remove ASGVirtualHandActor
This commit is contained in:
@@ -71,6 +71,7 @@ This is a bugfix release addressing mostly RunUAT build issues on Unreal Engine
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### Removed
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- Dropped support for Unreal Engine 5.1 and Epic Native Toolchain v20 (used to build UE 5.0 and 5.1 Linux dependencies).
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- Removed ASGVirtualHandActor as it was experimental and we no longer maintain it and haven't been doing so for a long time.
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## [2.0.2] - 2024-04-25
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@@ -1,703 +0,0 @@
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/**
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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 - 2024 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 "SenseGlove/GameFramework/SGVirtualHandActor.h"
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#include "Components/SphereComponent.h"
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#include "SenseGlove/Components/SGGrabComponent.h"
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#include "SenseGlove/Components/SGTouchComponent.h"
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#include "SenseGlove/Components/SGVirtualHandComponent.h"
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#include "SenseGlove/Components/SGWristTrackerComponent.h"
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struct ASGVirtualHandActor::FImpl
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{
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/************************
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* Owner object
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************************/
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ASGVirtualHandActor* Owner;
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/************************
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* Constructor / Destructor
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************************/
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explicit FImpl(ASGVirtualHandActor* 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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* Methods
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************************/
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void BindFingerGrabOverlapEvents();
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void UnbindFingerGrabOverlapEvents();
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void BindFingerTouchOverlapEvents();
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void UnbindFingerTouchOverlapEvents();
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bool IsFingerGrabbing(AActor* Actor) const;
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bool IsFingerTouching(AActor* Actor) const;
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};
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ASGVirtualHandActor::ASGVirtualHandActor(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer),
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Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
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{
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PrimaryActorTick.bCanEverTick = true;
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SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SceneRoot"));
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SetRootComponent(SceneRoot);
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VirtualHand = CreateDefaultSubobject<USGVirtualHandComponent>(TEXT("VirtualHand"));
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VirtualHand->SetupAttachment(RootComponent);
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VirtualHand->SetRelativeRotation(FRotator{0.0f, -90.0f, 0.0f},
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false, nullptr, ETeleportType::None);
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ThumbFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("ThumbFingertipGrabCollider"));
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ThumbFingertipGrabCollider->SetupAttachment(VirtualHand, VirtualHand->GetThumbFingertipGrabSocketName());
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ThumbFingertipGrabCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsGrabColliderSize());
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ThumbFingertipGrabCollider->SetCastShadow(false);
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ThumbFingertipGrabCollider->bCastDynamicShadow = false;
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ThumbFingertipGrabCollider->SetReceivesDecals(true);
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ThumbFingertipGrabCollider->SetCanEverAffectNavigation(false);
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ThumbFingertipGrabCollider->SetCollisionObjectType(ECC_WorldDynamic);
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ThumbFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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ThumbFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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ThumbFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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IndexFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("IndexFingertipGrabCollider"));
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IndexFingertipGrabCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsGrabColliderSize());
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IndexFingertipGrabCollider->SetupAttachment(VirtualHand, VirtualHand->GetIndexFingertipGrabSocketName());
