translate senseglove/unreal angles/directions
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@@ -39,6 +39,7 @@
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#include "SGBuildHacks/SGInclude_Core_Vect3D.h"
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#include "SGCoreImpl/SGVect3DImpl.h"
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#include "SGUtils/SGArrayUtils.h"
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#include "SGUtils/SGCoordinates.h"
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float FSGAnatomyImpl::GetTotalFingerFlexion()
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{
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@@ -63,13 +64,15 @@ float FSGAnatomyImpl::GetTotalThumbExtension()
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float FSGAnatomyImpl::GetFingerJointLimit(
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const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
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{
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return FAnatomyType::GetFingerJointLimit(bRightHanded, Joint, Movement, bMax);
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return FSGCoordinates::TransformToUnreal(
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Movement, FAnatomyType::GetFingerJointLimit(bRightHanded, Joint, Movement, bMax));
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}
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float FSGAnatomyImpl::GetThumbJointLimit(
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const bool bRightHanded, const int32 Joint, const int32 Movement, const bool bMax)
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{
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return FAnatomyType::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax);
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return FSGCoordinates::TransformToUnreal(
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Movement, FAnatomyType::GetThumbJointLimit(bRightHanded, Joint, Movement, bMax));
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}
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float FSGAnatomyImpl::NormalizeFingerFlexion(const float FlexionInRadians)
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@@ -85,35 +88,35 @@ float FSGAnatomyImpl::NormalizeThumbFlexion(const float FlexionInRadians)
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TArray<TArray<FVector>> FSGAnatomyImpl::GetDefaultHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> DefaultHandAngles{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FAnatomyType::GetDefaultHandAngles(bRightHanded))
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetDefaultHandAngles(bRightHanded))
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};
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return DefaultHandAngles;
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return MoveTemp(DefaultHandAngles);
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}
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TArray<TArray<FVector>> FSGAnatomyImpl::GetFlatHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> FlatHandAngles{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FAnatomyType::GetFlatHandAngles(bRightHanded))
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetFlatHandAngles(bRightHanded))
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};
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return FlatHandAngles;
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return MoveTemp(FlatHandAngles);
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}
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TArray<TArray<FVector>> FSGAnatomyImpl::GetThumbsUpHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> ThumbsUpHandAngles{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FAnatomyType::GetThumbsUpHandAngles(bRightHanded))
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetThumbsUpHandAngles(bRightHanded))
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};
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return ThumbsUpHandAngles;
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return MoveTemp(ThumbsUpHandAngles);
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}
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TArray<TArray<FVector>> FSGAnatomyImpl::GetFistHandAngles(const bool bRightHanded)
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{
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TArray<TArray<FVector>> FistHandAngles{
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FSGArrayUtils::FromStdVector<FSGVect3DImpl::FVect3DType, FVector, FSGVect3DImpl, &FSGVect3DImpl::ToFVector>(
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FAnatomyType::GetFistHandAngles(bRightHanded))
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FSGArrayUtils::FromSenseGloveAngles<FSGVect3DImpl::FVect3DType>(
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FAnatomyType::GetFistHandAngles(bRightHanded))
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};
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return FistHandAngles;
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return MoveTemp(FistHandAngles);
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}
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