Head Mounted VR 2.0
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AVR_Drawer Class Reference

This is a physic drawer class which can interact with AVR_Hands. More...

#include <VR_Drawer.h>

+ Inheritance diagram for AVR_Drawer:

Public Member Functions

 AVR_Drawer ()
 
virtual void Tick (float DeltaTime) override
 
void SetAutoClose (bool auto_close)
 Sets auto close drawer status.
 
void SetLengthLimit (float Length)
 Sets slide length 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)
 
FORCEINLINE float GetLenghtLimit () const
 
- 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 * Drawer_Body
 
class UVR_GrabComponentGrabComponent
 
class UPhysicsConstraintComponent * PhysicsConstraint
 

Protected Member Functions

virtual void BeginPlay () override
 

Additional Inherited Members

- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

This is a physic drawer class which can interact with AVR_Hands.

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

Constructor & Destructor Documentation

◆ AVR_Drawer()

AVR_Drawer::AVR_Drawer ( )

Member Function Documentation

◆ AddActorToIgnore()

void AVR_Drawer::AddActorToIgnore ( AStaticMeshActor * ActorToIgnore)

Adds actors to ingnore to the list.

Parameters
ActorToIgnore

◆ BeginPlay()

void AVR_Drawer::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AVR_Actor.

◆ ClearActorsToIgnore()

void AVR_Drawer::ClearActorsToIgnore ( )

Clears all ignored actors.

◆ GetLenghtLimit()

FORCEINLINE float AVR_Drawer::GetLenghtLimit ( ) const
inline

◆ SetAutoClose()

void AVR_Drawer::SetAutoClose ( bool auto_close)

Sets auto close drawer status.

Parameters
auto_close

◆ SetLengthLimit()

void AVR_Drawer::SetLengthLimit ( float Length)

Sets slide length limit.

Parameters
Length

◆ SetParent()

void AVR_Drawer::SetParent ( AStaticMeshActor * ParentActor)

Sets door Parent(Door Frame or smth like that)

Parameters
ParentActor

◆ Tick()

void AVR_Drawer::Tick ( float DeltaTime)
overridevirtual

Reimplemented from AVR_Actor.

Member Data Documentation

◆ Drawer_Body

class UStaticMeshComponent* AVR_Drawer::Drawer_Body

◆ GrabComponent

class UVR_GrabComponent* AVR_Drawer::GrabComponent

◆ PhysicsConstraint

class UPhysicsConstraintComponent* AVR_Drawer::PhysicsConstraint

◆ RootScene

class USceneComponent* AVR_Drawer::RootScene

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