Created
August 8, 2017 15:16
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#include "Grabber.h" | |
#include "Engine/World.h" | |
#include "GameFramework/PlayerController.h" | |
#include "DrawDebugHelpers.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. | |
bWantsBeginPlay = true; | |
PrimaryComponentTick.bCanEverTick = true; | |
} | |
// Called when the game starts | |
void UGrabber::BeginPlay() | |
{ | |
Super::BeginPlay(); | |
FindPhysicsHandleComponent(); | |
SetupInputComponent(); | |
} | |
/// Look for attached Physics Handle | |
void UGrabber::FindPhysicsHandleComponent() | |
{ | |
/// Look for attached Input Component (only appears at run time) | |
PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>(); | |
if (PhysicsHandle == nullptr) | |
{ | |
UE_LOG(LogTemp, Error, TEXT("%s missing physics handle component"), *GetOwner()->GetName()) | |
} | |
} | |
/// Look for attached Input Component (only appears at run time) | |
void UGrabber::SetupInputComponent() | |
{ | |
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>(); | |
if (InputComponent) | |
{ | |
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()) | |
} | |
} | |
// Called every frame | |
void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) | |
{ | |
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); | |
// if the phyiscs handle is attached | |
if (PhysicsHandle->GrabbedComponent) | |
{ | |
// move the object that we're holding | |
PhysicsHandle->SetTargetLocation(GetReachLineEnd()); | |
} | |
} | |
void UGrabber::Grab() { | |
/// LINE TRACE and see if we reach any actors with physics body collision channel set | |
auto HitResult = GetFirstPhysicsBodyInReach(); | |
auto ComponentToGrab = HitResult.GetComponent(); //gets the mesh in our case | |
auto ActorHit = HitResult.GetActor(); | |
/// If we hit something then attach a physics handle | |
if (ActorHit) | |
{ | |
if (!PhysicsHandle) { return; } | |
PhysicsHandle->GrabComponentAtLocationWithRotation( | |
ComponentToGrab, | |
NAME_None, // no bones needed | |
ActorHit->GetActorLocation(), | |
ActorHit->GetActorRotation() | |
); | |
} | |
} | |
void UGrabber::Release() | |
{ | |
UE_LOG(LogTemp, Warning, TEXT("Grab released")) | |
} | |
const FHitResult UGrabber::GetFirstPhysicsBodyInReach() | |
{ | |
/// Line-trace (AKA ray-cast) out to reach distance | |
FHitResult HitResult; | |
FCollisionQueryParams TraceParameters(FName(TEXT("")), false, GetOwner()); | |
GetWorld()->LineTraceSingleByObjectType( | |
OUT HitResult, | |
GetReachLineStart(), | |
GetReachLineEnd(), | |
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody), | |
TraceParameters | |
); | |
return HitResult; | |
} | |
FVector UGrabber::GetReachLineStart() | |
{ | |
FVector PlayerViewPointLocation; | |
FRotator PlayerViewPointRotation; | |
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint( | |
OUT PlayerViewPointLocation, | |
OUT PlayerViewPointRotation | |
); | |
return PlayerViewPointLocation; | |
} | |
FVector UGrabber::GetReachLineEnd() | |
{ | |
FVector PlayerViewPointLocation; | |
FRotator PlayerViewPointRotation; | |
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint( | |
OUT PlayerViewPointLocation, | |
OUT PlayerViewPointRotation | |
); | |
return PlayerViewPointLocation + PlayerViewPointRotation.Vector() * Reach; | |
} |
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