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UnrealEngineUWP/Engine/Plugins/Runtime/WindowsMixedReality/Source/WindowsMixedRealityHandTracking/Private/WindowsMixedRealityHandTrackingFunctionLibrary.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "WindowsMixedRealityHandTrackingFunctionLibrary.h"
#include "IWindowsMixedRealityHandTrackingPlugin.h"
#include "WindowsMixedRealityHandTracking.h"
bool UDEPRECATED_WindowsMixedRealityHandTrackingFunctionLibrary::GetHandJointTransform(EControllerHand Hand, EWMRHandKeypoint Keypoint, FTransform& OutTransform, float& OutRadius)
{
TSharedPtr<FWindowsMixedRealityHandTracking> HandTracking = StaticCastSharedPtr<FWindowsMixedRealityHandTracking>(IWindowsMixedRealityHandTrackingModule::Get().GetInputDevice());
//UE_LOG(LogWindowsMixedRealityHandTracking, Display, TEXT("CNNTEMP GetGestureKeypointTransform 0"));
if (HandTracking.IsValid() && HandTracking->IsHandTrackingStateValid())
{
FTransform KeyPointTransform;
const bool bSuccess = HandTracking->GetKeypointTransform(Hand, Keypoint, KeyPointTransform);
//UE_LOG(LogWindowsMixedRealityHandTracking, Display, TEXT("CNNTEMP GetGestureKeypointTransform hand %d joint %d (%d)"), (uint32)Hand, (uint32)Keypoint, bSuccess);
if (bSuccess)
{
OutTransform = KeyPointTransform;
HandTracking->GetKeypointRadius(Hand, Keypoint, OutRadius);
return true;
}
}
return false;
}
bool UDEPRECATED_WindowsMixedRealityHandTrackingFunctionLibrary::SupportsHandTracking()
{
return WindowsMixedReality::FWindowsMixedRealityStatics::SupportsHandTracking();
}