diff --git a/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp b/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp index f1b4720d2ff23ecd7682b3c26d63139793d6fee6..40b293ecdbc5da4bbf250bb32bafd97986000a4a 100644 --- a/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp +++ b/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp @@ -1,193 +1,272 @@ - -#include "Pawn/VRPawnMovement.h" -#include "DrawDebugHelpers.h" - -UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) -{ - CapsuleColliderComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleCollider")); - CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); - CapsuleColliderComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap); - CapsuleColliderComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block); - CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, 80.0f); -} - -void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction){ - - SetCapsuleColliderToUserSize(); - - FVector PositionChange = GetPendingInputVector(); - - if (NavigationMode == EVRNavigationModes::NAV_WALK) - { - PositionChange.Z = 0.0f; - ConsumeInputVector(); - AddInputVector(PositionChange); - } - - if(NavigationMode == EVRNavigationModes::NAV_FLY || NavigationMode == EVRNavigationModes::NAV_WALK) - { - MoveByGravityOrStepUp(DeltaTime); - CheckForPhysWalkingCollision(); - - if(CheckForVirtualMovCollision(PositionChange, DeltaTime)) - { - ConsumeInputVector(); - } - } - - if(NavigationMode == EVRNavigationModes::NAV_NONE) - { - ConsumeInputVector(); - } - - Super::TickComponent(DeltaTime, TickType, ThisTickFunction); - - LastHeadPosition = HeadComponent->GetComponentLocation(); -} - -bool UVRPawnMovement::CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime) -{ - FVector ProbePosition = PositionChange.GetSafeNormal() * GetMaxSpeed() * DeltaTime; - FHitResult FHitResultVR; - CapsuleColliderComponent->AddWorldOffset(ProbePosition, true, &FHitResultVR); - if (FVector::Distance(FHitResultVR.Location, CapsuleColliderComponent->GetComponentLocation()) < CapsuleColliderComponent->GetScaledCapsuleRadius()) - { - return true; - } - return false; -} - -void UVRPawnMovement::SetHeadComponent(USceneComponent* NewHeadComponent) -{ - HeadComponent = NewHeadComponent; - CapsuleColliderComponent->SetupAttachment(HeadComponent); - const float HalfHeight = 80.0f; //this is just an initial value to look good in editor - CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, HalfHeight); - CapsuleColliderComponent->SetWorldLocation(FVector(0.0f, 0.0f,HalfHeight)); -} - -void UVRPawnMovement::SetCapsuleColliderToUserSize() -{ - float CharachterSize = abs(UpdatedComponent->GetComponentLocation().Z - HeadComponent->GetComponentLocation().Z); - - if (CharachterSize > MaxStepHeight) - { - float ColliderHeight = CharachterSize - MaxStepHeight; - float ColliderHalfHeight = ColliderHeight / 2.0f; - if (ColliderHalfHeight <= CapsuleRadius) - {//Make the collider to a Sphere - CapsuleColliderComponent->SetCapsuleSize(ColliderHalfHeight, ColliderHalfHeight); - } - else - {//Make the collider to a Capsule - CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, ColliderHalfHeight); - } - - CapsuleColliderComponent->SetWorldLocation(HeadComponent->GetComponentLocation()); - CapsuleColliderComponent->AddWorldOffset(FVector(0, 0, -ColliderHalfHeight)); - CapsuleColliderComponent->SetWorldRotation(FRotator(0, 0, 1)); - } - else - { - CapsuleColliderComponent->SetWorldLocation(HeadComponent->GetComponentLocation()); - CapsuleColliderComponent->SetWorldRotation(FRotator(0, 0, 1)); - } -} - -void UVRPawnMovement::CheckForPhysWalkingCollision() -{ - FVector CurrentHeadPosition = HeadComponent->GetComponentLocation(); - FVector Direction = CurrentHeadPosition - LastHeadPosition; - FHitResult FHitResultPhys; - CapsuleColliderComponent->AddWorldOffset(Direction, true, &FHitResultPhys); - - if (FHitResultPhys.bBlockingHit) - { - UpdatedComponent->AddLocalOffset(FHitResultPhys.Normal*FHitResultPhys.PenetrationDepth); - } -} - -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 DistanceDifference = abs(MaxStepHeight - HitDetailsMultiLineTrace.Distance); - //Going up (in Fly and Walk Mode) - if ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance < MaxStepHeight)) - { - ShiftVertically(DistanceDifference, UpSteppingAcceleration, DeltaSeconds, 1); - } - //Gravity (only in Walk Mode) - else if (NavigationMode==EVRNavigationModes::NAV_WALK && ((HitDetailsMultiLineTrace.bBlockingHit && HitDetailsMultiLineTrace.Distance > MaxStepHeight) || (HitDetailsMultiLineTrace.GetActor() == nullptr && HitDetailsMultiLineTrace.Distance != -1.0f))) - { - ShiftVertically(DistanceDifference, GravityAcceleration, DeltaSeconds, -1); - } -} - -void UVRPawnMovement::ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction) -{ - VerticalSpeed += VerticalAcceleration * DeltaSeconds; - if (VerticalSpeed*DeltaSeconds < DiffernceDistance) - { - UpdatedComponent->AddWorldOffset(FVector(0.f, 0.f, Direction * VerticalSpeed * DeltaSeconds)); - } - else - { - UpdatedComponent->AddWorldOffset(FVector(0.f, 0.f, Direction * DiffernceDistance)); - VerticalSpeed = 0; - } -} - -FHitResult UVRPawnMovement::CreateLineTrace(FVector Direction, const FVector Start, bool Visibility) -{ - //Re-initialize hit info - FHitResult HitDetails = FHitResult(ForceInit); - - FVector End = ((Direction * 1000.f) + Start); - // additional trace parameters - FCollisionQueryParams TraceParams(FName(TEXT("InteractTrace")), true, NULL); - TraceParams.bTraceComplex = true; //to use complex collision on whatever we interact with to provide better precision. - TraceParams.bReturnPhysicalMaterial = true; //to provide details about the physical material, if one exists on the thing we hit, to come back in our hit result. - - if (Visibility) - DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1, 0, 1); - - if (GetWorld()->LineTraceSingleByChannel(HitDetails, Start, End, ECC_Visibility, TraceParams)) - { - if (HitDetails.bBlockingHit) - { - } - } - return HitDetails; -} - -FHitResult UVRPawnMovement::CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility) -{ - TArray<FVector> StartVectors; - TArray<FHitResult> OutHits; - FHitResult HitDetailsMultiLineTrace; - HitDetailsMultiLineTrace.Distance = -1.0f;//(Distance=-1) not existing, but to know if this Variable not Initialized(when all Traces not compatible) - - StartVectors.Add(Start); //LineTraceCenter - StartVectors.Add(Start + FVector(0, -Radius, 0)); //LineTraceLeft - StartVectors.Add(Start + FVector(0, +Radius, 0)); //LineTraceRight - StartVectors.Add(Start + FVector(+Radius, 0, 0)); //LineTraceFront - StartVectors.Add(Start + FVector(-Radius, 0, 0)); //LineTraceBehind - - bool IsBlockingHitAndSameActor = true; - bool IsAllNothingHiting = true; - // loop through TArray - for (FVector& Vector : StartVectors) - { - FHitResult OutHit = CreateLineTrace(Direction, Vector, Visibility); - OutHits.Add(OutHit); - IsBlockingHitAndSameActor &= (OutHit.GetActor() == OutHits[0].GetActor()); //If all Hiting the same Object, then you are (going up/down) or (walking) - IsAllNothingHiting &= (OutHit.GetActor() == nullptr); //If all Hiting nothing, then you are falling - } - - if (IsBlockingHitAndSameActor || IsAllNothingHiting) - HitDetailsMultiLineTrace = OutHits[0]; - - return HitDetailsMultiLineTrace; -} \ No newline at end of file + +#include "Pawn/VRPawnMovement.h" +#include "DrawDebugHelpers.h" +#include "Kismet/KismetSystemLibrary.h" + +UVRPawnMovement::UVRPawnMovement(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) +{ + // the capsule is used to store the players size and position, e.g., for other interactions and as starting point + // for the capsule trace (which however not use the capsule component directly) + CapsuleColliderComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("CapsuleCollider")); + CapsuleColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics); + CapsuleColliderComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Overlap); + CapsuleColliderComponent->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldStatic, ECollisionResponse::ECR_Block); + CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, 80.0f); + + //set some defaults for the UFloatingPawnMovement component, which are more reasonable for usage in VR + MaxSpeed = 300.f; + Acceleration = 800.f; + Deceleration = 2000.f; +} + +void UVRPawnMovement::BeginPlay() +{ + Super::BeginPlay(); + LastCapsulePosition.Reset(); + LastSteeringCollisionVector = FVector(0,0,0); +} + + +void UVRPawnMovement::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction){ + + SetCapsuleColliderToUserSize(); + + FVector InputVector = GetPendingInputVector(); + + if (NavigationMode == EVRNavigationModes::NAV_WALK) + { + // you are only allowed to move horizontally in NAV_WALK + // everything else will be handled by stepping-up/gravity + // so remove Z component for the input vector of the UFloatingPawnMovement + InputVector.Z = 0.0f; + ConsumeInputVector(); + AddInputVector(InputVector); + } + + const FVector CapsuleLocation = CapsuleColliderComponent->GetComponentLocation(); + if(bDeactivatedWhileInCollision && !CreateCapsuleTrace(CapsuleLocation, CapsuleLocation).bBlockingHit) + { + bDeactivatedWhileInCollision=false; + } + + if(NavigationMode == EVRNavigationModes::NAV_FLY || NavigationMode == EVRNavigationModes::NAV_WALK) + { + if(InputVector.Size() > 0.001){ + const FVector SafeSteeringInput = GetCollisionSafeVirtualSteeringVec(InputVector, DeltaTime); + if(SafeSteeringInput != InputVector) + { + // if we would move into something if we apply this input (estimating distance by max speed) + // we only apply its perpendicular part (unless it is facing away from the collision) + ConsumeInputVector(); + AddInputVector(SafeSteeringInput); + } + } + + // so we add stepping-up (for both walk and fly) + // and gravity for walking only + MoveByGravityOrStepUp(DeltaTime); + + //if we physically (in the tracking space) walked into something, move the world away (by moving the pawn) + if(!bDeactivatedWhileInCollision) CheckForPhysWalkingCollision(); + } + + if(NavigationMode == EVRNavigationModes::NAV_NONE) + { + //just remove whatever input is there + ConsumeInputVector(); + } + + Super::TickComponent(DeltaTime, TickType, ThisTickFunction); +} + +void UVRPawnMovement::SetHeadComponent(USceneComponent* NewHeadComponent) +{ + HeadComponent = NewHeadComponent; + CapsuleColliderComponent->SetupAttachment(HeadComponent); + const float HalfHeight = 80.0f; //this is just an initial value to look good in editor + CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, HalfHeight); + CapsuleColliderComponent->SetWorldLocation(FVector(0.0f, 0.0f,HalfHeight)); +} + +void UVRPawnMovement::SetCapsuleColliderToUserSize() +{ + + // the collider should be placed + // between head and floor + MaxStepHeight + // head + // / \ + // / \ + // | | + // | | + // |collider| + // | | + // | | + // \ / + // \ __ / + // | + // MaxStepHeight + // | + // floor: ______________ + + const float UserSize = HeadComponent->GetComponentLocation().Z - UpdatedComponent->GetComponentLocation().Z; + + if (UserSize > MaxStepHeight) + { + const float ColliderHeight = UserSize - MaxStepHeight; + const float ColliderHalfHeight = ColliderHeight / 2.0f; + if (ColliderHalfHeight <= CapsuleRadius) + { + //the capsule will actually be compressed to a sphere + CapsuleColliderComponent->SetCapsuleSize(ColliderHalfHeight, ColliderHalfHeight); + } + else + { + CapsuleColliderComponent->SetCapsuleSize(CapsuleRadius, ColliderHalfHeight); + } + + CapsuleColliderComponent->SetWorldLocation(HeadComponent->GetComponentLocation() - FVector(0, 0, ColliderHalfHeight)); + } + else + { + CapsuleColliderComponent->SetWorldLocation(HeadComponent->GetComponentLocation()); + } + + CapsuleColliderComponent->SetWorldRotation(FRotator::ZeroRotator); +} + +void UVRPawnMovement::CheckForPhysWalkingCollision() +{ + if(!LastCapsulePosition.IsSet()) + { + //not yet set, so do nothing than setting it + LastCapsulePosition = CapsuleColliderComponent->GetComponentLocation(); + return; + } + + const FVector CapsuleLocation = CapsuleColliderComponent->GetComponentLocation(); + const FHitResult HitResult = CreateCapsuleTrace(LastCapsulePosition.GetValue(), CapsuleLocation); + + //if this was not possible move the entire pawn away to avoid the head collision + if (HitResult.bBlockingHit) + { + const FVector MoveOutVector = HitResult.Location-CapsuleLocation; + //move it out twice as far, to avoid getting stuck situations + UpdatedComponent->AddWorldOffset(2*MoveOutVector); + } + + + //only update if not in collision + if(!CreateCapsuleTrace(CapsuleLocation, CapsuleLocation).bBlockingHit) + { + LastCapsulePosition = CapsuleColliderComponent->GetComponentLocation();; + } + else{ + //we are still in collision, so deactivate collision handling until this stopped + bDeactivatedWhileInCollision=true; + LastCapsulePosition.Reset(); + } +} + +FVector UVRPawnMovement::GetCollisionSafeVirtualSteeringVec(FVector InputVector, float DeltaTime) +{ + + const float SafetyFactor = 3.0f; //so we detect collision a bit earlier + const FVector CapsuleLocation = CapsuleColliderComponent->GetComponentLocation(); + FVector ProbePosition = SafetyFactor * InputVector.GetSafeNormal() * GetMaxSpeed() * DeltaTime + CapsuleLocation; + const FHitResult TraceResult = CreateCapsuleTrace(CapsuleLocation, ProbePosition); + if (!TraceResult.bBlockingHit) + { + //everything is fine, use that vector + return InputVector; + } + + //otherwise remove the component of that vector that goes towards the collision + FVector CollisionVector = TraceResult.Location - CapsuleLocation; + + //sometimes (if by chance we already moved into collision entirely CollisionVector is 0 + if(! CollisionVector.Normalize()) + { + //then we probably start already in collision, so we use the last one + CollisionVector = LastSteeringCollisionVector; + } + else + { + LastSteeringCollisionVector = CollisionVector; + } + + FVector SafeInput = InputVector; + const float DotProduct = FVector::DotProduct(InputVector, CollisionVector); + if(DotProduct>0.0f) + { + // only keep perpendicular part of the input vector (remove anything towards hit) + SafeInput -= DotProduct * CollisionVector; + } + return SafeInput; +} + +void UVRPawnMovement::MoveByGravityOrStepUp(float DeltaSeconds) +{ + const FVector DownTraceStart = CapsuleColliderComponent->GetComponentLocation(); + const float DownTraceDist = MaxFallingDepth < 0.0f ? 1000.0f : MaxFallingDepth; + const FVector DownTraceDir = FVector(0,0,-1); + const FVector DownTraceEnd = DownTraceStart + DownTraceDist * DownTraceDir; + + const FHitResult DownTraceHitResult = CreateCapsuleTrace(DownTraceStart, DownTraceEnd); + float HeightDifference = 0.0f; + + if(DownTraceHitResult.bBlockingHit) + { + HeightDifference = DownTraceHitResult.ImpactPoint.Z - UpdatedComponent->GetComponentLocation().Z; + //so for HeightDifference>0, we have to move the pawn up; for HeightDifference<0 we have to move it down + } + + //Going up (in Fly and Walk Mode) + if (HeightDifference>0.0f && HeightDifference<=MaxStepHeight) + { + ShiftVertically(HeightDifference, UpSteppingAcceleration, DeltaSeconds); + } + + if(NavigationMode!=EVRNavigationModes::NAV_WALK) + { + return; + } + + if(!DownTraceHitResult.bBlockingHit && MaxFallingDepth<0.0f) + { + HeightDifference = -1000.0f; //just fall + } + + //Gravity (only in Walk Mode) + if (HeightDifference<0.0f) + { + ShiftVertically(HeightDifference, GravityAcceleration, DeltaSeconds); + } +} + +void UVRPawnMovement::ShiftVertically(float Distance, float VerticalAcceleration, float DeltaSeconds) +{ + VerticalSpeed += VerticalAcceleration * DeltaSeconds; + if (abs(VerticalSpeed*DeltaSeconds) < abs(Distance)) + { + UpdatedComponent->AddWorldOffset(FVector(0.f, 0.f, VerticalSpeed * DeltaSeconds)); + } + else + { + UpdatedComponent->AddWorldOffset(FVector(0.f, 0.f, Distance)); + VerticalSpeed = 0; + } +} + +FHitResult UVRPawnMovement::CreateCapsuleTrace(const FVector Start, FVector End, bool DrawDebug) +{ + const EDrawDebugTrace::Type DrawType = DrawDebug ? EDrawDebugTrace::Type::ForDuration : EDrawDebugTrace::Type::None; + if(ActorsToIgnore.Num()==0){ + ActorsToIgnore.Add(GetOwner()); + } + + //UE_LOG(LogTemp, Warning, TEXT("Capsule from %s to %s"), *Start.ToString(), *End.ToString()) + + FHitResult Hit; + UKismetSystemLibrary::CapsuleTraceSingle(GetWorld(), Start, End, CapsuleColliderComponent->GetScaledCapsuleRadius(), CapsuleColliderComponent->GetScaledCapsuleHalfHeight(), UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Visibility), true, ActorsToIgnore, DrawType, Hit, true); + return Hit; +} diff --git a/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h b/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h index 298799e58c5a0e3e5b9d03649ae3b71b94d1c87c..4781254861821137c1c309078983adcdb60acd4b 100644 --- a/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h +++ b/Source/RWTHVRToolkit/Public/Pawn/VRPawnMovement.h @@ -4,6 +4,7 @@ #include "GameFramework/FloatingPawnMovement.h" #include "Components/CapsuleComponent.h" #include "Camera/CameraComponent.h" +#include "Actor.h" #include "VRPawnMovement.generated.h" @@ -35,6 +36,8 @@ class RWTHVRTOOLKIT_API UVRPawnMovement : public UFloatingPawnMovement public: + virtual void BeginPlay() override; + virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; @@ -43,31 +46,42 @@ public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement") EVRNavigationModes NavigationMode = EVRNavigationModes::NAV_WALK; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement", meta = (ClampMin="0.0")) float MaxStepHeight = 40.0f; + // if the height that the pawn would fall (in walking mode) is higher + // it is not falling, set to <0.0f if you want to fall infinitely UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement") - float GravityAcceleration = 981.0f; + float MaxFallingDepth = 1000.0f; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement", meta = (ClampMax="0.0")) + float GravityAcceleration = -981.0f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement") - float UpSteppingAcceleration = 500.0f; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement", meta = (ClampMin="0.0")) + float UpSteppingAcceleration = 981.0f; - UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement") + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "VR Movement", meta = (ClampMin="0.0")) float CapsuleRadius = 40.0f; private: - FHitResult CreateLineTrace(FVector Direction, const FVector Start, bool Visibility); - FHitResult CreateMultiLineTrace(FVector Direction, const FVector Start, float Radius, bool Visibility); + //check for + FHitResult CreateCapsuleTrace(const FVector Start, FVector End, bool DrawDebug=false); void SetCapsuleColliderToUserSize(); void CheckForPhysWalkingCollision(); - bool CheckForVirtualMovCollision(FVector PositionChange, float DeltaTime); + FVector GetCollisionSafeVirtualSteeringVec(FVector InputVector, float DeltaTime); void MoveByGravityOrStepUp(float DeltaSeconds); - void ShiftVertically(float DiffernceDistance, float VerticalAcceleration, float DeltaSeconds, int Direction); - //(direction = Down = -1), (direction = Up = 1) + void ShiftVertically(float Distance, float VerticalAcceleration, float DeltaSeconds); UPROPERTY(VisibleAnywhere) UCapsuleComponent* CapsuleColliderComponent = nullptr; UPROPERTY() USceneComponent* HeadComponent = nullptr; float VerticalSpeed = 0.0f; - FVector LastHeadPosition; + TOptional<FVector> LastCapsulePosition; + FVector LastSteeringCollisionVector; + + //this will deactivate all collision avoidance, so we can move out of a collision, e.g. if movements of the scene provoked a collision + bool bDeactivatedWhileInCollision = false; + + //just stored for performance gains; + TArray<AActor*> ActorsToIgnore; }; diff --git a/Source/RWTHVRToolkit/Public/Pawn/VirtualRealityPawn.h b/Source/RWTHVRToolkit/Public/Pawn/VirtualRealityPawn.h index 804f0c088b055706d900a19360c7059cf7d22f6d..86803a7ccdd3669df948220321f5a7df0ad4e401 100644 --- a/Source/RWTHVRToolkit/Public/Pawn/VirtualRealityPawn.h +++ b/Source/RWTHVRToolkit/Public/Pawn/VirtualRealityPawn.h @@ -37,6 +37,11 @@ public: UBasicVRInteractionComponent* BasicVRInteraction; +<<<<<<< Source/RWTHVRToolkit/Public/Pawn/VirtualRealityPawn.h + /* Movement */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Movement") UVRPawnMovement* PawnMovement; + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Movement") float BaseTurnRate = 45.0f; +======= /** Workaround dummy component to prevent the Capsule from rotating in the editor, if LiveLink tracking is being used. * This happens due to the rotation of the Capsule being set only while in Play Mode (instead of using e.g. absolute rotation). * Additionally, there is an implicit race condition in Tick, due to LiveLink adjusting the parent's rotation, while the capsule @@ -49,6 +54,7 @@ public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Movement") UVRPawnMovement* PawnMovement; +>>>>>>> Source/RWTHVRToolkit/Public/Pawn/VirtualRealityPawn.h /* CameraComponent */ UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pawn|Camera")