apply senseglove/unreal angle conversions in the gloves' api
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@@ -239,10 +239,7 @@ bool FSGHapticGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) c
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{
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std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
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const bool bResult = ToHapticGlovePtrChecked()->GetHandAngles(HandAngles);
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OutHandAngles = FSGArrayUtils::FromStdVector<
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FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(HandAngles);
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OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(HandAngles);
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return bResult;
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}
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@@ -190,9 +190,9 @@ TArray<TArray<FVector>> FSGNova2GloveImpl::CalculateHandAngles(
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std::vector<float> NormalizedValuesVector{FSGArrayUtils::ToStdVector(NormalizedValues)};
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TArray<TArray<FVector>> Angles{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FNova2GloveType::CalculateHandAngles(MoveTemp(NormalizedValuesVector), Interpolator.ToHandInterpolator(),
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bInfluenceIndex))
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FNova2GloveType::CalculateHandAngles(
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MoveTemp(NormalizedValuesVector), Interpolator.ToHandInterpolator(), bInfluenceIndex))
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};
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return MoveTemp(Angles);
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@@ -204,7 +204,7 @@ TArray<TArray<FVector>> FSGNova2GloveImpl::ToNormalizedAngles(
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std::vector<float> NormalizedDataVector{FSGArrayUtils::ToStdVector(NormalizedData)};
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TArray<TArray<FVector>> Angles{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FNova2GloveType::ToNormalizedAngles(MoveTemp(NormalizedDataVector), GloveInfo.ToNovaGloveInfo()))
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};
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@@ -351,8 +351,7 @@ bool FSGNova2GloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) co
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{
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std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
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const bool bResult = ToNova2GlovePtrChecked()->GetHandAngles(HandAngles);
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OutHandAngles = FSGArrayUtils::FromStdVector<
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FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(MoveTemp(HandAngles));
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OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(MoveTemp(HandAngles));
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return bResult;
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}
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@@ -211,7 +211,7 @@ TArray<TArray<FVector>> FSGNovaGloveImpl::CalculateHandAngles(
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std::vector<float> NormalizedValuesVector{FSGArrayUtils::ToStdVector(NormalizedValues)};
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TArray<TArray<FVector>> Angles{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FNovaGloveType::CalculateHandAngles(MoveTemp(NormalizedValuesVector), Interpolator.ToHandInterpolator()))
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};
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@@ -370,8 +370,7 @@ bool FSGNovaGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) con
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{
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std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
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const bool bResult = ToNovaGlovePtrChecked()->GetHandAngles(HandAngles);
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OutHandAngles = FSGArrayUtils::FromStdVector<
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FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(MoveTemp(HandAngles));
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OutHandAngles = FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(MoveTemp(HandAngles));
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return bResult;
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}
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@@ -373,8 +373,7 @@ bool FSGSenseGloveImpl::GetHandAngles(TArray<TArray<FVector>>& OutHandAngles) co
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std::vector<std::vector<FSGVect3DImpl::FVect3DType>> HandAngles;
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const bool bResult = ToSenseGlovePtrChecked()->GetHandAngles(HandAngles);
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OutHandAngles =
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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MoveTemp(HandAngles));
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(MoveTemp(HandAngles));
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return bResult;
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}
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