Head Mounted VR 2.0
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Hand class. More...
#include <VR_Hands.h>
Public Member Functions | |
AVR_Hands () | |
virtual void | OnConstruction (const FTransform &Transform) override |
virtual void | BeginPlay () override |
virtual void | Tick (float DeltaTime) override |
virtual void | EndPlay (EEndPlayReason::Type EndPlayReason) override |
void | SetParentMotionController (UVR_MotionControllerComponent *MotionController) |
void | SetupConstraintDrives () |
void | HandPhysicsTick () |
void | GetEnabledBaseConstraint () |
bool | ShouldUseMainConstraints () |
void | GrabActor () |
If grab button is pressed. | |
void | ReleaseActor () |
Release attached Actor. | |
void | ActivateTeleporter () |
void | DisableTeleporter () |
bool | TraceTeleportDestination (TArray< FVector > &TracePoints, FVector &NavMeshLocation, FVector &TraceLocation, FRotator &TraceRotation) |
Traces Teleport Destination , checks if teleport is possible. | |
void | ClearArc () |
Clears Arc. | |
void | UpdateArcSpline (bool FoundValidLocation, TArray< FVector > SplinePoints) |
Updates Arc Spline. | |
void | UpdateArcEndPoint (bool ValidLocationFound, FVector NewLocation) |
Updates Arc End Point. | |
void | GetTeleportDestination (FVector &MyLocation, FRotator &MyRotation) |
Gets teleport Destination. | |
void | SetAllFingerIK () |
Sets all Fingers IK. | |
void | ShowTeleportDestenation (bool IsValidTeleportDestination, FVector TraceLocation, FRotator TraceRotation) |
void | SetSingleFingerIK (UArrowComponent *FingerTrace1, UArrowComponent *FingerTrace2, UArrowComponent *FingerTrace3, UArrowComponent *FingerTrace4, EFinger Finger) |
Sets Ik for SingleFinger. | |
void | LineTraceAlongArrow (class UArrowComponent *ArrowToTrace, bool &Hit, float &TraceLength, FHitResult &OutHits) |
Trace line allong the arrow component. | |
float | CalculateRatio (float TraceLength, int ArrowNumber) |
Calculates Rotation. | |
void | CalculateIKLocations (FVector WorldImpact, FVector &EffectorLocation) |
void | ApplyIKToABP (FVector EffectorLocation, float Ratio, EFinger Finger, bool hit) |
Apply Rotation to Animation blueprint. | |
void | SetupRoomScaleOutline () |
Setup Room Scale Outline. | |
void | UpdateRoomScaleOutline () |
Update Room Scale Outline. | |
void | RumbleController (float Intensity, UHapticFeedbackEffect_Base *HapticEffect) |
Vibrate the Controller using the Habtics. | |
void | OnComponentBeginOverlap (class UPrimitiveComponent *OverlappedComp, AActor *OtherActor, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult) |
For Rumble Controller when overlapping valid StaticMesh. | |
void | UpdateHandAnimation () |
void | SetTeleportRotation (FRotator &NewTeleportRotation) |
Set Teleport Rotation , used in Player_Pawn. | |
void | CheckControllerAndPickDist () |
Checks distance between Controller and Picked object . | |
void | CheckHandsAndControllerDist () |
Checks distance between Hands and Controller. | |
void | CheckAimToGrab () |
bool | TryAimToGrab (FHitResult &Hit, bool ForceInteraction) |
void | CheckTeleportIsActive () |
Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation). | |
virtual void | Index_Pressed () |
Trigger Pressed. | |
virtual void | Index_Touch () |
Trigger Touch. | |
virtual void | Others_Pressed () |
Grip Pressed. | |
virtual void | Thumb_Pressed () |
Thumb Pressed. | |
virtual void | Index_Released () |
Trigger Released. | |
virtual void | Index_UnTouch () |
Trigger UnTouch. | |
virtual void | Others_Released () |
Grip Released. | |
virtual void | Thumb_Released () |
Thumb Released. | |
virtual void | A_Pressed () |
A Pressed. | |
virtual void | A_Released () |
A Released. | |
virtual void | B_Pressed () |
B Pressed. | |
virtual void | B_Released () |
B Released. | |
virtual void | ThumTrackpadUnTouched () |
Sets true if Trackpad being Touched. | |
virtual void | ThumTrackpadTouched () |
virtual void | SetIndexPushInst (float inst) |
virtual void | SetGripPushInst (float inst) |
virtual void | SetTrackpad_Y (float inst) |
virtual void | SetAllowAmmo (bool Allow) |
virtual void | HandsPickObjHandle (bool Attach) |
AActor * | CheckInventory () |
void | SetDontLostConnection (bool DontAllow) |
void | SetMainMenuStatus (bool MainMenuStatus) |
Turns on\off widget component. | |
void | SetOwnerPawn (AActor *ActorToSet) |
Sets owner of the MotionController(Player) | |
void | UpdateAllFingersCollision () |
void | UpdateFingerCollision (UCapsuleComponent *Collision, USceneComponent *Start, USceneComponent *Tip) |
void | WakePhysics () |
void | EnableFingerCollision (bool Enable) |
bool | GetMainMenuStatus () |
void | CheckMenuStatus () |
void | CheckMenuButtonPress () |
void | SetCurrentWidgetHand (bool ThisHand) |
Sets widget on current hand. | |
void | UpdateWidgetCursor () |
Updates Widget Cursor. | |
void | CheckGrabPoss () |
Check if the grab is possible. | |
void | CheckPhysBlend (bool force=false) |
void | UpdatePhysBlendForFinger (EFinger Finger, FFingerCurls CurrentFingerCurls, bool force=false) |
void | SetLessPhysHands (bool newstatus) |
Sets bLessPhysHands. | |
void | CheckMenuProgressBar () |
void | SpawnMenu () |
void | DestroyMenu () |
void | GrabbingObjectInWorld () |
bool | DoTryGrabbing (FHitResult &Hit, bool ForceInteraction) |
bool | TryGrabbing (FHitResult &Hit, bool ForceInteraction) |
void | CheckFingerCollisionOverlap (TArray< FName > &FingerSocketsNames, TArray< FName > &FingerBonesNames) |
void | UpdateGrabAnimation (UAnimSequence *NewAnimation) |
void | UpdateTriggerPressedAnimation (UAnimSequence *NewAnimation) |
void | UpdateAPressedAnimation (UAnimSequence *NewAnimation) |
FORCEINLINE bool | GetIsGrabbed () const |
FORCEINLINE bool | GetHasWeapon () const |
FORCEINLINE uint8 | GetCaliber () const |
FORCEINLINE USkeletalMeshComponent * | GetHandMesh () const |
FORCEINLINE USkeletalMeshComponent * | GetFakeHandMesh () const |
FORCEINLINE FVector | GetHandLocation () const |
FORCEINLINE FVector | GetControllerLocation () const |
FORCEINLINE EControllerHand | GetHand () const |
FORCEINLINE UPhysicsConstraintComponent * | GetPhysicsConstraint () const |
FORCEINLINE USceneComponent * | GetMCSceneComponent () const |
FORCEINLINE AActor * | GetAttachedActor () const |
FORCEINLINE AActor * | GetLastAttachedActor () const |
FORCEINLINE AActor * | GetOwnerPawn () const |
FORCEINLINE bool | GetAllowAmmo () const |
FORCEINLINE AVR_HandInventory * | GetInventory () const |
FORCEINLINE bool | IsClimbing () const |
FORCEINLINE USphereComponent * | GetPhysicsHandSocket () const |
FORCEINLINE UStaticMeshComponent * | GetHandCollision () const |
void | EnableLoadingRoom (bool Enable) |
void | SetHandIsColliding (bool IsColliding) |
FORCEINLINE bool | IsHandClosed () const |
FORCEINLINE bool | GetIsUsingSteamVRSkeleton () const |
FORCEINLINE FVector | GetPhysicsClimbVector () const |
FORCEINLINE FFingerCurls | GetFingerCurls () const |
void | OnHit (AActor *SelfActor, AActor *OtherActor, FVector NormalImpulse, const FHitResult &Hit) |
void | SetInventoryAccess (bool Access) |
void | SetInventoryBox (UVR_InventoryBox *InventoryBox) |
FORCEINLINE FRotator | GetInitialControllerRotation () const |
FORCEINLINE bool | GetIsValidTeleportDestination () const |
FORCEINLINE bool | GetIsTeleporterActive () const |
FORCEINLINE bool | HasInventoryAccess () const |
Public Attributes | |
bool | bIsIndex_Pressed |
bool | bIsIndex_Touch |
bool | bIsThumb_Pressed |
bool | bIsOthers_Pressed |
bool | bHitHand = false |
bool | HandIsColliding = false |
bool | DontAllowDrop |
bool | bDontLostConnection |
bool | bAllowTurnOffMenu |
float | MaxPhysBlend |
float | PickPhysBlend |
float | MinPhysBlend |
float | HandOrientationZ |
FVector | WantsToGripLocation |
EControllerHand | Hand |
Protected Member Functions | |
void | IsHandColliding () |
void | MakeUpdateWidgetLookAtCamera () |
USceneComponent * | GetNearestGrabComponent (AActor *Actor, FVector TestLocation, bool ForceCheckPriority) |
Protected Attributes | |
class USceneComponent * | RootScene |
Default scene root. | |
class USceneComponent * | Hands |
Hands scene root. | |
class USphereComponent * | HandSocket |
class USphereComponent * | PhysicsHandSocket |
class USceneComponent * | PullVisualizer |
class USkeletalMeshComponent * | FakeHandMesh |
Mesh which is attached to MotionController. | |
class USkeletalMeshComponent * | RealHandMesh |
Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component. | |
class UStaticMeshComponent * | RealHandCollision |
UCapsuleComponent * | ThumbFingerCollision |
UCapsuleComponent * | IndexFingerCollision |
UCapsuleComponent * | MiddleFingerCollision |
UCapsuleComponent * | RingFingerCollision |
UCapsuleComponent * | PinkyFingerCollision |
USceneComponent * | ThumbFingerStart |
USceneComponent * | IndexFingerStart |
USceneComponent * | MiddleFingerStart |
USceneComponent * | RingFingerStart |
USceneComponent * | PinkyFingerStart |
USceneComponent * | ThumbFingerTip |
USceneComponent * | IndexFingerTip |
USceneComponent * | MiddleFingerTip |
USceneComponent * | RingFingerTip |
USceneComponent * | PinkyFingerTip |
class UArrowComponent * | ArcDirection |
Teleport Arc Direction. | |
class UArrowComponent * | PullDirection |
class UNiagaraComponent * | ArcNiagara |
Teleport Arc ArcSpline. | |
class USceneComponent * | GrabRoot |
class UBoxComponent * | GrabBox |
class UArrowComponent * | GrabDirection |
class UStaticMeshComponent * | ArcEndPoint |
Teleport Arc End Point. | |
class UStaticMeshComponent * | MenuCusrsor |
class UStaticMeshComponent * | TeleportCylinder |
Teleport Cylinder mesh. | |
class UStaticMeshComponent * | RoomScaleMesh |
Room Scale Mesh mesh. | |
class UStaticMeshComponent * | Arrow |
Teleport arrow which shows the direction of rotation. | |
class UStaticMeshComponent * | Ring |
Teleport Ring mesh. | |
class UPhysicsConstraintComponent * | HandPhysicsConstraint |
class UPhysicsConstraintComponent * | HandPhysicsConstraintPD |
class UPhysicsConstraintComponent * | PickPhysicsConstraint |
Physics Constraint Component - used for one of the grabing methods in AVR_StaticMesh. | |
class UBoxComponent * | BoxHands |
Box Component which helps to identify when to make connection of the constraint stronger. | |
class UVR_HandAnimationInstance * | RealHandAnimation |
Hand Anim Instance. | |
