minor code improvements and clean up

This commit is contained in:
Mamadou Babaei
2023-04-20 15:55:57 +02:00
parent b5ecede76f
commit c020ee8e30
@@ -50,18 +50,18 @@ public:
static FORCEINLINE float TransformToSenseGlove(const int32 Movement, const float Direction)
{
// 0 = twist, 1 = flexion/extension, 2 = abduction
return FMath::DegreesToRadians(Movement != 1 ? Direction * -1.0f : Direction);
return FMath::DegreesToRadians(Movement != 1 ? -Direction : Direction);
}
static FORCEINLINE FVector TransformToSenseGlove(const FVector& Vector)
{
return FMath::DegreesToRadians(FVector(Vector.Y * -1.0f, Vector.X, Vector.Z));
return FMath::DegreesToRadians(FVector(-Vector.Y, Vector.X, Vector.Z));
}
template<typename V>
static FORCEINLINE V TransformToSenseGlove(const FVector& Vector)
{
return FMath::DegreesToRadians(V(Vector.Y * -1.0f, Vector.X, Vector.Z));
return FMath::DegreesToRadians(V(-Vector.Y, Vector.X, Vector.Z));
}
static FORCEINLINE float TransformToUnreal(const float Radians)
@@ -75,7 +75,7 @@ public:
/// values require validation.
// 0 = twist, 1 = flexion/extension, 2 = abduction
return Movement != 1 ? Direction * -1.0f : Direction;
return Movement != 1 ? -Direction : Direction;
}
static FORCEINLINE constexpr float TransformToUnreal(const ESGFingerMovement Movement, const float Direction)
@@ -90,7 +90,7 @@ public:
/// Which flexions should be ignored?
return (Movement != ESGFingerMovement::McpFlexion && Movement != ESGFingerMovement::PipFlexion && Movement !=
ESGFingerMovement::PipFlexion)
? Direction * -1.0f
? -Direction
: Direction;
}
@@ -108,19 +108,19 @@ public:
Movement != ESGThumbMovement::CmcFlexion
&& Movement != ESGThumbMovement::McpFlexion
&& Movement != ESGThumbMovement::IpFlexion
? Direction * -1.0f
? -Direction
: Direction);
}
static FORCEINLINE FVector TransformToUnreal(const FVector& Vector)
{
return FMath::RadiansToDegrees(FVector(Vector.Y * -1.0f, Vector.X, Vector.Z));
return FMath::RadiansToDegrees(FVector(-Vector.Y, Vector.X, Vector.Z));
}
template<typename V>
static FORCEINLINE FVector TransformToUnreal(const V& Vector)
{
return FMath::RadiansToDegrees(FVector(Vector.GetY() * -1.0f, Vector.GetX(), Vector.GetZ()));
return FMath::RadiansToDegrees(FVector(-Vector.GetY(), Vector.GetX(), Vector.GetZ()));
}
public: