238 lines
9.1 KiB
C++
238 lines
9.1 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 - 2022 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 "SGCoreKismet/SGBasicHandModelKismetLibrary.h"
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#include "SGCore/SGBasicHandModel.h"
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#include "SGUtils//SGArrayUtils.h"
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USGBasicHandModel* USGBasicHandModelKismetLibrary::MakeBasicHandModel(UObject* WorldContextObject)
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{
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return USGBasicHandModel::NewBasicHandModel(WorldContextObject);
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}
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USGBasicHandModel* USGBasicHandModelKismetLibrary::MakeBasicHandModel_bRightHanded_Lengths_StartPositions(
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UObject* WorldContextObject,
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const bool bRightHanded, const TArray<FSGFloatArray>& Lengths, const TArray<FVector>& StartPositions)
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{
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return USGBasicHandModel::NewBasicHandModel(WorldContextObject, bRightHanded, Lengths, StartPositions);
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}
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USGBasicHandModel* USGBasicHandModelKismetLibrary::
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MakeBasicHandModel_bRightHanded_Lengths_StartPositions_TArrayFQuatStartRotations(
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UObject* WorldContextObject,
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const bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
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const TArray<FVector>& StartPositions, const TArray<FQuat>& StartRotations)
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{
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return USGBasicHandModel::NewBasicHandModel(WorldContextObject, bRightHanded, Lengths,
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StartPositions, StartRotations);
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}
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USGBasicHandModel* USGBasicHandModelKismetLibrary::
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MakeBasicHandModel_bRightHanded_Lengths_StartPositions_TArrayFRotatorStartRotations(
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UObject* WorldContextObject,
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const bool bRightHanded, const TArray<FSGFloatArray>& Lengths,
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const TArray<FVector>& StartPositions, const TArray<FRotator>& StartRotations)
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{
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return USGBasicHandModel::NewBasicHandModel(WorldContextObject, bRightHanded, Lengths,
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StartPositions, StartRotations);
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}
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USGBasicHandModel* USGBasicHandModelKismetLibrary::Default(UObject* WorldContextObject, const bool bRightHanded)
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{
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return USGBasicHandModel::Default(WorldContextObject, bRightHanded);
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}
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USGBasicHandModel* USGBasicHandModelKismetLibrary::Deserialize(UObject* WorldContextObject,
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const FString& SerializedString)
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{
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return USGBasicHandModel::Deserialize(WorldContextObject, SerializedString);
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}
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TArray<FSGFloatArray> USGBasicHandModelKismetLibrary::GetBaseFingerLengths()
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{
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return FSGArrayUtils::ToBPNestedArray<float, FSGFloatArray>(USGBasicHandModel::GetBaseFingerLengths());
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}
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TArray<FVector> USGBasicHandModelKismetLibrary::GetBaseJointPositions()
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{
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return USGBasicHandModel::GetBaseJointPositions();
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}
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TArray<FVector> USGBasicHandModelKismetLibrary::GetBaseJointRotations()
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{
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return USGBasicHandModel::GetBaseJointRotations();
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}
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bool USGBasicHandModelKismetLibrary::IsRight(const USGBasicHandModel* BasicHandModel)
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{
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return BasicHandModel->IsRight();
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}
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TArray<FSGFloatArray> USGBasicHandModelKismetLibrary::GetFingerLengths(const USGBasicHandModel* BasicHandModel)
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{
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return FSGArrayUtils::ToBPNestedArray<float, FSGFloatArray>(BasicHandModel->GetFingerLengths());
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}
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TArray<float> USGBasicHandModelKismetLibrary::GetFingerLengths_ESGFinger(const USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger)
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{
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return BasicHandModel->GetFingerLengths(Finger);
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}
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void USGBasicHandModelKismetLibrary::SetFingerLengths_ESGFinger(USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger, const TArray<float>& Lengths)
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{
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BasicHandModel->SetFingerLengths(Finger, Lengths);
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}
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void USGBasicHandModelKismetLibrary::SetFingerLengths_uint8Finger(USGBasicHandModel* BasicHandModel,
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const uint8 Finger, const TArray<float>& Lengths)
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{
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BasicHandModel->SetFingerLengths(Finger, Lengths);
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}
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TArray<FSGFloatArray> USGBasicHandModelKismetLibrary::GetFingerRatios(const USGBasicHandModel* BasicHandModel) const
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{
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return FSGArrayUtils::ToBPNestedArray<float, FSGFloatArray>(BasicHandModel->GetFingerRatios());
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}
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TArray<float> USGBasicHandModelKismetLibrary::GetFingerRatios_Finger(const USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger)
