Head Mounted VR 2.0
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AVR_Door Class Reference

Door can be used as big door or as small door for the closets. More...

#include <VR_Door.h>

+ Inheritance diagram for AVR_Door:

Public Member Functions

 AVR_Door ()
 
virtual void Tick (float DeltaTime) override
 
void SetAutoclose (bool auto_close, float Force=50.f, float Velocity=1.f, float Max_Force=0.f)
 Sets auto close door status.
 
void SetOneSide (bool one_side, bool flip_side)
 Makes door open in one side.
 
void SetAngleLimit (float angle)
 Sets door angle limit.
 
void AddActorToIgnore (AStaticMeshActor *ActorToIgnore)
 Adds actors to ingnore to the list.
 
void ClearActorsToIgnore ()
 Clears all ignored actors.
 
void SetParent (AStaticMeshActor *ParentActor)
 Sets door Parent(Door Frame or smth like that)
 
void Close (bool fast)
 
void SetIsLocked (bool NewStatus)
 Sets Loked Status.
 
FORCEINLINE bool GetIsLocked () const
 
FORCEINLINE float GetAngleLimit () const
 
FORCEINLINE bool GetIsOpened () const
 
FORCEINLINE bool GetHashandle () const
 
void OnDoorBeginOverlap (class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
 
void OnDoorEndOverlap (class UPrimitiveComponent *OverlappedComp, class AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex)
 
- Public Member Functions inherited from AVR_Actor
 AVR_Actor ()
 
virtual bool IsColliding_Implementation ()
 
void OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit)
 
- Public Member Functions inherited from IVR_InteractionInterface
void Pickup (class AActor *VR_MotionConttroller, class USceneComponent *MotionController, class UPhysicsConstraintComponent *PickPhysicsConstraint, class USkeletalMeshComponent *RealHandMesh, EControllerHand CurrentHand)
 
void Drop (class UPhysicsConstraintComponent *PickPhysicsConstraint)
 
bool IsGrabbed ()
 
bool CanPullGrab ()
 
void Interaction (class AVR_Hands *MotionController, bool &HandleStatus, bool bFroceAttachHandle)
 Used for interaction with objects such as door.
 
bool IsColliding ()
 
void Stop_Interaction (class AVR_Hands *MotionController)
 Stop object interaction.
 
void Shoot ()
 
bool IsHeldBy (class AVR_Hands *MotionController)
 Indetify if object is held by MotionController.
 
bool CanNonVRInteract ()
 
bool ForceCheckForGrabComponents ()
 
void NonVRInteraction (AVR_Player *Player)
 
bool IsNonVRInteractTillStop ()
 
void Stop_NonVRInteraction (AVR_Player *Player)
 Stop object interaction.
 

Public Attributes

class USceneComponent * RootScene
 
class UStaticMeshComponent * Door_Body
 
class UVR_GrabComponentDoor_GrabComponent
 
class USceneComponent * Handle_Origin
 
class UStaticMeshComponent * Handle
 
class UVR_GrabComponentHandle_GrabComponent
 
class UStaticMeshComponent * Lock
 
class UPhysicsConstraintComponent * Body_PhysicsConstraint
 
class UPhysicsConstraintComponent * BodyLock_PhysicsConstraint
 
class UPhysicsConstraintComponent * Handle_PhysicsConstraint
 
class UAudioComponent * HandleAudioComponent
 
class UAudioComponent * DoorAudioComponent
 

Protected Member Functions

virtual void BeginPlay () override
 

Additional Inherited Members

- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

Door can be used as big door or as small door for the closets.

Note
Works only with the hand physics constraint component. Does not support attach to method.

Constructor & Destructor Documentation

◆ AVR_Door()

AVR_Door::AVR_Door ( )

Member Function Documentation

◆ AddActorToIgnore()

void AVR_Door::AddActorToIgnore ( AStaticMeshActor * ActorToIgnore)

Adds actors to ingnore to the list.

Parameters
ActorToIgnore

◆ BeginPlay()

void AVR_Door::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AVR_Actor.

◆ ClearActorsToIgnore()

void AVR_Door::ClearActorsToIgnore ( )

Clears all ignored actors.

◆ Close()

void AVR_Door::Close ( bool fast)

◆ GetAngleLimit()

FORCEINLINE float AVR_Door::GetAngleLimit ( ) const
inline

◆ GetHashandle()

FORCEINLINE bool AVR_Door::GetHashandle ( ) const
inline

◆ GetIsLocked()

FORCEINLINE bool AVR_Door::GetIsLocked ( ) const
inline

◆ GetIsOpened()

FORCEINLINE bool AVR_Door::GetIsOpened ( ) const
inline

◆ OnDoorBeginOverlap()

void AVR_Door::OnDoorBeginOverlap ( class UPrimitiveComponent * OverlappedComp,
AActor * OtherActor,
class UPrimitiveComponent * OtherComp,
int32 OtherBodyIndex,
bool bFromSweep,
const FHitResult & SweepResult )

◆ OnDoorEndOverlap()

void AVR_Door::OnDoorEndOverlap ( class UPrimitiveComponent * OverlappedComp,
class AActor * OtherActor,
class UPrimitiveComponent * OtherComp,
int32 OtherBodyIndex )

◆ SetAngleLimit()

void AVR_Door::SetAngleLimit ( float angle)

Sets door angle limit.

Parameters
angle

◆ SetAutoclose()

void AVR_Door::SetAutoclose ( bool auto_close,
float Force = 50.f,
float Velocity = 1.f,
float Max_Force = 0.f )

Sets auto close door status.

Parameters
auto_close

◆ SetIsLocked()

void AVR_Door::SetIsLocked ( bool NewStatus)

Sets Loked Status.

Parameters
NewStatus

◆ SetOneSide()

void AVR_Door::SetOneSide ( bool one_side,
bool flip_side )

Makes door open in one side.

Parameters
one_sideIf true player can open the door only in one side.
flip_sideFlips sides

◆ SetParent()

void AVR_Door::SetParent ( AStaticMeshActor * ParentActor)

Sets door Parent(Door Frame or smth like that)

Parameters
ParentActor

◆ Tick()

void AVR_Door::Tick ( float DeltaTime)
overridevirtual

Reimplemented from AVR_Actor.

Member Data Documentation

◆ Body_PhysicsConstraint

class UPhysicsConstraintComponent* AVR_Door::Body_PhysicsConstraint

◆ BodyLock_PhysicsConstraint

class UPhysicsConstraintComponent* AVR_Door::BodyLock_PhysicsConstraint

◆ Door_Body

class UStaticMeshComponent* AVR_Door::Door_Body

◆ Door_GrabComponent

class UVR_GrabComponent* AVR_Door::Door_GrabComponent

◆ DoorAudioComponent

class UAudioComponent* AVR_Door::DoorAudioComponent

◆ Handle

class UStaticMeshComponent* AVR_Door::Handle

◆ Handle_GrabComponent

class UVR_GrabComponent* AVR_Door::Handle_GrabComponent

◆ Handle_Origin

class USceneComponent* AVR_Door::Handle_Origin

◆ Handle_PhysicsConstraint

class UPhysicsConstraintComponent* AVR_Door::Handle_PhysicsConstraint

◆ HandleAudioComponent

class UAudioComponent* AVR_Door::HandleAudioComponent

◆ Lock

class UStaticMeshComponent* AVR_Door::Lock

◆ RootScene

class USceneComponent* AVR_Door::RootScene

The documentation for this class was generated from the following files: