Files
Plugin/Source/SenseGlove/Public/SenseGlove/GameFramework/SGPawn.h
T

733 lines
23 KiB
C++

/**
* @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 "GameFramework/Pawn.h"
#include "SenseGlove/Components/SGVirtualHandComponent.h"
#include "Templates/UniquePtr.h"
#include "SenseGlove/Haptics/SGGrabState.h"
#include "SenseGlove/Haptics/SGTouchState.h"
#include "SGPawn.generated.h"
class UCameraComponent;
class UPrimitiveComponent;
class USphereComponent;
class USGVirtualHandComponent;
class USGWristTrackerComponent;
UCLASS(Config=Game, BlueprintType, Blueprintable)
class SENSEGLOVE_API ASGPawn : public APawn
{
GENERATED_UCLASS_BODY()
public:
DECLARE_EVENT_OneParam(ASGPawn, FGrabStateUpdatedEvent, const FSGGrabState& GrabState);
FGrabStateUpdatedEvent& OnGrabStateUpdated()
{
return GrabStateUpdatedEvent;
};
DECLARE_EVENT_OneParam(ASGPawn, FTouchStateUpdatedEvent, const FSGTouchState& TouchState)
FTouchStateUpdatedEvent& OnTouchStateUpdated()
{
return TouchStateUpdatedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorGrabbedEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorGrabbedEvent& OnGrabbed()
{
return ActorGrabbedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorReleasedEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorReleasedEvent& OnReleased()
{
return ActorReleasedEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorBeginTouchEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorBeginTouchEvent& OnActorBeginTouch()
{
return ActorBeginTouchEvent;
};
DECLARE_EVENT_TwoParams(ASGPawn, FActorEndTouchEvent, const USGVirtualHandComponent* Hand, const AActor* Actor);
FActorEndTouchEvent& OnActorEndTouch()
{
return ActorEndTouchEvent;
};
private:
FGrabStateUpdatedEvent GrabStateUpdatedEvent;
FTouchStateUpdatedEvent TouchStateUpdatedEvent;
FActorGrabbedEvent ActorGrabbedEvent;
FActorReleasedEvent ActorReleasedEvent;
FActorBeginTouchEvent ActorBeginTouchEvent;
FActorEndTouchEvent ActorEndTouchEvent;
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"))
UCameraComponent* Camera;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandLeft;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandLeft;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* LeftPinkyFingertipTouchCollider;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGWristTrackerComponent* WristTrackerRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* HandRight;
UPROPERTY(VisibleAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USGVirtualHandComponent* RealHandRight;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipGrabCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightThumbFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightIndexFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightMiddleFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightRingFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
USphereComponent* RightPinkyFingertipTouchCollider;
UPROPERTY(EditAnywhere, Category="SenseGlove", meta=(AllowPrivateAccess="false"))
int32 MaxNumberOfHandVelocitySamples;
private:
UPROPERTY(Transient)
FSGGrabState LeftHandGrabState;
UPROPERTY(Transient)
FSGTouchState LeftHandTouchState;
UPROPERTY(Transient)
FSGGrabState RightHandGrabState;
UPROPERTY(Transient)
FSGTouchState RightHandTouchState;
UPROPERTY(Transient)
TArray<const AActor*> LeftHandOverlappedActors;
UPROPERTY(Transient)
TArray<const AActor*> RightHandOverlappedActors;
protected:
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnGrabStateUpdated(const FSGGrabState& GrabState);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnTouchStateUpdated(const FSGTouchState& TouchState);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorGrabbed(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorReleased(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorBeginTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
UFUNCTION(BlueprintNativeEvent, Category="SenseGlove | Game Framework | Pawn")
void OnActorEndTouch(const USGVirtualHandComponent* Hand, const AActor* Actor);
public:
FORCEINLINE UCameraComponent* GetCamera() const
{
return Camera;
}
FORCEINLINE USGWristTrackerComponent* GetWristTrackerLeft() const
{
return WristTrackerLeft;
}
FORCEINLINE USGVirtualHandComponent* GetHandLeft() const
{
return HandLeft;
}
FORCEINLINE USGVirtualHandComponent* GetRealHandLeft() const
{
return RealHandLeft;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipGrabCollider() const
{
return LeftThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipGrabCollider() const
{
return LeftIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipGrabCollider() const
{
return LeftMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetLeftThumbFingertipTouchCollider() const
{
return LeftThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftIndexFingertipTouchCollider() const
{
return LeftIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftMiddleFingertipTouchCollider() const
{
return LeftMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftRingFingertipTouchCollider() const
{
return LeftRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetLeftPinkyFingertipTouchCollider() const
{
return LeftPinkyFingertipTouchCollider;
}
FORCEINLINE USGWristTrackerComponent* GetWristTrackerRight() const
{
return WristTrackerRight;
}
FORCEINLINE USGVirtualHandComponent* GetHandRight() const
{
return HandRight;
}
FORCEINLINE USGVirtualHandComponent* GetRealHandRight() const
{
return RealHandRight;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipGrabCollider() const
{
return RightThumbFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipGrabCollider() const
{
return RightIndexFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipGrabCollider() const
{
return RightMiddleFingertipGrabCollider;
}
FORCEINLINE USphereComponent* GetRightThumbFingertipTouchCollider() const
{
return RightThumbFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightIndexFingertipTouchCollider() const
{
return RightIndexFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightMiddleFingertipTouchCollider() const
{
return RightMiddleFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightRingFingertipTouchCollider() const
{
return RightRingFingertipTouchCollider;
}
FORCEINLINE USphereComponent* GetRightPinkyFingertipTouchCollider() const
{
return RightPinkyFingertipTouchCollider;
}
FORCEINLINE int32 GetMaxNumberOfHandVelocitySamples() const
{
return MaxNumberOfHandVelocitySamples;
}
FORCEINLINE void SetMaxNumberOfHandVelocitySamples(const int32 InMaxNumberOfHandVelocitySamples)
{
MaxNumberOfHandVelocitySamples = InMaxNumberOfHandVelocitySamples;
}
public:
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaSeconds) override;
virtual void PreInitializeComponents() override;
virtual void PostInitializeComponents() override;
protected:
UFUNCTION()
virtual void OnRealLeftHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealLeftHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRealRightHandOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRealRightHandOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnLeftPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipGrabColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightThumbFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightIndexFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightMiddleFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightRingFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapBegins(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult& SweepResult);
UFUNCTION()
virtual void OnRightPinkyFingertipTouchColliderOverlapEnds(
UPrimitiveComponent* OverlappedComponent,
AActor* OtherActor,
UPrimitiveComponent* OtherComp,
int32 OtherBodyIndex);
public:
FORCEINLINE bool CanLeftHandGrab(const AActor* Actor) const
{
return !IsLeftHandGrabbing() && ((IsValid(Actor) && Actor == LeftHandGrabState.ActorThumbCanGrab)
&& (Actor == LeftHandGrabState.ActorIndexCanGrab || Actor == LeftHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsLeftHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && LeftHandGrabState.GrabbedActor == Actor;
}
bool IsLeftHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool IsLeftHandGrabbing() const
{
return IsValid(LeftHandGrabState.GrabbedActor);
}
FORCEINLINE bool CanRightHandGrab(const AActor* Actor) const
{
return !IsRightHandGrabbing() && ((IsValid(Actor) && Actor == RightHandGrabState.ActorThumbCanGrab)
&& (Actor == RightHandGrabState.ActorIndexCanGrab || Actor == RightHandGrabState.ActorMiddleCanGrab));
}
FORCEINLINE bool IsRightHandGrabbing(const AActor* Actor) const
{
return IsValid(Actor) && RightHandGrabState.GrabbedActor == Actor;
}
FORCEINLINE bool IsRightHandGrabbing() const
{
return IsValid(RightHandGrabState.GrabbedActor);
}
bool IsRightHandGrabbing(AActor*& OutActor) const;
FORCEINLINE bool CanGrab(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? CanRightHandGrab(Actor) : CanLeftHandGrab(Actor);
}
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand, const AActor* Actor) const
{
return Hand == HandRight ? IsRightHandGrabbing(Actor) : IsLeftHandGrabbing(Actor);
}
bool IsGrabbing(const USGVirtualHandComponent* Hand, AActor*& OutActor) const;
FORCEINLINE bool IsGrabbing(const USGVirtualHandComponent* Hand) const
{
return Hand == HandRight ? IsRightHandGrabbing() : IsLeftHandGrabbing();
}
public:
FORCEINLINE void GrabLeft(AActor* Actor)
{
Grab(HandLeft, Actor);
}
FORCEINLINE void GrabRight(AActor* Actor)
{
Grab(HandRight, Actor);
}
void Grab(USGVirtualHandComponent* Hand, AActor* Actor);
void ReleaseLeft();
void ReleaseRight();
FORCEINLINE void Release(const USGVirtualHandComponent* Hand)
{
return Hand == HandRight ? ReleaseRight() : ReleaseLeft();
}
};