474 lines
20 KiB
C++
474 lines
20 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2023 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGCore/SGHandPose.h"
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#include "Runtime/Launch/Resources/Version.h"
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#include "SGCore/SGBasicHandModel.h"
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#include "SGCoreImpl/SGExportedFunctions.h"
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#include "SGCoreImpl/SGHandPoseImpl.h"
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#include "SGInterop/SGIC_ESGFinger.h"
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#include "SGInterop/SGIC_FSGBasicHandModelImpl.h"
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#include "SGInterop/SGIC_FSGHandPoseImpl.h"
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#include "SGInterop/SGIC_FString.h"
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#include "SGInterop/SGIC_TArray_float.h"
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#include "SGInterop/SGIC_TArray_TArray_FQuat.h"
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#include "SGInterop/SGIC_TArray_TArray_FVector.h"
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#include "SGTypes/SGRotatorArray.h"
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#include "SGUtils/SGArrayUtils.h"
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struct USGHandPose::FImpl
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{
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/************************
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* Member variables
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************************/
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FSGHandPoseImpl HandPoseImpl;
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/************************
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* Owner object
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************************/
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USGHandPose* Owner;
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/************************
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* Constructor / Destructor
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************************/
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explicit FImpl(USGHandPose* InOwner);
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~FImpl();
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/************************
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* Default copy constructor & copy assignment operator
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************************/
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FImpl(const FImpl& Rhs) = default;
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FImpl& operator=(const FImpl& Rhs) = default;
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};
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USGHandPose* USGHandPose::NewHandPose(UObject* Outer, const FSGHandPoseImpl& HandPoseImpl)
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{
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USGHandPose* Instance = NewObject<USGHandPose>(Outer);
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Instance->SetHandPoseImpl(HandPoseImpl);
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return Instance;
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}
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USGHandPose* USGHandPose::NewHandPose(UObject* Outer)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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SGCoreImpl_FSGHandPoseImpl_ctor(&OutHandPoseImplContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::NewHandPose(
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UObject* Outer,
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const bool bRightHanded, const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FQuat>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{JointRotations};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::NewHandPose(
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UObject* Outer,
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const bool bRightHanded,
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const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FRotator>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{FSGArrayUtils::RotatorsToQuats(JointRotations)};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::NewHandPose(
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UObject* Outer,
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const bool bRightHanded, const TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
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};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{
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FSGArrayUtils::FromNestedBPArray<FQuat, FSGQuatArray, &FSGQuatArray::QuatArray>(JointRotations)
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};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::NewHandPose(
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UObject* Outer,
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const bool bRightHanded,
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const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
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};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{
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FSGArrayUtils::RotatorsToQuats<FSGRotatorArray, &FSGRotatorArray::RotatorArray>(JointRotations)
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};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::Deserialize(UObject* Outer, const FString& SerializedString)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_FString SerializedStringContainer{SerializedString};
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SGCoreImpl_FSGHandPoseImpl_Deserialize(&OutHandPoseImplContainer, &SerializedStringContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::FromHandAngles(UObject* Outer,
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const TArray<TArray<FVector>>& HandAngles, const bool bRightHanded,
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const USGBasicHandModel* HandDimensions)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
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FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
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SGCoreImpl_FSGHandPoseImpl_FromHandAngles_HandAngles_bRightHanded_HandDimensions(
