replace c++ standard int type definitions with the ones from unreal

This commit is contained in:
Mamadou Babaei
2024-07-18 15:09:57 +02:00
parent baf53e3da1
commit 6583c718fd
4 changed files with 6 additions and 6 deletions
@@ -500,7 +500,7 @@ const FTransform& USGVirtualHandComponent::GetHandBoneRefTransform(const FName&
const FTransform& USGVirtualHandComponent::GetHandRootBoneRefTransform() const
{
static constexpr int32_t WristKeypointIndex = static_cast<int32>(EHandKeypoint::Wrist);
static constexpr int32 WristKeypointIndex = static_cast<int32>(EHandKeypoint::Wrist);
const FTransform& BoneTransform{GetHandBoneRefTransform(WristKeypointIndex)};
return BoneTransform;
}
@@ -90,7 +90,7 @@ bool USGBackend::InitializeBackend()
if (!IsBackendInitialized())
{
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Init();
const int32 Result = FSGConnect::Init();
switch (Result)
{
case -3:
@@ -133,7 +133,7 @@ bool USGBackend::UninitializeBackend()
FSGDeviceList::Dispose();
#if PLATFORM_ANDROID
const int32_t Result = FSGConnect::Dispose();
const int32 Result = FSGConnect::Dispose();
switch (Result)
{
case -3:
@@ -1977,7 +1977,7 @@ bool FSGXRTracker::FImpl::UpdateSGJointData(
const FTransform& WorldToTrackingTransform{TrackingToWorldTransform.Inverse()};
const float WorldToMetersScale = XRTrackingSystem->GetWorldToMetersScale();
const int32_t JointIndex = static_cast<int32>(Joint);
const int32 JointIndex = static_cast<int32>(Joint);
const FQuat WristRotation{WristTransform.GetRotation()};
const FVector WristLocation{WristTransform.GetLocation()};
@@ -2007,7 +2007,7 @@ bool FSGXRTracker::FImpl::UpdateSGWristJointData(
const float WorldToMetersScale = XRTrackingSystem->GetWorldToMetersScale();
static constexpr EHandKeypoint Joint = EHandKeypoint::Wrist;
static constexpr int32_t JointIndex = static_cast<int32>(Joint);
static constexpr int32 JointIndex = static_cast<int32>(Joint);
OutHandState.KeypointTransforms[JointIndex] = WristTransform;
OutHandState.Radii[JointIndex] = 0.01f * WorldToMetersScale;
@@ -56,7 +56,7 @@ public:
float Radii[EHandKeypointCount];
uint8_t bReceivedJointPoses : 1;
uint8 bReceivedJointPoses : 1;
public:
FSGXRHandState();