diff --git a/Source/DisplayClusterExtensions/Private/WalkingPawnMovement.cpp b/Source/DisplayClusterExtensions/Private/VRPawnMovement.cpp
similarity index 69%
rename from Source/DisplayClusterExtensions/Private/WalkingPawnMovement.cpp
rename to Source/DisplayClusterExtensions/Private/VRPawnMovement.cpp
index d49ce2e3c6458393808cf131276c2cd0e57c043f..37b75ccf3a9cdd10b80a17a41866d1a20352c0f1 100644
--- a/Source/DisplayClusterExtensions/Private/WalkingPawnMovement.cpp
+++ b/Source/DisplayClusterExtensions/Private/VRPawnMovement.cpp
@@ -1,8 +1,8 @@
-#include "WalkingPawnMovement.h"
+#include "VRPawnMovement.h"
#include "DrawDebugHelpers.h"
-UWalkingPawnMovement::UWalkingPawnMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
+UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
CapsuleColliderComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleCollider"));
CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
@@ -11,54 +11,60 @@ UWalkingPawnMovement::UWalkingPawnMovement(const FObjectInitializer& ObjectIniti
CapsuleColliderComponent->SetCapsuleSize(40.0f, 96.0f);
}
-void UWalkingPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction){
+void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction){
- Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
+ SetCapsuleColliderToUserSize();
+
+ FVector PositionChange = GetPendingInputVector();
+
+ if (NavigationMode == EVRNavigationModes::Walk)
+ {
+ PositionChange.Z = 0.0f;
+ ConsumeInputVector();
+ AddInputVector(PositionChange);
+ }
- if (NavigationMode == EVRNavigationModes::nav_mode_walk)
+ if(NavigationMode == EVRNavigationModes::Fly || NavigationMode == EVRNavigationModes::Walk)
{
- SetCapsuleColliderCharacterSizeVR();
MoveByGravityOrStepUp(DeltaTime);
CheckForPhysWalkingCollision();
- }
-
- LastCameraPosition = CameraComponent->GetComponentLocation();
- LastDeltaTime = DeltaTime;
-}
-void UWalkingPawnMovement::AddInputVector(FVector WorldVector, bool bForce /*= false*/)
-{
- if (NavigationMode == EVRNavigationModes::nav_mode_walk)
- {
- WalkingModeInput(WorldVector, bForce);
+ if(CheckForVirtualMovCollision(PositionChange, DeltaTime))
+ {
+ ConsumeInputVector();
+ }
}
- else if (NavigationMode == EVRNavigationModes::nav_mode_fly)
+
+ if(NavigationMode == EVRNavigationModes::None)
{
- Super::AddInputVector(WorldVector, bForce);
+ ConsumeInputVector();
}
+
+ Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
+
+ LastCameraPosition = CameraComponent->GetComponentLocation();
}
-void UWalkingPawnMovement::WalkingModeInput(FVector WorldDirection, bool bForce)
+bool UVRPawnMovement::CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime)
{
- WorldDirection.Z = 0.0f;//walking
- FVector End = WorldDirection.GetSafeNormal() * GetMaxSpeed();
+ FVector ProbePosition = PositionChange.GetSafeNormal() * GetMaxSpeed() * DeltaTime;
FHitResult FHitResultVR;
- CapsuleColliderComponent->AddWorldOffset(End* LastDeltaTime * WorldDirection.Size(), true, &FHitResultVR);
-
- if (FVector::Distance(FHitResultVR.Location, CapsuleColliderComponent->GetComponentLocation()) > CapsuleColliderComponent->GetScaledCapsuleRadius())
+ CapsuleColliderComponent->AddWorldOffset(ProbePosition, true, &FHitResultVR);
+ if (FVector::Distance(FHitResultVR.Location, CapsuleColliderComponent->GetComponentLocation()) < CapsuleColliderComponent->GetScaledCapsuleRadius())
{
- Super::AddInputVector(WorldDirection, bForce);
+ return true;
}
+ return false;
}
-void UWalkingPawnMovement::SetCameraComponent(UCameraComponent* NewCameraComponent)
+void UVRPawnMovement::SetCameraComponent(UCameraComponent* NewCameraComponent)
{
CameraComponent = NewCameraComponent;
CapsuleColliderComponent->SetupAttachment(CameraComponent);
}
-void UWalkingPawnMovement::SetCapsuleColliderCharacterSizeVR()