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{
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return BasicHandModel->GetFingerRatios(Finger);
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}
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TArray<FVector> USGBasicHandModelKismetLibrary::GetStartJointPositions(const USGBasicHandModel* BasicHandModel)
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{
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return BasicHandModel->GetStartJointPositions();
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}
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void USGBasicHandModelKismetLibrary::SetStartJointPosition_ESGFinger(USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger, const FVector& Position)
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{
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BasicHandModel->SetStartJointPosition(Finger, Position);
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}
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void USGBasicHandModelKismetLibrary::SetStartJointPosition_uint8Finger(USGBasicHandModel* BasicHandModel,
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const uint8 Finger, const FVector& Position)
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{
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BasicHandModel->SetStartJointPosition(Finger, Position);
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}
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TArray<FQuat> USGBasicHandModelKismetLibrary::GetStartJointRotations_TArrayFQuat(
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const USGBasicHandModel* BasicHandModel)
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{
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return BasicHandModel->GetStartJointRotationsQ();
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}
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TArray<FRotator> USGBasicHandModelKismetLibrary::GetStartJointRotations_TArrayFRotator(
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const USGBasicHandModel* BasicHandModel)
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{
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return BasicHandModel->GetStartJointRotations();
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}
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FVector USGBasicHandModelKismetLibrary::GetJointPosition(const USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger)
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{
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return BasicHandModel->GetJointPosition(Finger);
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}
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void USGBasicHandModelKismetLibrary::SetJointPosition(USGBasicHandModel* BasicHandModel, const FVector& NewPosition,
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const ESGFinger Finger)
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{
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return BasicHandModel->SetJointPosition(NewPosition, Finger);
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}
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FQuat USGBasicHandModelKismetLibrary::GetJointRotation_FQuat(const USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger)
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{
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return BasicHandModel->GetJointRotationQ(Finger);
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}
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FRotator USGBasicHandModelKismetLibrary::GetJointRotation_FRotator(const USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger)
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{
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return BasicHandModel->GetJointRotation(Finger);
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}
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void USGBasicHandModelKismetLibrary::SetJointRotation_FQuatNewRotation_Finger(
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USGBasicHandModel* BasicHandModel, const FQuat& NewRotation, const ESGFinger Finger)
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{
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return BasicHandModel->SetJointRotation(NewRotation, Finger);
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}
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void USGBasicHandModelKismetLibrary::SetJointRotation_FRotatorNewRotation_Finger(
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USGBasicHandModel* BasicHandModel, const FRotator& NewRotation, const ESGFinger Finger)
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{
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return BasicHandModel->SetJointRotation(NewRotation, Finger);
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}
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TArray<float> USGBasicHandModelKismetLibrary::GetTotalLengths(const USGBasicHandModel* BasicHandModel)
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{
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return BasicHandModel->GetTotalLengths();
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}
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float USGBasicHandModelKismetLibrary::GetTotalLength(const USGBasicHandModel* BasicHandModel, const ESGFinger Finger)
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{
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return BasicHandModel->GetTotalLength(Finger);
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}
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TArray<FVector> USGBasicHandModelKismetLibrary::Get3DLengths(const USGBasicHandModel* BasicHandModel,
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const ESGFinger Finger)
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{
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return BasicHandModel->Get3DLengths(Finger);
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}
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bool USGBasicHandModelKismetLibrary::Equals(const USGBasicHandModel* A, const USGBasicHandModel* B)
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{
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return A->Equals(B);
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}
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FString USGBasicHandModelKismetLibrary::ToString(const USGBasicHandModel* BasicHandModel)
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{
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return BasicHandModel->ToString();
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}
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FString USGBasicHandModelKismetLibrary::ToString_bLengthsOnly(const USGBasicHandModel* BasicHandModel,
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const bool bLengthsOnly)
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{
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return BasicHandModel->ToString(bLengthsOnly);
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}
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FString USGBasicHandModelKismetLibrary::SGSerialize(const USGBasicHandModel* BasicHandModel)
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{
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return BasicHandModel->SGSerialize();
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} |