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&OutHandPoseImplContainer, &HandAnglesContainer, bRightHanded, &HandAnglesContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::FromHandAngles(UObject* Outer,
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const TArray<TArray<FVector>>& HandAngles, const bool bRightHanded)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
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SGCoreImpl_FSGHandPoseImpl_FromHandAngles_HandAngles_bRightHanded(
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&OutHandPoseImplContainer, &HandAnglesContainer, bRightHanded);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::DefaultIdle(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
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SGCoreImpl_FSGHandPoseImpl_DefaultIdle_bRightHanded_HandDimensions(
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&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::DefaultIdle(UObject* Outer, const bool bRightHanded)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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SGCoreImpl_FSGHandPoseImpl_DefaultIdle_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::FlatHand(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
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SGCoreImpl_FSGHandPoseImpl_FlatHand_bRightHanded_HandDimensions(
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&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::FlatHand(UObject* Outer, const bool bRightHanded)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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SGCoreImpl_FSGHandPoseImpl_FlatHand_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::ThumbsUp(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
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SGCoreImpl_FSGHandPoseImpl_ThumbsUp_bRightHanded_HandDimensions(
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&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::ThumbsUp(UObject* Outer, const bool bRightHanded)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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SGCoreImpl_FSGHandPoseImpl_ThumbsUp_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::Fist(UObject* Outer, const bool bRightHanded, const USGBasicHandModel* HandDimensions)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_FSGBasicHandModelImpl HandDimensionsContainer{HandDimensions->ToBasicHandModelImpl()};
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SGCoreImpl_FSGHandPoseImpl_Fist_bRightHanded_HandDimensions(
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&OutHandPoseImplContainer, bRightHanded, &HandDimensionsContainer);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose* USGHandPose::Fist(UObject* Outer, const bool bRightHanded)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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SGCoreImpl_FSGHandPoseImpl_Fist_bRightHanded(&OutHandPoseImplContainer, bRightHanded);
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return NewHandPose(Outer, MoveTemp(OutHandPoseImplContainer.HandPoseImpl));
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}
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USGHandPose::USGHandPose()
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: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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SGCoreImpl_FSGHandPoseImpl_ctor(&OutHandPoseImplContainer);
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Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
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}
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USGHandPose::USGHandPose(const bool bRightHanded,
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const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FQuat>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles)
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: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{JointRotations};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
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}
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USGHandPose::USGHandPose(const bool bRightHanded,
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const TArray<TArray<FVector>>& JointPositions, const TArray<TArray<FRotator>>& JointRotations,
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const TArray<TArray<FVector>>& HandAngles)
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: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{JointPositions};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{FSGArrayUtils::RotatorsToQuats(JointRotations)};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{HandAngles};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
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}
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USGHandPose::USGHandPose(const bool bRightHanded, const
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TArray<FSGVectorArray>& JointPositions, const TArray<FSGQuatArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles)
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: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
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};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{
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FSGArrayUtils::FromNestedBPArray<FQuat, FSGQuatArray, &FSGQuatArray::QuatArray>(JointRotations)
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};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
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}
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USGHandPose::USGHandPose(const bool bRightHanded,
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const TArray<FSGVectorArray>& JointPositions, const TArray<FSGRotatorArray>& JointRotations,
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const TArray<FSGVectorArray>& HandAngles)
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: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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FSGIC_FSGHandPoseImpl OutHandPoseImplContainer;
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FSGIC_TArray_TArray_FVector JointPositionsContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(JointPositions)
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};
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FSGIC_TArray_TArray_FQuat JointRotationsContainer{
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FSGArrayUtils::RotatorsToQuats<FSGRotatorArray, &FSGRotatorArray::RotatorArray>(JointRotations)
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};