+void UVRPawnMovement::SetCapsuleColliderToUserSize()
{
float CharachterSize = abs(UpdatedComponent->GetComponentLocation().Z - CameraComponent->GetComponentLocation().Z);
@@ -87,7 +93,7 @@ void UWalkingPawnMovement::SetCapsuleColliderCharacterSizeVR()
}
}
-void UWalkingPawnMovement::CheckForPhysWalkingCollision()
+void UVRPawnMovement::CheckForPhysWalkingCollision()
{
FVector CurrentCameraPosition = CameraComponent->GetComponentLocation();
FVector Direction = CurrentCameraPosition - LastCameraPosition;
@@ -100,25 +106,25 @@ void UWalkingPawnMovement::CheckForPhysWalkingCollision()
}
}
-void UWalkingPawnMovement::MoveByGravityOrStepUp(float DeltaSeconds)
+void UVRPawnMovement::MoveByGravityOrStepUp(float DeltaSeconds)
{
FVector StartLineTraceUnderCollider = CapsuleColliderComponent->GetComponentLocation();
StartLineTraceUnderCollider.Z -= CapsuleColliderComponent->GetScaledCapsuleHalfHeight();
FHitResult HitDetailsMultiLineTrace = CreateMultiLineTrace(FVector(0, 0, -1), StartLineTraceUnderCollider, CapsuleColliderComponent->GetScaledCapsuleRadius() / 4.0f, false);
- float DiffernceDistance = abs(MaxStepHeight - HitDetailsMultiLineTrace.Distance);
- //Going up
+ float DistanceDifference = abs(MaxStepHeight - HitDetailsMultiLineTrace.Distance);
+ //Going up (in Fly and Walk Mode)
if ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance < MaxStepHeight))
{
- ShiftVertically(DiffernceDistance, UpSteppingAcceleration, DeltaSeconds, 1);
+ ShiftVertically(DistanceDifference, UpSteppingAcceleration, DeltaSeconds, 1);
}
- //Falling, Gravity, Going down
- else if ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance > MaxStepHeight) || (HitDetailsMultiLineTrace.Actor == nullptr && HitDetailsMultiLineTrace.Distance != -1.0f))
+ //Gravity (only in Walk Mode)
+ else if (NavigationMode==EVRNavigationModes::Walk && ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance > MaxStepHeight) || (HitDetailsMultiLineTrace.Actor == nullptr && HitDetailsMultiLineTrace.Distance != -1.0f)))
{
- ShiftVertically(DiffernceDistance, GravityAcceleration, DeltaSeconds, -1);
+ ShiftVertically(DistanceDifference, GravityAcceleration, DeltaSeconds, -1);
}
}
-void UWalkingPawnMovement::ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction)
+void UVRPawnMovement::ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction)
{
VerticalSpeed += VerticalAcceleration * DeltaSeconds;
if (VerticalSpeed*DeltaSeconds < DiffernceDistance)
@@ -132,7 +138,7 @@ void UWalkingPawnMovement::ShiftVertically(float DiffernceDistance, float Vertic
}
}
-FHitResult UWalkingPawnMovement::CreateLineTrace(FVector Direction, const FVector Start, bool Visibility)
+FHitResult UVRPawnMovement::CreateLineTrace(FVector Direction, const FVector Start, bool Visibility)
{
//Re-initialize hit info
FHitResult HitDetails = FHitResult(ForceInit);
@@ -155,7 +161,7 @@ FHitResult UWalkingPawnMovement::CreateLineTrace(FVector Direction, const FVecto
return HitDetails;
}
-FHitResult UWalkingPawnMovement::CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility)
+FHitResult UVRPawnMovement::CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility)
{
TArray<FVector> StartVectors;
TArray<FHitResult> OutHits;
diff --git a/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp b/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
index 3bdf59ed703923fddee28cb068bb3b511575632e..57750819a5c2afac0f930263dd8e720201bed309 100644
--- a/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
+++ b/Source/DisplayClusterExtensions/Private/VirtualRealityPawn.cpp
@@ -27,9 +27,9 @@ AVirtualRealityPawn::AVirtualRealityPawn(const FObjectInitializer& ObjectInitial
AutoPossessPlayer = EAutoReceiveInput::Player0; // Necessary for receiving motion controller events.
