandKeyIndex = 0;
HandKeyIndex < HandTrackingState.HandKeyLocations.Num(); ++HandKeyIndex)