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FSGIC_TArray_TArray_FVector HandAnglesContainer{
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FSGArrayUtils::FromNestedBPArray<FVector, FSGVectorArray, &FSGVectorArray::VectorArray>(HandAngles)
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};
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SGCoreImpl_FSGHandPoseImpl_ctor_bRightHanded_JointPositions_JointRotations_HandAngles(
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&OutHandPoseImplContainer, bRightHanded, &JointPositionsContainer,
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&JointRotationsContainer, &HandAnglesContainer);
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Pimpl->HandPoseImpl = MoveTemp(OutHandPoseImplContainer.HandPoseImpl);
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}
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USGHandPose::USGHandPose(const FSGHandPoseImpl& HandPoseImpl)
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: Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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SetHandPoseImpl(HandPoseImpl);
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}
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USGHandPose::~USGHandPose() = default;
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void USGHandPose::SetHandPoseImpl(const FSGHandPoseImpl& HandPoseImpl)
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{
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FSGIC_FSGHandPoseImpl OutHandPoseContainer;
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FSGIC_FSGHandPoseImpl RhsContainer{HandPoseImpl};
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SGCoreImpl_FSGHandPoseImpl_ctor_copy(&OutHandPoseContainer, &RhsContainer);
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Pimpl->HandPoseImpl = MoveTemp(OutHandPoseContainer.HandPoseImpl);
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}
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const FSGHandPoseImpl& USGHandPose::ToHandPoseImpl() const
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{
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return Pimpl->HandPoseImpl;
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}
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bool USGHandPose::IsRight() const
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{
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FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
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return SGCoreImpl_FSGHandPoseImpl_IsRight(&InstanceContainer);
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}
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TArray<TArray<FVector>> USGHandPose::GetJointPositions() const
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{
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FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
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FSGIC_TArray_TArray_FVector OutPositionsContainer;
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SGCoreImpl_FSGHandPoseImpl_GetJointPositions(&InstanceContainer, &OutPositionsContainer);
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return MoveTemp(OutPositionsContainer.Array);
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}
|
|
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TArray<TArray<FQuat>> USGHandPose::GetJointRotationsQ() const
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|
{
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|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
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FSGIC_TArray_TArray_FQuat OutRotationsContainer;
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SGCoreImpl_FSGHandPoseImpl_GetJointRotations(&InstanceContainer, &OutRotationsContainer);
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return MoveTemp(OutRotationsContainer.Array);
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}
|
|
|
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TArray<TArray<FRotator>> USGHandPose::GetJointRotations() const
|
|
{
|
|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
|
|
FSGIC_TArray_TArray_FQuat OutRotationsContainer;
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|
SGCoreImpl_FSGHandPoseImpl_GetJointRotations(&InstanceContainer, &OutRotationsContainer);
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|
return FSGArrayUtils::QuatsToRotators(OutRotationsContainer.Array);
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|
}
|
|
|
|
TArray<TArray<FVector>> USGHandPose::GetHandAngles() const
|
|
{
|
|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
|
|
FSGIC_TArray_TArray_FVector OutAnglesContainer;
|
|
SGCoreImpl_FSGHandPoseImpl_GetHandAngles(&InstanceContainer, &OutAnglesContainer);
|
|
return MoveTemp(OutAnglesContainer.Array);
|
|
}
|
|
|
|
bool USGHandPose::Equals(const USGHandPose* HandPose) const
|
|
{
|
|
|
|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
|
|
FSGIC_FSGHandPoseImpl HandPoseContainer{HandPose->ToHandPoseImpl()};
|
|
return SGCoreImpl_FSGHandPoseImpl_Equals(&InstanceContainer, &HandPoseContainer);
|
|
}
|
|
|
|
float USGHandPose::GetNormalizedFlexion(const ESGFinger Finger, const bool bClamp01) const
|
|
{
|
|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
|
|
FSGIC_ESGFinger FingerContainer{Finger};
|
|
return SGCoreImpl_FSGHandPoseImpl_GetNormalizedFlexion_Finger_bClamp01(
|
|
&InstanceContainer, &FingerContainer, bClamp01);
|
|
}
|
|
|
|
TArray<float> USGHandPose::GetNormalizedFlexion(const bool bClamp01) const
|
|
{
|
|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
|
|
FSGIC_TArray_float OutFlexionContainer;
|
|
SGCoreImpl_FSGHandPoseImpl_GetNormalizedFlexion_bClamp01(&InstanceContainer, &OutFlexionContainer, bClamp01);
|
|
return MoveTemp(OutFlexionContainer.Array);
|
|
}
|
|
|
|
FString USGHandPose::ToString(const bool bShortFormat) const
|
|
{
|
|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
|
|
FSGIC_FString OutStringContainer;
|
|
SGCoreImpl_FSGHandPoseImpl_ToString(&InstanceContainer, &OutStringContainer, bShortFormat);
|
|
return MoveTemp(OutStringContainer.String);
|
|
}
|
|
|
|
FString USGHandPose::SGSerialize() const
|
|
{
|
|
FSGIC_FSGHandPoseImpl InstanceContainer{ToHandPoseImpl()};
|
|
FSGIC_FString OutStringContainer;
|
|
SGCoreImpl_FSGHandPoseImpl_Serialize(&InstanceContainer, &OutStringContainer);
|
|
return MoveTemp(OutStringContainer.String);
|
|
}
|
|
|
|
USGHandPose::FImpl::FImpl(USGHandPose* InOwner)
|
|
: Owner(InOwner)
|
|
{
|
|
}
|
|
|
|
USGHandPose::FImpl::~FImpl() = default;
|
|
|
|
void USGHandPose::FImplDeleter::operator()(const FImpl* P) const
|
|
{
|
|
delete P;
|
|
} |