class UVR_HandAnimationInstance * | FakeHandAnimation |
class UWidgetInteractionComponent * | WidgetInteractionComponent |
Widget Interaction Component used for pause menu. | |
class UStaticMeshComponent * | WidgetSphereMesh |
UChildActorComponent * | CA_Inventory |
class USceneComponent * | FLineTraces |
Default scene root for line traces Line traces are used for finger IK. | |
class USceneComponent * | FThumb |
class UArrowComponent * | FThumbTrace1 |
class UArrowComponent * | FThumbTrace2 |
class UArrowComponent * | FThumbTrace3 |
class UArrowComponent * | FThumbTrace4 |
class USceneComponent * | FIndex |
class UArrowComponent * | FIndexTrace1 |
class UArrowComponent * | FIndexTrace2 |
class UArrowComponent * | FIndexTrace3 |
class UArrowComponent * | FIndexTrace4 |
class USceneComponent * | FMiddle |
class UArrowComponent * | FMiddleTrace1 |
class UArrowComponent * | FMiddleTrace2 |
class UArrowComponent * | FMiddleTrace3 |
class UArrowComponent * | FMiddleTrace4 |
class USceneComponent * | FRing |
class UArrowComponent * | FRingTrace1 |
class UArrowComponent * | FRingTrace2 |
class UArrowComponent * | FRingTrace3 |
class UArrowComponent * | FRingTrace4 |
class USceneComponent * | FPinky |
class UArrowComponent * | FPinkyTrace1 |
class UArrowComponent * | FPinkyTrace2 |
class UArrowComponent * | FPinkyTrace3 |
class UArrowComponent * | FPinkyTrace4 |
class UWidgetComponent * | MenuWristLoader |
UVR_MotionControllerComponent * | ParentMotionController |
AActor * | OwnerPawn |
TSubclassOf< class AActor > | MainMenuClass |
TSubclassOf< class AActor > | PauseMenuClass |
TArray< TSubclassOf< class AActor > > | AmmoClips |
bool | bMainMenuStatus |
UAnimSequence * | MenuGrabAnimation |
bool | bIsTeleporting |
uint8 | Caliber |
EGrip_Code | CurrentGripState |
EGrabMethod | LastPickMethod |
bool | bCurrentWidgetHand |
TArray< AActor * > | ActorsToIgnoreMC |
AActor * | AttachedActor |
AActor * | MenuActor |
UPrimitiveComponent * | GrabbedComponent |
FName | GrabbedBoneName |
AActor * | LastAttachedActor |
class UMaterialParameterCollection * | TeleportMaterailParameterCollection |
bool | bIsTeleporterActive |
bool | bIsGrabbed |
bool | bA_Pressed |
bool | bB_Pressed |
FVector | FVecThum |
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FVector | FVecIndex |
FVector | FVecMiddle |
FVector | FVecRing |
FVector | FVecPinky |
FVector | FTargetThum |
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FVector | FTargetIndex |
FVector | FTargetMiddle |
FVector | FTargetRing |
FVector | FTargetPinky |
bool | bLessPhysHands |
bool | bLastFrameValidDestination |
bool | bIsRoomScale |
FVector | TeleportDestination |
bool | bIsValidTeleportDestination |
bool | bWantsToGrip |
bool | bTurnOnIK |
bool | bHasWeapon |
FRotator | TeleportRotation |
FRotator | MotionRotation |
float | TeleportLaunchVelocity |
float | GripTarget |
float | GripSpeed |
float | CurrentLinearPositionStrength |
float | CurrentLinearVelocityStrength |
float | LinearForceLimit |
float | AngularPositionStrength |
float | AngularVelocityStrength |
float | AngularForceLimit |
float | LinearPositionStrengthMinDrag |
float | LinearPositionStrength |
float | LinearPositionInterpSpeed |
float | LinearVelocityStrengthMinDrag |
float | LinearVelocityStrength |
float | LinearVelocityInterpSpeed |
bool | bReflectLeftHand |
bool | bUsingSteamVRSkeleton |
FName | Thumb0BoneName |
FName | Thumb1BoneName |
FName | Thumb2BoneName |
FName | Index0BoneName |
FName | