bump sg libraries to v2.0.2 and adjust to the latest changes

This commit is contained in:
Mamadou Babaei
2022-11-17 02:23:03 +01:00
parent 4f08fe0286
commit ae43aead8c
118 changed files with 235 additions and 235 deletions
@@ -68,14 +68,14 @@ float FSGAnatomy::GetThumbJointLimit(const bool bRightHanded, const int32 Joint,
return SGCoreImpl_FSGAnatomyImpl_GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
}
float FSGAnatomy::NormalizeFingerFlex(const float FlexionInRadians)
float FSGAnatomy::NormalizeFingerFlexion(const float FlexionInRadians)
{
return SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlex(FlexionInRadians);
return SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlexion(FlexionInRadians);
}
float FSGAnatomy::NormalizeThumbFlex(float FlexionInRadians)
float FSGAnatomy::NormalizeThumbFlexion(const float FlexionInRadians)
{
return SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlex(FlexionInRadians);
return SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlexion(FlexionInRadians);
}
TArray<TArray<FVector>> FSGAnatomy::GetDefaultHandAngles(const bool bRightHanded)
@@ -85,21 +85,21 @@ TArray<TArray<FVector>> FSGAnatomy::GetDefaultHandAngles(const bool bRightHanded
return MoveTemp(OutAnglesContainer.Array);
}
TArray<TArray<FVector>> FSGAnatomy::GetFlatHandAngles(bool bRightHanded)
TArray<TArray<FVector>> FSGAnatomy::GetFlatHandAngles(const bool bRightHanded)
{
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGAnatomyImpl_GetFlatHandAngles(&OutAnglesContainer, bRightHanded);
return MoveTemp(OutAnglesContainer.Array);
}
TArray<TArray<FVector>> FSGAnatomy::GetThumbsUpHandAngles(bool bRightHanded)
TArray<TArray<FVector>> FSGAnatomy::GetThumbsUpHandAngles(const bool bRightHanded)
{
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGAnatomyImpl_GetThumbsUpHandAngles(&OutAnglesContainer, bRightHanded);
return MoveTemp(OutAnglesContainer.Array);
}
TArray<TArray<FVector>> FSGAnatomy::GetFistHandAngles(bool bRightHanded)
TArray<TArray<FVector>> FSGAnatomy::GetFistHandAngles(const bool bRightHanded)
{
FSGIC_TArray_TArray_FVector OutAnglesContainer;
SGCoreImpl_FSGAnatomyImpl_GetFistHandAngles(&OutAnglesContainer, bRightHanded);
@@ -224,10 +224,10 @@ TArray<FVector> USGBasicHandModel::GetBaseJointPositions()
return MoveTemp(OutPositionsContainer.Array);
}
TArray<FVector> USGBasicHandModel::GetBaseJointRotations()
TArray<FVector> USGBasicHandModel::GetBaseJointAngles()
{
FSGIC_TArray_FVector OutRotationsContainer;
SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointRotations(&OutRotationsContainer);
SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointAngles(&OutRotationsContainer);
return MoveTemp(OutRotationsContainer.Array);
}
@@ -59,9 +59,9 @@ public:
static float GetThumbJointLimit(bool bRightHanded, int32 Joint, int32 Movement, bool bMax);
static float NormalizeFingerFlex(float FlexionInRadians);
static float NormalizeFingerFlexion(float FlexionInRadians);
static float NormalizeThumbFlex(float FlexionInRadians);
static float NormalizeThumbFlexion(float FlexionInRadians);
static TArray<TArray<FVector>> GetDefaultHandAngles(bool bRightHanded);
@@ -102,7 +102,7 @@ public:
static TArray<FVector> GetBaseJointPositions();
static TArray<FVector> GetBaseJointRotations();
static TArray<FVector> GetBaseJointAngles();
private:
struct FImpl;
@@ -72,14 +72,14 @@ float FSGAnatomyImpl::GetThumbJointLimit(
return FAnatomyType::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
}
float FSGAnatomyImpl::NormalizeFingerFlex(const float FlexionInRadians)
float FSGAnatomyImpl::NormalizeFingerFlexion(const float FlexionInRadians)
{
return FAnatomyType::NormalizeFingerFlex(FlexionInRadians);
return FAnatomyType::NormalizeFingerFlexion(FlexionInRadians);
}
float FSGAnatomyImpl::NormalizeThumbFlex(const float FlexionInRadians)
float FSGAnatomyImpl::NormalizeThumbFlexion(const float FlexionInRadians)
{
return FAnatomyType::NormalizeThumbFlex(FlexionInRadians);
return FAnatomyType::NormalizeThumbFlexion(FlexionInRadians);
}
TArray<TArray<FVector>> FSGAnatomyImpl::GetDefaultHandAngles(const bool bRightHanded)
@@ -108,13 +108,13 @@ const TArray<FVector>& FSGBasicHandModelImpl::GetBaseJointPositions()
return BaseJointPositions;
}
const TArray<FVector>& FSGBasicHandModelImpl::GetBaseJointRotations()
const TArray<FVector>& FSGBasicHandModelImpl::GetBaseJointAngles()
{
static const TArray<FVector> BaseJointRotations{
static const TArray<FVector> BaseJointAngles{
FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
FBasicHandModelType::GetBaseJointRotations())
FBasicHandModelType::GetBaseJointAngles())
};
return BaseJointRotations;
return BaseJointAngles;
}
FSGBasicHandModelImpl::FSGBasicHandModelImpl()
@@ -169,16 +169,16 @@ float SGCoreImpl_FSGAnatomyImpl_GetThumbJointLimit(
return FSGAnatomyImpl::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
}
float SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlex(
float SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlexion(
const float FlexionInRadians)
{
return FSGAnatomyImpl::NormalizeFingerFlex(FlexionInRadians);
return FSGAnatomyImpl::NormalizeFingerFlexion(FlexionInRadians);
}
float SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlex(
float SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlexion(
const float FlexionInRadians)
{
return FSGAnatomyImpl::NormalizeThumbFlex(FlexionInRadians);
return FSGAnatomyImpl::NormalizeThumbFlexion(FlexionInRadians);
}
void SGCoreImpl_FSGAnatomyImpl_GetDefaultHandAngles(
@@ -246,10 +246,10 @@ void SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointPositions(
StaticCast<FSGIC_TArray_FVector*>(OutPositions)->Array = FSGBasicHandModelImpl::GetBaseJointPositions();
}
void SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointRotations(
void SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointAngles(
void* OutRotations)
{
StaticCast<FSGIC_TArray_FVector*>(OutRotations)->Array = FSGBasicHandModelImpl::GetBaseJointRotations();
StaticCast<FSGIC_TArray_FVector*>(OutRotations)->Array = FSGBasicHandModelImpl::GetBaseJointAngles();
}
void SGCoreImpl_FSGBasicHandModelImpl_ctor(
@@ -64,9 +64,9 @@ public:
static float GetThumbJointLimit(bool bRightHanded, int32 Joint, int32 Movement, bool bMax);
static float NormalizeFingerFlex(float FlexionInRadians);
static float NormalizeFingerFlexion(float FlexionInRadians);
static float NormalizeThumbFlex(float FlexionInRadians);
static float NormalizeThumbFlexion(float FlexionInRadians);
public:
static TArray<TArray<FVector>> GetDefaultHandAngles(bool bRightHanded);
@@ -65,7 +65,7 @@ public:
static const TArray<FVector>& GetBaseJointPositions();
static const TArray<FVector>& GetBaseJointRotations();
static const TArray<FVector>& GetBaseJointAngles();
private:
struct FImpl;
@@ -88,10 +88,10 @@ SENSEGLOVECOREIMPL_PUBLIC_API float SGCoreImpl_FSGAnatomyImpl_GetThumbJointLimit