- WalkingMovement = CreateDefaultSubobject<UWalkingPawnMovement>(TEXT("WalkingMovement"));
- WalkingMovement->SetUpdatedComponent(RootComponent);
- WalkingMovement->SetCameraComponent(CameraComponent);
+ VRMovement = CreateDefaultSubobject<UVRPawnMovement>(TEXT("WalkingMovement"));
+ VRMovement->SetUpdatedComponent(RootComponent);
+ VRMovement->SetCameraComponent(CameraComponent);
RotatingMovement = CreateDefaultSubobject<URotatingMovementComponent>(TEXT("RotatingMovement"));
RotatingMovement->UpdatedComponent = RootComponent;
@@ -210,10 +210,10 @@ void AVirtualRealityPawn::BeginPlay()
if (SettingsActors.Num() > 0)
{
ADisplayClusterSettings* Settings = Cast<ADisplayClusterSettings>(SettingsActors[0]);
- WalkingMovement->MaxSpeed = Settings->MovementMaxSpeed;
- WalkingMovement->Acceleration = Settings->MovementAcceleration;
- WalkingMovement->Deceleration = Settings->MovementDeceleration;
- WalkingMovement->TurningBoost = Settings->MovementTurningBoost;
+ VRMovement->MaxSpeed = Settings->MovementMaxSpeed;
+ VRMovement->Acceleration = Settings->MovementAcceleration;
+ VRMovement->Deceleration = Settings->MovementDeceleration;
+ VRMovement->TurningBoost = Settings->MovementTurningBoost;
BaseTurnRate = Settings->RotationSpeed;
}
@@ -277,9 +277,6 @@ void AVirtualRealityPawn::BeginPlay()
CollisionComponent->SetCollisionProfileName(FName("NoCollision"));
CollisionComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
-
- //if the navigation mode was changed in the editor, it should be updated in the actual movement component
- SetNavigationMode(NavigationMode);
}
void AVirtualRealityPawn::EndPlay(const EEndPlayReason::Type EndPlayReason)
@@ -420,7 +417,7 @@ FTwoVectors AVirtualRealityPawn::GetHandRay(float Length)
UPawnMovementComponent* AVirtualRealityPawn::GetMovementComponent() const
{
- return WalkingMovement;
+ return VRMovement;
}
void AVirtualRealityPawn::InitRoomMountedComponentReferences()
@@ -460,6 +457,5 @@ void AVirtualRealityPawn::InitRoomMountedComponentReferences()
void AVirtualRealityPawn::SetNavigationMode(EVRNavigationModes Mode)
{
- NavigationMode = Mode;
- WalkingMovement->NavigationMode = Mode;
+ VRMovement->NavigationMode = Mode;
}
diff --git a/Source/DisplayClusterExtensions/Public/VRPawnMovement.h b/Source/DisplayClusterExtensions/Public/VRPawnMovement.h
new file mode 100644
index 0000000000000000000000000000000000000000..20a6f4b6707cd7a8ec60116f4fb0386d9fc017a4
--- /dev/null
+++ b/Source/DisplayClusterExtensions/Public/VRPawnMovement.h
@@ -0,0 +1,70 @@
+#pragma once
+
+#include "CoreMinimal.h"
+#include "GameFramework/FloatingPawnMovement.h"
+#include "Components/CapsuleComponent.h"
+#include "Camera/CameraComponent.h"
+
+#include "VRPawnMovement.generated.h"
+
+/*
+ * This Movement component is needed since in VR not only the pawn itself (UpdatedComponent) is moved but also the
+ * user herself can walk and thereby move the CameraComponent, which can also lead to collisions or e.g. going up steps
+ *
+ * The four modes are:
+ * None: No controller movement is applied and no corrections regarding steps or collisions with walls are done
+ * Ghost: The same as above but now the Inputs can be used for unconstrained flying (also through objects)
