proper sgvect3d and squat conversions to fvector and fquat
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@@ -152,9 +152,9 @@ FSGQuatImpl::FSGQuatImpl(const FQuat& Quat)
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/// Up Z
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/// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations:
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/// Forward X
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/// Right Y
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/// Left Y
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/// Up Z
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Pimpl->Quat = FQuatType(-Quat.Y, -Quat.X, -Quat.Z, Quat.W);
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Pimpl->Quat = FQuatType(-Quat.X, Quat.Y, -Quat.Z, Quat.W);
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}
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FSGQuatImpl::FSGQuatImpl(const FSGQuatImpl& Rhs)
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@@ -192,7 +192,7 @@ FQuat FSGQuatImpl::ToFQuat() const
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/// Forward X
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/// Left Y
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/// Up Z
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return FQuat(-Pimpl->Quat.GetY(), -Pimpl->Quat.GetX(), -Pimpl->Quat.GetZ(), Pimpl->Quat.GetW());
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return FQuat(-Pimpl->Quat.GetX(), Pimpl->Quat.GetY(), -Pimpl->Quat.GetZ(), Pimpl->Quat.GetW());
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}
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FSGQuatImpl FSGQuatImpl::operator*(const FSGQuatImpl& QuatImpl) const
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@@ -110,10 +110,10 @@ FSGVect3DImpl::FSGVect3DImpl(const FVector& Vector)
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/// Up Z
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/// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations:
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/// Forward X
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/// Right Y
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/// Left Y
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/// Up Z
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FVect3DType Vect3D(Vector.Y, Vector.X, Vector.Z);
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FVect3DType Vect3D(Vector.X, -Vector.Y, Vector.Z);
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Pimpl->Vect3D = MoveTemp(Vect3D);
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}
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@@ -150,10 +150,10 @@ FVector FSGVect3DImpl::ToFVector() const
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/// Up Z
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/// SenseGlove uses a right-handed, z-up corrdinate systenm, which yealds counter-clockwise rotations:
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/// Forward X
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/// Right Y
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/// Left Y
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/// Up Z
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FVector Vector(Pimpl->Vect3D.GetY(), Pimpl->Vect3D.GetX(), Pimpl->Vect3D.GetZ());
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FVector Vector(Pimpl->Vect3D.GetX(), -Pimpl->Vect3D.GetY(), Pimpl->Vect3D.GetZ());
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return MoveTemp(Vector);
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}
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