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IndexFingertipGrabCollider->SetCastShadow(false);
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IndexFingertipGrabCollider->bCastDynamicShadow = false;
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IndexFingertipGrabCollider->SetReceivesDecals(true);
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IndexFingertipGrabCollider->SetCanEverAffectNavigation(false);
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IndexFingertipGrabCollider->SetCollisionObjectType(ECC_WorldDynamic);
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IndexFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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IndexFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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IndexFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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MiddleFingertipGrabCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("MiddleFingertipGrabCollider"));
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MiddleFingertipGrabCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsGrabColliderSize());
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MiddleFingertipGrabCollider->SetupAttachment(VirtualHand, VirtualHand->GetMiddleFingertipGrabSocketName());
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MiddleFingertipGrabCollider->SetCastShadow(false);
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MiddleFingertipGrabCollider->bCastDynamicShadow = false;
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MiddleFingertipGrabCollider->SetReceivesDecals(true);
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MiddleFingertipGrabCollider->SetCanEverAffectNavigation(false);
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MiddleFingertipGrabCollider->SetCollisionObjectType(ECC_WorldDynamic);
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MiddleFingertipGrabCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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MiddleFingertipGrabCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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MiddleFingertipGrabCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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ThumbFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("ThumbFingertipTouchCollider"));
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ThumbFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetThumbFingertipTouchSocketName());
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ThumbFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
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ThumbFingertipTouchCollider->SetCastShadow(false);
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ThumbFingertipTouchCollider->bCastDynamicShadow = false;
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ThumbFingertipTouchCollider->SetReceivesDecals(true);
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ThumbFingertipTouchCollider->SetCanEverAffectNavigation(false);
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ThumbFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
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ThumbFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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ThumbFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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ThumbFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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IndexFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("IndexFingertipTouchCollider"));
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IndexFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
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IndexFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetIndexFingertipTouchSocketName());
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IndexFingertipTouchCollider->SetCastShadow(false);
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IndexFingertipTouchCollider->bCastDynamicShadow = false;
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IndexFingertipTouchCollider->SetReceivesDecals(true);
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IndexFingertipTouchCollider->SetCanEverAffectNavigation(false);
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IndexFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
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IndexFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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IndexFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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IndexFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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MiddleFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("MiddleFingertipTouchCollider"));
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MiddleFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
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MiddleFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetMiddleFingertipTouchSocketName());
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MiddleFingertipTouchCollider->SetCastShadow(false);
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MiddleFingertipTouchCollider->bCastDynamicShadow = false;
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MiddleFingertipTouchCollider->SetReceivesDecals(true);
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MiddleFingertipTouchCollider->SetCanEverAffectNavigation(false);
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MiddleFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
