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Grabber.cpp
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136 lines (114 loc) · 3.32 KB
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//Copyright Christine Coomans 2021
#include "Grabber.h"
#include "DrawDebugHelpers.h"
#include "Engine/World.h"
#include "GameFramework/PlayerController.h"
//Allows us to use out parameters - useless
#define OUT
// Sets default values for this component's properties
UGrabber::UGrabber()
{
PrimaryComponentTick.bCanEverTick = true;
}
// Called when the game starts
void UGrabber::BeginPlay()
{
Super::BeginPlay();
FindPhysicsHandle();
SetupInputComponent();
}
//Game Input
void UGrabber::SetupInputComponent()
{
//InputComponent To Allow Player To Interact
InputComponent = GetOwner()->FindComponentByClass<UInputComponent>();
if (InputComponent) {
//"Grab" Must Be Same As Input In Project Settings
InputComponent->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);
InputComponent->BindAction("Grab", IE_Released, this, &UGrabber::Release);
}
}
//Game Physics
void UGrabber::FindPhysicsHandle()
{
//Checks for Physics Handle Component
PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
//Crash Protection
if(!PhysicsHandle) {
UE_LOG(LogTemp, Error, TEXT("No Physics Handle Found On : %s"), *GetOwner()->GetName());
}
}
//Press Right Mouse Button
void UGrabber::Grab()
{
//Only Log Collision In Reach When Key Clicked
FHitResult HitResult = GetFirstPhysicsBodyInReach();
UPrimitiveComponent* ComponentToGrab = HitResult.GetComponent();
AActor* ActorHit = HitResult.GetActor();
//If We Grab Something, Attach Physics Handle
if (ActorHit)
{
if (!PhysicsHandle) {return;}
PhysicsHandle->GrabComponentAtLocation(
ComponentToGrab,
NAME_None,
GetPlayersReach()
);
}
}
//Release Right Mouse Button
void UGrabber::Release()
{
//Removes Physics Handle
if (!PhysicsHandle) {return;}
PhysicsHandle->ReleaseComponent();
}
// Called Every Frame
void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
//If Physics Handle Is Attached, Then Set Target Location
if (!PhysicsHandle) {return;}
if (PhysicsHandle->GrabbedComponent) {
PhysicsHandle->SetTargetLocation(GetPlayersReach());
}
}
// Line Tracing
FHitResult UGrabber::GetFirstPhysicsBodyInReach() const
{
FHitResult Hit;
//Ray Cast
FCollisionQueryParams TraceParams(FName(TEXT("")), false, GetOwner());
GetWorld()->LineTraceSingleByObjectType(
OUT Hit,
GetPlayersWorldPos(),
GetPlayersReach(),
FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
TraceParams
);
return Hit;
}
// Gets Player ViewPoint
FVector UGrabber::GetPlayersWorldPos() const
{
//Gets Player ViewPoint
FVector PlayerViewPointLocation;
FRotator PlayerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(
OUT PlayerViewPointLocation,
OUT PlayerViewPointRotation
);
//We use Ray-Cast (Line Tracing) - To Help Indicate Object Contact
return PlayerViewPointLocation;
}
// Gets Player ReachPoint
FVector UGrabber::GetPlayersReach() const {
FVector PlayerViewPointLocation;
FRotator PlayerViewPointRotation;
GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(
OUT PlayerViewPointLocation,
OUT PlayerViewPointRotation
);
//We use Ray-Cast (Line Tracing) - To Help Indicate Object Contact
return PlayerViewPointLocation + PlayerViewPointRotation.Vector() * Reach;
}