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Commit bfd69b81 authored by Ali Can Demiralp's avatar Ali Can Demiralp
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Renaming DisplayClusterPawnCAVE to VirtualRealityPawn and...

Renaming DisplayClusterPawnCAVE to VirtualRealityPawn and DisplayClusterGameModeCAVE to VirtualRealityGameMode to accomodate the recent changes.
parent 2690fffe
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#include "DisplayClusterGameModeCAVE.h"
#include "DisplayClusterPawnCAVE.h"
ADisplayClusterGameModeCAVE::ADisplayClusterGameModeCAVE() : Super()
{
if (!bIsDisplayClusterActive) return;
DefaultPawnClass = ADisplayClusterPawnCAVE::StaticClass();
}
#include "VirtualRealityGameMode.h"
#include "VirtualRealityPawn.h"
AVirtualRealityGameMode::AVirtualRealityGameMode() : Super()
{
if (!bIsDisplayClusterActive) return;
DefaultPawnClass = AVirtualRealityPawn::StaticClass();
}
#include "DisplayClusterPawnCAVE.h"
#include "VirtualRealityPawn.h"
#include "Cluster/IDisplayClusterClusterManager.h"
#include "Engine/World.h"
......@@ -10,7 +10,7 @@
#include "HeadMountedDisplayFunctionLibrary.h"
#include "IDisplayCluster.h"
ADisplayClusterPawnCAVE::ADisplayClusterPawnCAVE(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
AVirtualRealityPawn::AVirtualRealityPawn(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
MovementComponent = CreateDefaultSubobject<UFloatingPawnMovement> (TEXT("MovementComponent0"));
MovementComponent->UpdatedComponent = RootComponent;
......@@ -26,15 +26,15 @@ ADisplayClusterPawnCAVE::ADisplayClusterPawnCAVE(const FObjectInitializer& Objec
AutoPossessPlayer = EAutoReceiveInput::Player0; // Necessary for receiving motion controller events.
}
void ADisplayClusterPawnCAVE::OnForward_Implementation (float Value)
void AVirtualRealityPawn::OnForward_Implementation (float Value)
{
AddMovementInput(TranslationDirection->GetForwardVector(), Value);
}
void ADisplayClusterPawnCAVE::OnRight_Implementation (float Value)
void AVirtualRealityPawn::OnRight_Implementation (float Value)
{
AddMovementInput(TranslationDirection->GetRightVector (), Value);
}
void ADisplayClusterPawnCAVE::OnTurnRate_Implementation (float Rate )
void AVirtualRealityPawn::OnTurnRate_Implementation (float Rate )
{
if (IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster)
{
......@@ -49,7 +49,7 @@ void ADisplayClusterPawnCAVE::OnTurnRate_Implementation (flo
AddControllerYawInput(BaseTurnRate * Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
}
void ADisplayClusterPawnCAVE::OnLookUpRate_Implementation(float Rate )
void AVirtualRealityPawn::OnLookUpRate_Implementation(float Rate )
{
if (IDisplayCluster::Get().GetOperationMode() == EDisplayClusterOperationMode::Cluster)
{
......@@ -60,16 +60,16 @@ void ADisplayClusterPawnCAVE::OnLookUpRate_Implementation(flo
AddControllerPitchInput(BaseTurnRate * Rate * GetWorld()->GetDeltaSeconds() * CustomTimeDilation);
}
}
void ADisplayClusterPawnCAVE::OnFire_Implementation (bool Pressed)
void AVirtualRealityPawn::OnFire_Implementation (bool Pressed)
{
}
void ADisplayClusterPawnCAVE::OnAction_Implementation (bool Pressed, int32 Index)
void AVirtualRealityPawn::OnAction_Implementation (bool Pressed, int32 Index)
{
}
void ADisplayClusterPawnCAVE::BeginPlay ()
void AVirtualRealityPawn::BeginPlay ()
{
Super::BeginPlay();
......@@ -102,7 +102,7 @@ void ADisplayClusterPawnCAVE::BeginPlay ()
RightMotionControllerComponent->SetShowDeviceModel(true);
}
}
void ADisplayClusterPawnCAVE::Tick (float DeltaSeconds)
void AVirtualRealityPawn::Tick (float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
......@@ -113,38 +113,38 @@ void ADisplayClusterPawnCAVE::Tick (flo
TranslationDirection = Flystick;
}
}
void ADisplayClusterPawnCAVE::BeginDestroy ()
void AVirtualRealityPawn::BeginDestroy ()
{
Super::BeginDestroy();
}
void ADisplayClusterPawnCAVE::SetupPlayerInputComponent (UInputComponent* PlayerInputComponent)
void AVirtualRealityPawn::SetupPlayerInputComponent (UInputComponent* PlayerInputComponent)
{
check(PlayerInputComponent);
Super::SetupPlayerInputComponent(PlayerInputComponent);
if (PlayerInputComponent)
{
PlayerInputComponent->BindAxis ("MoveForward" , this, &ADisplayClusterPawnCAVE::OnForward );
PlayerInputComponent->BindAxis ("MoveRight" , this, &ADisplayClusterPawnCAVE::OnRight );
PlayerInputComponent->BindAxis ("TurnRate" , this, &ADisplayClusterPawnCAVE::OnTurnRate );
PlayerInputComponent->BindAxis ("LookUpRate" , this, &ADisplayClusterPawnCAVE::OnLookUpRate );
