Files
Plugin/Source/SenseGlove/Private/SenseGlove/Components/SGGrabComponent.cpp
T

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4.9 KiB
C++

/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2026 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 "SenseGlove/Components/SGGrabComponent.h"
#include "Components/PrimitiveComponent.h"
#include "GameFramework/Actor.h"
#include "SGSettings/SGSettings.h"
struct USGGrabComponent::FImpl
{
/************************
* Static methods
************************/
FORCEINLINE static const FName& GetDefaultGrabAttachPointSocketName()
{
const USGSettings* Settings{USGSettings::GetInstance()};
const FName& SocketName{Settings->GetVirtualHandSettings().GrabSettings.GrabAttachPointSocketName};
return SocketName;
}
/************************
* Owner object
************************/
USGGrabComponent* Owner;
/************************
* Constructor / Destructor
************************/
explicit FImpl(USGGrabComponent* InOwner);
~FImpl();
/************************
* Default copy constructor & copy assignment operator
************************/
FImpl(const FImpl& Rhs) = default;
FImpl& operator=(const FImpl& Rhs) = default;
/************************
* Methods
************************/
};
USGGrabComponent* USGGrabComponent::GetGrabComponent(const AActor* Actor)
{
if (!ensureAlwaysMsgf(IsValid(Actor), TEXT("%s"), TEXT("ERROR: invalid actor!")))
{
return nullptr;
}
USGGrabComponent* GrabComponent = Cast<USGGrabComponent>(
Actor->GetComponentByClass(USGGrabComponent::StaticClass()));
return GrabComponent;
}
bool USGGrabComponent::IsGrabbable(const AActor* Actor)
{
if (!ensureAlwaysMsgf(IsValid(Actor), TEXT("%s"), TEXT("ERROR: invalid actor!")))
{
return false;
}
const USGGrabComponent* GrabComponent = Cast<USGGrabComponent>(
Actor->GetComponentByClass(USGGrabComponent::StaticClass()));
if (!IsValid(GrabComponent))
{
return false;
}
return true;
}
USGGrabComponent::USGGrabComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer),
Pimpl(TUniquePtr<FImpl, FImplDeleter>(new FImpl{this}, PimplDeleter))
{
AttachmentLocationRule = EAttachmentRule::SnapToTarget;
AttachmentRotationRule = EAttachmentRule::KeepRelative;
AttachmentScaleRule = EAttachmentRule::KeepWorld;
bAttachmentWeldSimulatedBodies = true;
AttachmentSocketName = FImpl::GetDefaultGrabAttachPointSocketName();
DetachmentLocationRule = EDetachmentRule::KeepWorld;
DetachmentRotationRule = EDetachmentRule::KeepWorld;
DetachmentScaleRule = EDetachmentRule::KeepWorld;
bDetachmentCallModify = false;
bAffectPhysicsState = true;
}
USGGrabComponent::FImpl::FImpl(USGGrabComponent* InOwner)
: Owner(InOwner)
{
}
USGGrabComponent::FImpl::~FImpl() = default;
void USGGrabComponent::FImplDeleter::operator()(const FImpl* P) const
{
delete P;
}
void USGGrabComponent::SimulatePhysics(const bool bSimulatePhysics) const
{
const AActor* OwnerActor{GetOwner()};
if (!ensureAlwaysMsgf(IsValid(OwnerActor), TEXT("Invalid OwnerActor!")))
{
return;
}
UPrimitiveComponent* ActorRootComponent{Cast<UPrimitiveComponent>(OwnerActor->GetRootComponent())};
if (!ensureAlwaysMsgf(IsValid(ActorRootComponent),
TEXT("RootComponent is not a valid UPrimativeComponent!")))
{
return;
}
ActorRootComponent->SetEnableGravity(bSimulatePhysics);
ActorRootComponent->SetSimulatePhysics(bSimulatePhysics);
if (bSimulatePhysics)
{
ActorRootComponent->WakeRigidBody();
}
else
{
ActorRootComponent->PutRigidBodyToSleep();
}
}
void USGGrabComponent::BeginPlay()
{
Super::BeginPlay();
if (bAffectPhysicsState)
{
SimulatePhysics(true);
}
}