int32 Movement,
bool bMax);
SENSEGLOVECOREIMPL_PUBLIC_API float SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlex(
SENSEGLOVECOREIMPL_PUBLIC_API float SGCoreImpl_FSGAnatomyImpl_NormalizeFingerFlexion(
float FlexionInRadians);
SENSEGLOVECOREIMPL_PUBLIC_API float SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlex(
SENSEGLOVECOREIMPL_PUBLIC_API float SGCoreImpl_FSGAnatomyImpl_NormalizeThumbFlexion(
float FlexionInRadians);
SENSEGLOVECOREIMPL_PUBLIC_API void SGCoreImpl_FSGAnatomyImpl_GetDefaultHandAngles(
@@ -128,7 +128,7 @@ SENSEGLOVECOREIMPL_PUBLIC_API void SGCoreImpl_FSGBasicHandModelImpl_GetBaseFinge
SENSEGLOVECOREIMPL_PUBLIC_API void SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointPositions(
void* OutPositions);
SENSEGLOVECOREIMPL_PUBLIC_API void SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointRotations(
SENSEGLOVECOREIMPL_PUBLIC_API void SGCoreImpl_FSGBasicHandModelImpl_GetBaseJointAngles(
void* OutRotations);
SENSEGLOVECOREIMPL_PUBLIC_API void SGCoreImpl_FSGBasicHandModelImpl_ctor(
@@ -70,14 +70,14 @@ float USGAnatomyKismetLibrary::GetThumbJointLimit(const bool bRightHanded, const
return FSGAnatomy::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
}
float USGAnatomyKismetLibrary::NormalizeFingerFlex(const float FlexionInRadians)
float USGAnatomyKismetLibrary::NormalizeFingerFlexion(const float FlexionInRadians)
{
return FSGAnatomy::NormalizeFingerFlex(FlexionInRadians);
return FSGAnatomy::NormalizeFingerFlexion(FlexionInRadians);
}
float USGAnatomyKismetLibrary::NormalizeThumbFlex(const float FlexionInRadians)
float USGAnatomyKismetLibrary::NormalizeThumbFlexion(const float FlexionInRadians)
{
return FSGAnatomy::NormalizeThumbFlex(FlexionInRadians);
return FSGAnatomy::NormalizeThumbFlexion(FlexionInRadians);
}
TArray<FSGVectorArray> USGAnatomyKismetLibrary::GetDefaultHandAngles(const bool bRightHanded)
@@ -89,9 +89,9 @@ TArray<FVector> USGBasicHandModelKismetLibrary::GetBaseJointPositions()
return USGBasicHandModel::GetBaseJointPositions();
}
TArray<FVector> USGBasicHandModelKismetLibrary::GetBaseJointRotations()
TArray<FVector> USGBasicHandModelKismetLibrary::GetBaseJointAngles()
{
return USGBasicHandModel::GetBaseJointRotations();
return USGBasicHandModel::GetBaseJointAngles();
}
bool USGBasicHandModelKismetLibrary::IsRight(const USGBasicHandModel* BasicHandModel)
@@ -68,10 +68,10 @@ public:
static float GetThumbJointLimit(bool bRightHanded, int32 Joint, int32 Movement, bool bMax);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Anatomy")
static float NormalizeFingerFlex(float FlexionInRadians);
static float NormalizeFingerFlexion(float FlexionInRadians);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Anatomy")
static float NormalizeThumbFlex(float FlexionInRadians);
static float NormalizeThumbFlexion(float FlexionInRadians);
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Anatomy")
static TArray<FSGVectorArray> GetDefaultHandAngles(bool bRightHanded);
@@ -91,7 +91,7 @@ public:
static TArray<FVector> GetBaseJointPositions();
UFUNCTION(BlueprintCallable, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static TArray<FVector> GetBaseJointRotations();
static TArray<FVector> GetBaseJointAngles();
UFUNCTION(BlueprintPure, Category="SenseGlove | Core | Kinematics | Basic Hand Model")
static bool IsRight(const USGBasicHandModel* BasicHandModel);
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