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MiddleFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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MiddleFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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MiddleFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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RingFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("RingFingertipTouchCollider"));
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RingFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
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RingFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetRingFingertipTouchSocketName());
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RingFingertipTouchCollider->SetCastShadow(false);
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RingFingertipTouchCollider->bCastDynamicShadow = false;
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RingFingertipTouchCollider->SetReceivesDecals(true);
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RingFingertipTouchCollider->SetCanEverAffectNavigation(false);
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RingFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
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RingFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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RingFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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RingFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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PinkyFingertipTouchCollider = ObjectInitializer.CreateDefaultSubobject<USphereComponent>(
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this, TEXT("PinkyFingertipTouchCollider"));
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PinkyFingertipTouchCollider->SetRelativeScale3D(VirtualHand->GetDefaultFingertipsTouchColliderSize());
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PinkyFingertipTouchCollider->SetupAttachment(VirtualHand, VirtualHand->GetPinkyFingertipTouchSocketName());
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PinkyFingertipTouchCollider->SetCastShadow(false);
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PinkyFingertipTouchCollider->bCastDynamicShadow = false;
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PinkyFingertipTouchCollider->SetReceivesDecals(true);
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PinkyFingertipTouchCollider->SetCanEverAffectNavigation(false);
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PinkyFingertipTouchCollider->SetCollisionObjectType(ECC_WorldDynamic);
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PinkyFingertipTouchCollider->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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PinkyFingertipTouchCollider->SetCollisionResponseToAllChannels(ECR_Overlap);
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PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldStatic, ECR_Overlap);
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PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_WorldDynamic, ECR_Overlap);
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PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);
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PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Visibility, ECR_Overlap);
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PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_PhysicsBody, ECR_Overlap);
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PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Vehicle, ECR_Overlap);
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PinkyFingertipTouchCollider->SetCollisionResponseToChannel(ECC_Destructible, ECR_Overlap);
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WristTracker = CreateDefaultSubobject<USGWristTrackerComponent>(TEXT("WristTracker"));
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WristTracker->SetupAttachment(RootComponent);
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WristTracker->SetRight(VirtualHand->IsRight());
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GrabState = FSGGrabState(VirtualHand, FVector::Zero(), {}, nullptr, nullptr, nullptr, nullptr);
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TouchState = FSGTouchState(VirtualHand, nullptr, nullptr, nullptr, nullptr, nullptr);
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}
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void ASGVirtualHandActor::BeginPlay()
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{
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Super::BeginPlay();
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ensureAlwaysMsgf(
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(WristTracker->IsLeft() && VirtualHand->IsLeft())
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|| (WristTracker->IsRight() && VirtualHand->IsRight()),
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TEXT("The virtual hand component and the wrist tracker component do not track the same hand!"));
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WristTracker->OnWristLocationChanged().AddWeakLambda(this, [&](const FVector& Location)-> void
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{
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VirtualHand->SetWorldLocation(Location);
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});
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WristTracker->OnWristRotationChanged().AddWeakLambda(this, [&](const FRotator& Rotation)-> void
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{
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VirtualHand->SetWorldRotation(Rotation);
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});
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Pimpl->BindFingerGrabOverlapEvents();
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Pimpl->BindFingerTouchOverlapEvents();
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}
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void ASGVirtualHandActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
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{
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Super::EndPlay(EndPlayReason);
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Pimpl->UnbindFingerGrabOverlapEvents();
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Pimpl->UnbindFingerTouchOverlapEvents();
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}
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void ASGVirtualHandActor::PreInitializeComponents()
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{
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Super::PreInitializeComponents();
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WristTracker->SetRight(VirtualHand->IsRight());
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}
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void ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapBegins(
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UPrimitiveComponent* OverlappedComponent,
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AActor* OtherActor,
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UPrimitiveComponent* OtherComp,
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const int32 OtherBodyIndex,
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const bool bFromSweep,
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const FHitResult& SweepResult)
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{
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(void) OverlappedComponent;
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(void) OtherBodyIndex;
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(void) bFromSweep;
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(void) SweepResult;
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if (USGGrabComponent::IsGrabbable(OtherActor))
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{
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GrabState.ActorThumbCanGrab = OtherActor;
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GrabStateUpdatedEvent.Broadcast(GrabState);
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}
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}
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void ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapEnds(
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UPrimitiveComponent* OverlappedComponent,
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AActor* OtherActor,
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UPrimitiveComponent* OtherComp,
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const int32 OtherBodyIndex)
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{
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(void) OverlappedComponent;
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(void) OtherBodyIndex;
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if (GrabState.ActorThumbCanGrab == OtherActor)
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{
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GrabState.ActorThumbCanGrab = nullptr;
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GrabStateUpdatedEvent.Broadcast(GrabState);
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}
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}
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void ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapBegins(
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UPrimitiveComponent* OverlappedComponent,
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AActor* OtherActor,
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UPrimitiveComponent* OtherComp,
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const int32 OtherBodyIndex,
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||||
const bool bFromSweep,
|
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const FHitResult& SweepResult)
|
||||
{
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(void) OverlappedComponent;
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(void) OtherBodyIndex;
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||||
(void) bFromSweep;
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(void) SweepResult;
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if (USGGrabComponent::IsGrabbable(OtherActor))
|
||||
{
|
||||
GrabState.ActorIndexCanGrab = OtherActor;
|
||||
GrabStateUpdatedEvent.Broadcast(GrabState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherBodyIndex;
|
||||
|
||||
if (GrabState.ActorIndexCanGrab == OtherActor)
|
||||
{
|
||||
GrabState.ActorIndexCanGrab = nullptr;
|
||||
GrabStateUpdatedEvent.Broadcast(GrabState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex,
|
||||
const bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherBodyIndex;
|
||||
(void) bFromSweep;
|
||||
(void) SweepResult;
|
||||
|
||||
if (USGGrabComponent::IsGrabbable(OtherActor))
|
||||
{
|
||||
GrabState.ActorMiddleCanGrab = OtherActor;
|
||||
GrabStateUpdatedEvent.Broadcast(GrabState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherBodyIndex;
|
||||
|
||||
if (GrabState.ActorMiddleCanGrab == OtherActor)
|
||||
{
|
||||
GrabState.ActorMiddleCanGrab = nullptr;
|
||||
GrabStateUpdatedEvent.Broadcast(GrabState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex,
|
||||
const bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
(void) bFromSweep;
|
||||
(void) SweepResult;
|
||||
|
||||
if (USGTouchComponent::IsTouchable(OtherActor))
|
||||
{
|
||||
TouchState.ActorThumbTouching = OtherActor;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
|
||||
if (TouchState.ActorThumbTouching == OtherActor)
