replace all mentions of FXRMotionControllerData with FXRHandTrackingState in code comments

This commit is contained in:
Mamadou Babaei
2026-02-24 10:42:43 +01:00
parent 16f2ef6f4f
commit d2e0645e0b
2 changed files with 10 additions and 10 deletions
@@ -65,11 +65,11 @@ struct SENSEGLOVESETTINGS_API FSGVirtualHandMeshSettings
public: public:
/** /**
* The virtual hand model for the left hand is to be used by the SenseGlove Tracking module to generate all the 26 * The virtual hand model for the left hand is to be used by the SenseGlove Tracking module to generate all the 26
* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand * joint data present in the FXRHandTrackingState. The main reason the Tracking module requires a virtual hand
* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for * mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values * FXRHandTrackingState are calculated from a virtual hand mesh compatible with the Epic rig and also the values
* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their * specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData. * current locations and rotations are taken into account in calculating the resulting FXRHandTrackingState.
* *
* By default, no virtual hand mesh is set. * By default, no virtual hand mesh is set.
* *
@@ -84,11 +84,11 @@ public:
/** /**
* The virtual hand model for the right hand is to be used by the SenseGlove Tracking module to generate all the 26 * The virtual hand model for the right hand is to be used by the SenseGlove Tracking module to generate all the 26
* joint data present in the FXRMotionControllerData. The main reason the Tracking module requires a virtual hand * joint data present in the FXRHandTrackingState. The main reason the Tracking module requires a virtual hand
* mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for * mesh as a reference is the SenseGlove Hand Pose format only provides 15 joints. So, the remaining joint data for
* FXRMotionControllerData are calculated from a virtual hand mesh compatible with the Epic rig and also the values * FXRHandTrackingState are calculated from a virtual hand mesh compatible with the Epic rig and also the values
* specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their * specified by DistalPhalangesLengthSettings. Furthermore, when calculating the existing joints data, their
* current locations and rotations are taken into account in calculating the resulting FXRMotionControllerData. * current locations and rotations are taken into account in calculating the resulting FXRHandTrackingState.
* *
* By default, no virtual hand mesh is set. * By default, no virtual hand mesh is set.
* *
@@ -104,7 +104,7 @@ public:
/** /**
* The length of distal phalanges that cannot be retrieved from any virtual hand mesh compliant with the Epic * The length of distal phalanges that cannot be retrieved from any virtual hand mesh compliant with the Epic
* standard rig. Also, the SenseGlove Hand Pose format does not provide these. This is used by SenseGlove Tracking * standard rig. Also, the SenseGlove Hand Pose format does not provide these. This is used by SenseGlove Tracking
* module to calculate an FXRMotionControllerData the all 26 joints. The values you specify here depend on the * module to calculate an FXRHandTrackingState the all 26 joints. The values you specify here depend on the
* shape of the virtual hand mesh and the defaults are approximated for the virtual hand model shipped with the * shape of the virtual hand mesh and the defaults are approximated for the virtual hand model shipped with the
* Unreal Engine VRTemplate. * Unreal Engine VRTemplate.
*/ */
@@ -2515,7 +2515,7 @@ bool FSGXRTracker::FImpl::UpdateSGHandState(const bool bRight, FSGXRHandState& O
const bool bGotWristTransform = GetWristTransform(bRight, WristTransform); const bool bGotWristTransform = GetWristTransform(bRight, WristTransform);
/// NOTE /// NOTE
// Even if we fail to get the wrist transform, the SenseGlove data needs to make it to the FXRMotionControllerData! // Even if we fail to get the wrist transform, the SenseGlove data needs to make it to the FXRHandTrackingState!
// So, we just ignore the bGotWristTransform results! Otherwise, even if bFallbackToHandTrackingIfNoGloveDetected // So, we just ignore the bGotWristTransform results! Otherwise, even if bFallbackToHandTrackingIfNoGloveDetected
// is disabled it will output the hand-tracking data. // is disabled it will output the hand-tracking data.
(void) bGotWristTransform; (void) bGotWristTransform;