703 lines
30 KiB
C++
703 lines
30 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 "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, 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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{
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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.ActorIndexCanGrab = OtherActor;
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GrabStateUpdatedEvent.Broadcast(GrabState);
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}
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}
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void ASGVirtualHandActor::OnIndexFingertipGrabColliderOverlapEnds(
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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.ActorIndexCanGrab == OtherActor)
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{
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GrabState.ActorIndexCanGrab = nullptr;
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GrabStateUpdatedEvent.Broadcast(GrabState);
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}
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}
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void ASGVirtualHandActor::OnMiddleFingertipGrabColliderOverlapBegins(
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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))
|
|
{
|
|
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;
|
|
} |