|
||||
{
|
||||
TouchState.ActorThumbTouching = nullptr;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex,
|
||||
const bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
(void) bFromSweep;
|
||||
(void) SweepResult;
|
||||
|
||||
if (USGTouchComponent::IsTouchable(OtherActor))
|
||||
{
|
||||
TouchState.ActorIndexTouching = OtherActor;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
|
||||
if (TouchState.ActorIndexTouching == OtherActor)
|
||||
{
|
||||
TouchState.ActorIndexTouching = nullptr;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex,
|
||||
const bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
(void) bFromSweep;
|
||||
(void) SweepResult;
|
||||
|
||||
if (USGTouchComponent::IsTouchable(OtherActor))
|
||||
{
|
||||
TouchState.ActorMiddleTouching = OtherActor;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
|
||||
if (TouchState.ActorMiddleTouching == OtherActor)
|
||||
{
|
||||
TouchState.ActorMiddleTouching = nullptr;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex,
|
||||
const bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (USGTouchComponent::IsTouchable(OtherActor))
|
||||
{
|
||||
TouchState.ActorRingTouching = OtherActor;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
|
||||
if (TouchState.ActorRingTouching == OtherActor)
|
||||
{
|
||||
TouchState.ActorRingTouching = nullptr;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex,
|
||||
const bool bFromSweep,
|
||||
const FHitResult& SweepResult)
|
||||
{
|
||||
if (USGTouchComponent::IsTouchable(OtherActor))
|
||||
{
|
||||
TouchState.ActorPinkyTouching = OtherActor;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
const int32 OtherBodyIndex)
|
||||
{
|
||||
(void) OverlappedComponent;
|
||||
(void) OtherComp;
|
||||
(void) OtherBodyIndex;
|
||||
|
||||
if (TouchState.ActorPinkyTouching == OtherActor)
|
||||
{
|
||||
TouchState.ActorPinkyTouching = nullptr;
|
||||
TouchStateUpdatedEvent.Broadcast(TouchState);
|
||||
}
|
||||
}
|
||||
|
||||
bool ASGVirtualHandActor::IsLeft() const
|
||||
{
|
||||
return WristTracker->IsLeft() && VirtualHand->IsLeft();
|
||||
}
|
||||
|
||||
bool ASGVirtualHandActor::IsRight() const
|
||||
{
|
||||
return WristTracker->IsRight() && VirtualHand->IsRight();
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::SetRight(const bool bRight)
|
||||
{
|
||||
WristTracker->SetRight(bRight);
|
||||
VirtualHand->SetRight(bRight);
|
||||
}
|
||||
|
||||
bool ASGVirtualHandActor::IsGloveConnected() const
|
||||
{
|
||||
return VirtualHand->IsGloveConnected();
|
||||
}
|
||||
|
||||
ASGVirtualHandActor::FImpl::FImpl(ASGVirtualHandActor* InOwner)
|
||||
: Owner(InOwner)
|
||||
{
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::FImpl::BindFingerGrabOverlapEvents()
|
||||
{
|
||||
Owner->ThumbFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapBegins);
|
||||
Owner->ThumbFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapEnds);
|
||||
|
||||
Owner->IndexFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapBegins);
|
||||
Owner->IndexFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapEnds);
|
||||
|
||||
Owner->MiddleFingertipGrabCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapBegins);
|
||||
Owner->MiddleFingertipGrabCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapEnds);
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::FImpl::UnbindFingerGrabOverlapEvents()
|
||||
{
|
||||
Owner->ThumbFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapBegins);
|
||||
Owner->ThumbFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipGrabColliderOverlapEnds);
|
||||
|
||||
Owner->IndexFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapBegins);
|
||||
Owner->IndexFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapEnds);
|
||||
|
||||
Owner->MiddleFingertipGrabCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapBegins);
|
||||
Owner->MiddleFingertipGrabCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapEnds);
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::FImpl::BindFingerTouchOverlapEvents()
|
||||
{
|
||||
Owner->ThumbFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapBegins);
|
||||
Owner->ThumbFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->IndexFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapBegins);
|
||||
Owner->IndexFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->MiddleFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapBegins);
|
||||
Owner->MiddleFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->RingFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapBegins);
|
||||
Owner->RingFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->PinkyFingertipTouchCollider->OnComponentBeginOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapBegins);
|
||||
Owner->PinkyFingertipTouchCollider->OnComponentEndOverlap.AddDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapEnds);
|
||||
}
|
||||
|
||||
void ASGVirtualHandActor::FImpl::UnbindFingerTouchOverlapEvents()
|
||||
{
|
||||
Owner->ThumbFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapBegins);
|
||||
Owner->ThumbFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnThumbFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->IndexFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapBegins);
|
||||
Owner->IndexFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnIndexFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->MiddleFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapBegins);
|
||||
Owner->MiddleFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnMiddleFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->RingFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapBegins);
|
||||
Owner->RingFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnRingFingertipTouchColliderOverlapEnds);
|
||||
|
||||
Owner->PinkyFingertipTouchCollider->OnComponentBeginOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapBegins);
