replace all mentions of FXRMotionControllerData with FXRHandTrackingState in code comments
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@@ -65,11 +65,11 @@ struct SENSEGLOVESETTINGS_API FSGVirtualHandMeshSettings
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public:
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/**
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* The virtual hand model for the left hand is to be used by the SenseGlove Tracking module to generate all the 26
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* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand
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* joint data present in the FXRHandTrackingState. The main reason the Tracking module requires a virtual hand
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* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
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* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values
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* FXRHandTrackingState are calculated from a virtual hand mesh compatible with the Epic rig and also the values
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* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
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* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.
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* current locations and rotations are taken into account in calculating the resulting FXRHandTrackingState.
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*
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* By default, no virtual hand mesh is set.
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*
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@@ -84,11 +84,11 @@ public:
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/**
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* The virtual hand model for the right hand is to be used by the SenseGlove Tracking module to generate all the 26
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* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand
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* joint data present in the FXRHandTrackingState. The main reason the Tracking module requires a virtual hand
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* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
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* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values
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* FXRHandTrackingState are calculated from a virtual hand mesh compatible with the Epic rig and also the values
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* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
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* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData.
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* current locations and rotations are taken into account in calculating the resulting FXRHandTrackingState.
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*
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* By default, no virtual hand mesh is set.
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*
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@@ -104,7 +104,7 @@ public:
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/**
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* The length of distal phalanges that cannot be retrieved from any virtual hand mesh compliant with the Epic
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* standard rig. Also, the SenseGlove Hand Pose format does not provide these. This is used by SenseGlove Tracking
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* module to calculate an FXRMotionControllerData the all 26 joints. The values you specify here depend on the
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* module to calculate an FXRHandTrackingState the all 26 joints. The values you specify here depend on the
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* shape of the virtual hand mesh and the defaults are approximated for the virtual hand model shipped with the
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* Unreal Engine VRTemplate.
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*/
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@@ -176,4 +176,4 @@ public:
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const TSoftObjectPtr<USkeletalMesh>& InRightHandReferenceMesh,
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const FSGVirtualHandPhalangesLengthSettings& InDistalPhalangesLengthSettings,
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const FRotator& InRootBoneRotationCorrection);
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};
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};
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@@ -2515,7 +2515,7 @@ bool FSGXRTracker::FImpl::UpdateSGHandState(const bool bRight, FSGXRHandState& O
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const bool bGotWristTransform = GetWristTransform(bRight, WristTransform);
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/// NOTE
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// Even if we fail to get the wrist transform, the SenseGlove data needs to make it to the FXRMotionControllerData!
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// Even if we fail to get the wrist transform, the SenseGlove data needs to make it to the FXRHandTrackingState!
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// So, we just ignore the bGotWristTransform results! Otherwise, even if bFallbackToHandTrackingIfNoGloveDetected
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// is disabled it will output the hand-tracking data.
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(void) bGotWristTransform;
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@@ -2571,4 +2571,4 @@ bool FSGXRTracker::FImpl::UpdateSGHandState(const bool bRight, FSGXRHandState& O
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void FSGXRTracker::FImplDeleter::operator()(const FImpl* P) const
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{
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delete P;
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}
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}
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