+ * Fly: The user can fly but not through walls etc. When the user walks against a wall the scene is moved with her to avoid walking through
+ * The user can also walk up stairs with a maximum step height of MaxStepHeight
+ * Walk: Additionally to Fly now gravity keeps the user on the floor
+ */
+
+UENUM(BlueprintType)
+enum class EVRNavigationModes : uint8
+{
+ None UMETA(DisplayName = "None (no controller movement)"),
+ Ghost UMETA(DisplayName = "Ghost (flying, also through walls)"),
+ Fly UMETA(DisplayName = "Fly (prohibiting collisions)"),
+ Walk UMETA(DisplayName = "Walk (gravity and prohibiting collisions)")
+};
+
+UCLASS()
+class DISPLAYCLUSTEREXTENSIONS_API UVRPawnMovement : public UFloatingPawnMovement
+{
+ GENERATED_UCLASS_BODY()
+
+public:
+
+ virtual void TickComponent(float DeltaTime, enum ELevelTick TickType,
+ FActorComponentTickFunction* ThisTickFunction) override;
+
+ void SetCameraComponent(UCameraComponent* NewCameraComponent);
+
+ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+ EVRNavigationModes NavigationMode = EVRNavigationModes::Walk;
+
+ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+ float MaxStepHeight = 40.0f;
+
+ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+ float GravityAcceleration = 981.0f;
+
+ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement")
+ float UpSteppingAcceleration = 500.0f;
+
+private:
+ FHitResult CreateLineTrace(FVector Direction, const FVector Start, bool Visibility);
+ FHitResult CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility);
+ void SetCapsuleColliderToUserSize();
+ void CheckForPhysWalkingCollision();
+ bool CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime);
+ void MoveByGravityOrStepUp(float DeltaSeconds);
+ void ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction);
+ //(direction = Down = -1), (direction = Up = 1)
+
+ UPROPERTY() UCapsuleComponent* CapsuleColliderComponent = nullptr;
+ UPROPERTY() UCameraComponent* CameraComponent = nullptr;
+
+ float VerticalSpeed = 0.0f;
+ FVector LastCameraPosition;
+};
diff --git a/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h b/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h
index 2cf7a590291102c2f5fa14cf2ff417cbf9bae4e7..b02f183320a14b199290438a8f3d4a21f50389ee 100644
--- a/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h
+++ b/Source/DisplayClusterExtensions/Public/VirtualRealityPawn.h
@@ -6,7 +6,7 @@
#include "DisplayClusterPawn.h"
#include "DisplayClusterSceneComponent.h"
#include "Components/CapsuleComponent.h"
-#include "WalkingPawnMovement.h"
+#include "VRPawnMovement.h"
#include "GameFramework/RotatingMovementComponent.h"
#include "MotionControllerComponent.h"
@@ -56,8 +56,6 @@ public:
UFUNCTION(Category = "Pawn") USceneComponent* GetTrackingOriginComponent();
UFUNCTION(Category = "Pawn") void SetNavigationMode(EVRNavigationModes Mode);
- //we also add this property so the navigation mode can be changed easier in the editor, will get forwarded to the movment comp on BeginPlay
- UPROPERTY(Category = "Pawn", EditAnywhere, BlueprintReadOnly) EVRNavigationModes NavigationMode = EVRNavigationModes::nav_mode_fly;