|
||||
Owner->PinkyFingertipTouchCollider->OnComponentEndOverlap.RemoveDynamic(
|
||||
Owner, &ASGVirtualHandActor::OnPinkyFingertipTouchColliderOverlapEnds);
|
||||
}
|
||||
|
||||
ASGVirtualHandActor::FImpl::~FImpl() = default;
|
||||
|
||||
void ASGVirtualHandActor::FImplDeleter::operator()(const FImpl* P) const
|
||||
{
|
||||
delete P;
|
||||
}
|
||||
@@ -1,337 +0,0 @@
|
||||
/**
|
||||
* @file
|
||||
*
|
||||
* @author Mamadou Babaei <mamadou@senseglove.com>
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*
|
||||
* @section DESCRIPTION
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Containers/Array.h"
|
||||
#include "Containers/Map.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "Templates/UniquePtr.h"
|
||||
#include "UObject/NameTypes.h"
|
||||
|
||||
#include "SenseGlove/Haptics/SGGrabState.h"
|
||||
#include "SenseGlove/Haptics/SGTouchState.h"
|
||||
|
||||
#include "SGVirtualHandActor.generated.h"
|
||||
|
||||
class USceneComponent;
|
||||
class USkeletalMesh;
|
||||
class USkeleton;
|
||||
class USphereComponent;
|
||||
|
||||
class USGHandPose;
|
||||
class USGVirtualHandComponent;
|
||||
class USGWristTrackerComponent;
|
||||
|
||||
UCLASS(Config=Game, BlueprintType)
|
||||
class SENSEGLOVE_API ASGVirtualHandActor : public AActor
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
public:
|
||||
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
|
||||
|
||||
FGrabStateUpdatedEvent& OnGrabStateUpdated()
|
||||
{
|
||||
return GrabStateUpdatedEvent;
|
||||
};
|
||||
|
||||
DECLARE_EVENT_OneParam(ASGVirtualHandActor, FTouchStateUpdatedEvent, const FSGTouchState& TouchState)
|
||||
|
||||
FTouchStateUpdatedEvent& OnTouchStateUpdated()
|
||||
{
|
||||
return TouchStateUpdatedEvent;
|
||||
};
|
||||
|
||||
private:
|
||||
FGrabStateUpdatedEvent GrabStateUpdatedEvent;
|
||||
FTouchStateUpdatedEvent TouchStateUpdatedEvent;
|
||||
|
||||
private:
|
||||
struct FImpl;
|
||||
|
||||
struct FImplDeleter
|
||||
{
|
||||
void operator()(const FImpl* P) const;
|
||||
};
|
||||
|
||||
TUniquePtr<FImpl, FImplDeleter> Pimpl;
|
||||
FImplDeleter PimplDeleter;
|
||||
|
||||
private:
|
||||
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USceneComponent* SceneRoot;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USGWristTrackerComponent* WristTracker;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USGVirtualHandComponent* VirtualHand;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* ThumbFingertipGrabCollider;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* IndexFingertipGrabCollider;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* MiddleFingertipGrabCollider;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* ThumbFingertipTouchCollider;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* IndexFingertipTouchCollider;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* MiddleFingertipTouchCollider;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* RingFingertipTouchCollider;
|
||||
|
||||
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
|
||||
USphereComponent* PinkyFingertipTouchCollider;
|
||||
|
||||
private:
|
||||
UPROPERTY(Transient)
|
||||
FSGGrabState GrabState;
|
||||
|
||||
UPROPERTY(Transient)
|
||||
FSGTouchState TouchState;
|
||||
|
||||
public:
|
||||
FORCEINLINE USGWristTrackerComponent* GetWristTracker() const
|
||||
{
|
||||
return WristTracker;
|
||||
}
|
||||
|
||||
FORCEINLINE USGVirtualHandComponent* GetVirtualHand() const
|
||||
{
|
||||
return VirtualHand;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetThumbFingertipGrabCollider() const
|
||||
{
|
||||
return ThumbFingertipGrabCollider;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetIndexFingertipGrabCollider() const
|
||||
{
|
||||
return IndexFingertipGrabCollider;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetMiddleFingertipGrabCollider() const
|
||||
{
|
||||
return MiddleFingertipGrabCollider;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetThumbFingertipTouchCollider() const
|
||||
{
|
||||
return ThumbFingertipTouchCollider;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetIndexFingertipTouchCollider() const
|
||||
{
|
||||
return IndexFingertipTouchCollider;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetMiddleFingertipTouchCollider() const
|
||||
{
|
||||
return MiddleFingertipTouchCollider;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetRingFingertipTouchCollider() const
|
||||
{
|
||||
return RingFingertipTouchCollider;
|
||||
}
|
||||
|
||||
FORCEINLINE USphereComponent* GetPinkyFingertipTouchCollider() const
|
||||
{
|
||||
return PinkyFingertipTouchCollider;
|
||||
}
|
||||
|
||||
protected:
|
||||
FORCEINLINE void SetMesh(USGVirtualHandComponent* InVirtualHand)
|
||||
{
|
||||
VirtualHand = InVirtualHand;
|
||||
}
|
||||
|
||||
public:
|
||||
virtual void BeginPlay() override;
|
||||
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
|
||||
virtual void PreInitializeComponents() override;
|
||||
|
||||
protected:
|
||||
UFUNCTION()
|
||||
virtual void OnThumbFingertipGrabColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnThumbFingertipGrabColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnIndexFingertipGrabColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnIndexFingertipGrabColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnMiddleFingertipGrabColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnMiddleFingertipGrabColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnThumbFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnThumbFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnIndexFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnIndexFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnMiddleFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnMiddleFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnRingFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnRingFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnPinkyFingertipTouchColliderOverlapBegins(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex,
|
||||
bool bFromSweep,
|
||||
const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
virtual void OnPinkyFingertipTouchColliderOverlapEnds(
|
||||
UPrimitiveComponent* OverlappedComponent,
|
||||
AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp,
|
||||
int32 OtherBodyIndex);
|
||||
|
||||
public:
|
||||
bool IsLeft() const;
|
||||
bool IsRight() const;
|
||||
void SetRight(bool bRight);
|
||||
|
||||
bool IsGloveConnected() const;
|
||||
|
||||
FORCEINLINE bool CanGrab(const AActor* Actor) const
|
||||
{
|
||||
return ((IsValid(Actor) && Actor == GrabState.ActorThumbCanGrab)
|
||||
&& (Actor == GrabState.ActorIndexCanGrab || Actor == GrabState.ActorMiddleCanGrab));
|
||||
}
|
||||
};
|
||||
@@ -1,119 +0,0 @@
|
||||
/**
|
||||
* @file
|
||||
*
|
||||
* @author Mamadou Babaei <mamadou@senseglove.com>
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*
|
||||
* @section DESCRIPTION
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#include "SGKismet/SGVirtualHandActorKismetLibrary.h"
|
||||
|
||||
#include "Components/SphereComponent.h"
|
||||
|
||||
#include "SenseGlove/Components/SGVirtualHandComponent.h"
|
||||
#include "SenseGlove/Components/SGWristTrackerComponent.h"
|
||||
#include "SenseGlove/GameFramework/SGVirtualHandActor.h"
|
||||
|
||||
USGWristTrackerComponent* UVirtualHandActorKismetLibrary::GetWristTracker(const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetWristTracker();
|
||||
}
|
||||
|
||||
USGVirtualHandComponent* UVirtualHandActorKismetLibrary::GetVirtualHand(const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetVirtualHand();
|
||||
}
|
||||
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetThumbFingertipGrabCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetThumbFingertipGrabCollider();
|
||||
}
|
||||
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetIndexFingertipGrabCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetIndexFingertipGrabCollider();
|
||||
}
|
||||
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetMiddleFingertipGrabCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetMiddleFingertipGrabCollider();
|
||||
}
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetThumbFingertipTouchCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetThumbFingertipTouchCollider();
|
||||
}
|
||||
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetIndexFingertipTouchCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetIndexFingertipTouchCollider();
|
||||
}
|
||||
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetMiddleFingertipTouchCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetMiddleFingertipTouchCollider();
|
||||
}
|
||||
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetRingFingertipTouchCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetRingFingertipTouchCollider();
|
||||
}
|
||||
|
||||
USphereComponent* UVirtualHandActorKismetLibrary::GetPinkyFingertipTouchCollider(
|
||||
const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->GetPinkyFingertipTouchCollider();
|
||||
}
|
||||
|
||||
bool UVirtualHandActorKismetLibrary::IsLeft(const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->IsLeft();
|
||||
}
|
||||
|
||||
bool UVirtualHandActorKismetLibrary::IsRight(const ASGVirtualHandActor* VirtualHandActor)
|
||||
{
|
||||
return VirtualHandActor->IsRight();
|
||||
}
|
||||
|
||||
void UVirtualHandActorKismetLibrary::SetRight(ASGVirtualHandActor* VirtualHandActor, const bool bRight)
|
||||
{
|
||||
VirtualHandActor->SetRight(bRight);
|
||||
}
|
||||
|
||||
bool UVirtualHandActorKismetLibrary::IsGloveConnected(const ASGVirtualHandActor* VirtualHandActor) const
|
||||
{
|
||||
return VirtualHandActor->IsGloveConnected();
|
||||
}
|
||||
@@ -1,95 +0,0 @@
|
||||
/**
|
||||
* @file
|
||||
*
|
||||
* @author Mamadou Babaei <mamadou@senseglove.com>
|
||||
*
|
||||
* @section LICENSE
|
||||
*
|
||||
* (The MIT License)
|
||||
*
|
||||
* Copyright (c) 2020 - 2024 SenseGlove
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*
|
||||
* @section DESCRIPTION
|
||||
*
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "SGKismet/SGBlueprintFunctionLibrary.h"
|
||||
|
||||
#include "SGVirtualHandActorKismetLibrary.generated.h"
|
||||
|
||||
class USphereComponent;
|
||||
|
||||
class ASGVirtualHandActor;
|
||||
class USGVirtualHandComponent;
|
||||
class USGWristTrackerComponent;
|
||||
|
||||
UCLASS(meta=(ScriptName = "SesneGloveVirtualHandActorKismetLibrary"))
|
||||
class SENSEGLOVEKISMET_API UVirtualHandActorKismetLibrary final : public USGBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USGWristTrackerComponent* GetWristTracker(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USGVirtualHandComponent* GetVirtualHand(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetThumbFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetIndexFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetMiddleFingertipGrabCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetThumbFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetIndexFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetMiddleFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetRingFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static USphereComponent* GetPinkyFingertipTouchCollider(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static bool IsLeft(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static bool IsRight(const ASGVirtualHandActor* VirtualHandActor);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
static void SetRight(UPARAM(ref) ASGVirtualHandActor* VirtualHandActor, bool bRight);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="SenseGlove | Game Framework | Virtual Hand")
|
||||
bool IsGloveConnected(const ASGVirtualHandActor* VirtualHandActor) const;
|
||||
};
|
||||
Reference in New Issue
Block a user