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OptiXVRPawn.h

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  • dgilbert's avatar
    David Gilbert authored
    - TODO: Show loading screen on startup
    - TODO: Fix scroll box thingy to not look like crap
    fca0499f
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    OptiXVRPawn.h 2.97 KiB
    // Fill out your copyright notice in the Description page of Project Settings.
    
    #pragma once
    
    #include "CoreMinimal.h"
    #include "GameFramework/Pawn.h"
    #include "Components/SceneCaptureComponent2D.h"
    #include "OptiXVRPawn.generated.h"
    
    
    
    UCLASS()
    class OPTIX_API AOptiXVRPawn : public APawn
    {
    	GENERATED_BODY()
    
    public:
    	// Sets default values for this pawn's properties
    	AOptiXVRPawn();
    
    protected:
    	// Called when the game starts or when spawned
    	virtual void BeginPlay() override;
    
    public:	
    	// Called every frame
    	virtual void Tick(float DeltaTime) override;
    
    	// Called to bind functionality to input
    	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
    
    	UFUNCTION(BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void UpdateTranslation(UPrimitiveComponent* Interaction);
    
    	UFUNCTION(BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	FVector GetDistanceVector(UPrimitiveComponent* Other);
    
    	UFUNCTION(BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	UStaticMeshComponent* GetNearestMeshComponent(UPrimitiveComponent* Other);
    
    	UFUNCTION(BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	AActor* GetActorNearHand(UPrimitiveComponent* Hand);
    
    	UFUNCTION(BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	UMaterialInstanceDynamic* GetMIDOrtho();
    	
    	UFUNCTION(BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void RequestOrthoPass(const FMinimalViewInfo& ViewInfo);
    
    	UFUNCTION(BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void CaptureDeferredHelper(USceneCaptureComponent2D* SceneCapture);
    	
    	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void UIEventTranslation();
    
    	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void UIEventRotation();
    
    	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void UIEventDeselect();
    
    	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void UIEventDelete();
    
    	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void OnOverlapBeginWithLever(UPrimitiveComponent* Lever);
    
    	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, /*meta = (BlueprintProtected)*/ Category = "OptiXActor")
    	void OnOverlapEndWithLever(UPrimitiveComponent* Lever);
    
    public:
    
    	UPROPERTY(BlueprintReadWrite, EditAnywhere)
    	UStaticMeshComponent* GrabbedLever;
    
    	UPROPERTY(BlueprintReadWrite, EditAnywhere)
    	float GrabDistanceX = 0.0f;
    
    	UPROPERTY(BlueprintReadWrite, EditAnywhere)
    	float GrabDistanceY = 0.0f;
    
    	UPROPERTY(BlueprintReadWrite, EditAnywhere)
    	float GrabDistanceZ = 0.0f;
    
    	UPROPERTY(BlueprintReadWrite, EditAnywhere)
    	float Damping = 0.1f;
    };