private:
UFUNCTION(Category = "Pawn") USceneComponent* GetCaveCenterComponent();
@@ -80,7 +78,7 @@ protected:
virtual UPawnMovementComponent* GetMovementComponent() const override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn", meta = (AllowPrivateAccess = "true")) float BaseTurnRate = 45.0f;
- UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pawn", meta = (AllowPrivateAccess = "true")) UWalkingPawnMovement* WalkingMovement = nullptr;
+ UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pawn", meta = (AllowPrivateAccess = "true")) UVRPawnMovement* VRMovement = nullptr;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Pawn", meta = (AllowPrivateAccess = "true")) URotatingMovementComponent* RotatingMovement = nullptr;
// Use only when handling cross-device (PC, HMD, CAVE/ROLV) compatibility manually. CAVE/ROLV flystick.
diff --git a/Source/DisplayClusterExtensions/Public/WalkingPawnMovement.h b/Source/DisplayClusterExtensions/Public/WalkingPawnMovement.h
deleted file mode 100644
index 1fce5e52c144a71e48d6817f597143f16362f784..0000000000000000000000000000000000000000
--- a/Source/DisplayClusterExtensions/Public/WalkingPawnMovement.h
+++ /dev/null
@@ -1,56 +0,0 @@
-#pragma once
-
-#include "CoreMinimal.h"
-#include "GameFramework/FloatingPawnMovement.h"
-#include "Components/CapsuleComponent.h"
-#include "Camera/CameraComponent.h"
-
-#include "WalkingPawnMovement.generated.h"
-
-UENUM(BlueprintType)
-enum class EVRNavigationModes : uint8
-{
- nav_mode_none UMETA(DisplayName = "Navigation Mode None"),
- nav_mode_walk UMETA(DisplayName = "Navigation Mode Walk"),
- nav_mode_fly UMETA(DisplayName = "Navigation Mode Fly")
-};
-
-UCLASS()
-class DISPLAYCLUSTEREXTENSIONS_API UWalkingPawnMovement : public UFloatingPawnMovement
-{
- GENERATED_UCLASS_BODY()
-
-public:
-
- virtual void TickComponent(float DeltaTime, enum ELevelTick TickType,
- FActorComponentTickFunction* ThisTickFunction) override;
-
- virtual void AddInputVector(FVector WorldVector, bool bForce = false) override;
-
- void SetCameraComponent(UCameraComponent* NewCameraComponent);
-
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "WalkingMovement")
- EVRNavigationModes NavigationMode = EVRNavigationModes::nav_mode_fly;
-
- UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "WalkingMovement")
- float MaxStepHeight = 40.0f;
-
-private:
- FHitResult CreateLineTrace(FVector Direction, const FVector Start, bool Visibility);
- FHitResult CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility);
- void SetCapsuleColliderCharacterSizeVR();
- void CheckForPhysWalkingCollision();
- void WalkingModeInput(FVector WorldDirection, bool bForce);
- void MoveByGravityOrStepUp(float DeltaSeconds);
- void ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction);
- //(direction = Down = -1), (direction = Up = 1)
-
- UPROPERTY() UCapsuleComponent* CapsuleColliderComponent = nullptr;
- UPROPERTY() UCameraComponent* CameraComponent = nullptr;
-
- float VerticalSpeed = 0.0f;
- UPROPERTY() float GravityAcceleration = 981.0f;
- UPROPERTY() float UpSteppingAcceleration = 500.0f;
- FVector LastCameraPosition;
- float LastDeltaTime = 0.0f;
-};