PlayerInputComponent->BindAxis ("MoveForward" , this, &AVirtualRealityPawn::OnForward );
PlayerInputComponent->BindAxis ("MoveRight" , this, &AVirtualRealityPawn::OnRight );
PlayerInputComponent->BindAxis ("TurnRate" , this, &AVirtualRealityPawn::OnTurnRate );
PlayerInputComponent->BindAxis ("LookUpRate" , this, &AVirtualRealityPawn::OnLookUpRate );
PlayerInputComponent->BindAction<FFireDelegate> ("Fire" , IE_Pressed , this, &ADisplayClusterPawnCAVE::OnFire , true );
PlayerInputComponent->BindAction<FActionDelegate>("Action1" , IE_Pressed , this, &ADisplayClusterPawnCAVE::OnAction , true , 1);
PlayerInputComponent->BindAction<FActionDelegate>("Action2" , IE_Pressed , this, &ADisplayClusterPawnCAVE::OnAction , true , 2);
PlayerInputComponent->BindAction<FActionDelegate>("Action3" , IE_Pressed , this, &ADisplayClusterPawnCAVE::OnAction , true , 3);
PlayerInputComponent->BindAction<FActionDelegate>("Action4" , IE_Pressed , this, &ADisplayClusterPawnCAVE::OnAction , true , 4);
PlayerInputComponent->BindAction<FActionDelegate>("Action5" , IE_Pressed , this, &ADisplayClusterPawnCAVE::OnAction , true , 5);
PlayerInputComponent->BindAction<FFireDelegate> ("Fire" , IE_Pressed , this, &AVirtualRealityPawn::OnFire , true );
PlayerInputComponent->BindAction<FActionDelegate>("Action1" , IE_Pressed , this, &AVirtualRealityPawn::OnAction , true , 1);
PlayerInputComponent->BindAction<FActionDelegate>("Action2" , IE_Pressed , this, &AVirtualRealityPawn::OnAction , true , 2);
PlayerInputComponent->BindAction<FActionDelegate>("Action3" , IE_Pressed , this, &AVirtualRealityPawn::OnAction , true , 3);
PlayerInputComponent->BindAction<FActionDelegate>("Action4" , IE_Pressed , this, &AVirtualRealityPawn::OnAction , true , 4);
PlayerInputComponent->BindAction<FActionDelegate>("Action5" , IE_Pressed , this, &AVirtualRealityPawn::OnAction , true , 5);
PlayerInputComponent->BindAction<FFireDelegate> ("Fire" , IE_Released, this, &ADisplayClusterPawnCAVE::OnFire , false );
PlayerInputComponent->BindAction<FActionDelegate>("Action1" , IE_Released, this, &ADisplayClusterPawnCAVE::OnAction , false, 1);
PlayerInputComponent->BindAction<FActionDelegate>("Action2" , IE_Released, this, &ADisplayClusterPawnCAVE::OnAction , false, 2);
PlayerInputComponent->BindAction<FActionDelegate>("Action3" , IE_Released, this, &ADisplayClusterPawnCAVE::OnAction , false, 3);
PlayerInputComponent->BindAction<FActionDelegate>("Action4" , IE_Released, this, &ADisplayClusterPawnCAVE::OnAction , false, 4);
PlayerInputComponent->BindAction<FActionDelegate>("Action5" , IE_Released, this, &ADisplayClusterPawnCAVE::OnAction , false, 5);
PlayerInputComponent->BindAction<FFireDelegate> ("Fire" , IE_Released, this, &AVirtualRealityPawn::OnFire , false );
PlayerInputComponent->BindAction<FActionDelegate>("Action1" , IE_Released, this, &AVirtualRealityPawn::OnAction , false, 1);
PlayerInputComponent->BindAction<FActionDelegate>("Action2" , IE_Released, this, &AVirtualRealityPawn::OnAction , false, 2);
PlayerInputComponent->BindAction<FActionDelegate>("Action3" , IE_Released, this, &AVirtualRealityPawn::OnAction , false, 3);
PlayerInputComponent->BindAction<FActionDelegate>("Action4" , IE_Released, this, &AVirtualRealityPawn::OnAction , false, 4);
PlayerInputComponent->BindAction<FActionDelegate>("Action5" , IE_Released, this, &AVirtualRealityPawn::OnAction , false, 5);
}
}
UPawnMovementComponent* ADisplayClusterPawnCAVE::GetMovementComponent () const
UPawnMovementComponent* AVirtualRealityPawn::GetMovementComponent () const
{
return MovementComponent;
}
......@@ -3,13 +3,13 @@
#include "CoreMinimal.h"
#include "DisplayClusterGameMode.h"
#include "DisplayClusterGameModeCAVE.generated.h"
#include "VirtualRealityGameMode.generated.h"
UCLASS()
class DISPLAYCLUSTEREXTENSIONS_API ADisplayClusterGameModeCAVE : public ADisplayClusterGameMode
class DISPLAYCLUSTEREXTENSIONS_API AVirtualRealityGameMode : public ADisplayClusterGameMode
{
GENERATED_BODY()
public:
ADisplayClusterGameModeCAVE();
AVirtualRealityGameMode();
};
\ No newline at end of file
......@@ -8,10 +8,10 @@
#include "DisplayClusterSceneComponent.h"
#include "MotionControllerComponent.h"
#include "DisplayClusterPawnCAVE.generated.h"
#include "VirtualRealityPawn.generated.h"
UCLASS()
class DISPLAYCLUSTEREXTENSIONS_API ADisplayClusterPawnCAVE : public ADisplayClusterPawn
class DISPLAYCLUSTEREXTENSIONS_API AVirtualRealityPawn : public ADisplayClusterPawn
{
GENERATED_UCLASS_BODY()
......
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