clean up editor code from the virtual hand actor in order to fix wrist tracking issues

This commit is contained in:
Mamadou Babaei
2023-03-28 10:39:13 +02:00
parent 8bf6a19ba2
commit b80689b73f
2 changed files with 1 additions and 74 deletions
@@ -63,14 +63,6 @@ struct ASGVirtualHandActor::FImpl
/************************
* Methods
************************/
bool IsEditor() const;
FORCEINLINE USGVirtualHandComponent* GetVirtualHand() const
{
ensureAlwaysMsgf(IsValid(Owner->VirtualHand), TEXT("Invalid VirtualHand object!"));
return Owner->VirtualHand;
}
};
ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitializer)
@@ -111,39 +103,6 @@ void ASGVirtualHandActor::BeginPlay()
});
}
void ASGVirtualHandActor::Tick(const float DeltaSeconds)
{
#if WITH_EDITOR
if (Pimpl->IsEditor())
{
EditorTick(DeltaSeconds);
return;
}
#endif
Super::Tick(DeltaSeconds);
WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
{
VirtualHand->SetRelativeLocation(Location);
});
WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
{
VirtualHand->SetRelativeRotation(Rotation);
});
}
bool ASGVirtualHandActor::ShouldTickIfViewportsOnly() const
{
if (VirtualHand->bTickInEditor && Pimpl->IsEditor())
{
return true;
}
return false;
}
void ASGVirtualHandActor::PreInitializeComponents()
{
Super::PreInitializeComponents();
@@ -151,17 +110,6 @@ void ASGVirtualHandActor::PreInitializeComponents()
WristTracker->SetRight(VirtualHand->IsRight());
}
void ASGVirtualHandActor::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);
WristTracker->SetRight(VirtualHand->IsRight());
}
void ASGVirtualHandActor::EditorTick(float DeltaSeconds)
{
}
bool ASGVirtualHandActor::IsLeft() const
{
return WristTracker->IsLeft() && VirtualHand->IsLeft();
@@ -180,7 +128,7 @@ void ASGVirtualHandActor::SetRight(const bool bRight)
bool ASGVirtualHandActor::IsGloveConnected() const
{
return GetVirtualHand()->IsGloveConnected();
return VirtualHand->IsGloveConnected();
}
ASGVirtualHandActor::FImpl::FImpl(ASGVirtualHandActor* InOwner)
@@ -190,17 +138,6 @@ ASGVirtualHandActor::FImpl::FImpl(ASGVirtualHandActor* InOwner)
ASGVirtualHandActor::FImpl::~FImpl() = default;
bool ASGVirtualHandActor::FImpl::IsEditor() const
{
const UWorld* World{Owner->GetWorld()};
if (World && World->WorldType == EWorldType::Editor)
{
return true;
}
return false;
}
void ASGVirtualHandActor::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
@@ -96,18 +96,8 @@ protected:
public:
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
virtual bool ShouldTickIfViewportsOnly() const override;
virtual void PreInitializeComponents() override;
virtual void OnConstruction(const FTransform& Transform) override;
protected:
virtual void EditorTick(float DeltaSeconds);
public:
bool IsLeft() const;
bool IsRight() const;