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@MihaMarkovi
Created August 7, 2018 20:04
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// Fill out your copyright notice in the Description page of Project Settings.
#include "Grabber.h"
#include "GameFramework/Actor.h"
#include "Engine/World.h"
#define OUT
// Sets default values for this component's properties
UGrabber::UGrabber()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
}
// Called when the game starts
void UGrabber::BeginPlay()
{
Super::BeginPlay();
FindPhysicsHandlerComponent();
///Look for attached Physics Handl(only appears at runtime)
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if (InputComponent)
{
UE_LOG(LogTemp, Warning, TEXT("Input Component found"));
///Bind the input axis
InputComponent->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);
InputComponent->BindAction("Grab", IE_Released, this, &UGrabber::Release);
}
else
{
UE_LOG(LogTemp, Error, TEXT("%s missing input component"), *GetOwner()->GetName());
}
}
void UGrabber::Grab() {
UE_LOG(LogTemp, Warning, TEXT("Grab pressed"));
}
void UGrabber::Release() {
UE_LOG(LogTemp, Warning, TEXT("Grab released"));
}
void UGrabber::FindPhysicsHandlerComponent()
{
//Look for attached Physics Handl
PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsComponent>();
if (PhysicsHandle)
{
}
else
{
UE_LOG(LogTemp, Error, TEXT("%s missing handle component"), *GetOwner()->GetName());
}
}
// Called every frame
void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
//Get player view point this tick
FVector PlayerViewPointLocation;
FRotator PlayerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(
OUT PlayerViewPointLocation,
OUT PlayerViewPointRotation
);
// TODO Log out to test
//UE_LOG(LogTemp, Warning, TEXT("Player location: %s ,Player rotation: %s"),
// *PlayerViewPointLocation.ToString(),
// *PlayerViewPointRotation.ToString()
//)
FVector LineTraceEnd = PlayerViewPointLocation + PlayerViewPointRotation.Vector() * Reach;
//Draw a red trace in the world to visual
DrawDebugLine(
GetWorld(),
PlayerViewPointLocation,
LineTraceEnd,
FColor(255, 0, 0),
false,
0.f,
0.f,
10.f
);
///Setup query params
FCollisionQueryParams TraceParameters(FName(TEXT("")), false, GetOwner());
///Line-trace (AKA Ray-cast) out to reach distance
FHitResult Hit;
GetWorld()->LineTraceSingleByObjectType(
OUT Hit,
PlayerViewPointLocation,
LineTraceEnd,
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
TraceParameters
);
//See what we hit
AActor*ActorHit = Hit.GetActor();
if (ActorHit)
{
UE_LOG(LogTemp, Warning, TEXT("Line trace hit: %s"), *(ActorHit->GetName()));
}
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "DrawDebugHelpers.h"
#include "Components/ActorComponent.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
#include "Components/InputComponent.h"
#include "Grabber.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UGrabber : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UGrabber();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
//how far ahead of the player can we reach in cm
float Reach = 100.f;
UPhysicsComponent* PhysicsHandle = nullptr;
UInputComponent* InputComponent = nullptr;
//Ray-cast and grab what is in reach
void Grab();
void Release();
//find attached physics handle
void FindPhysicsHandlerComponent();
};
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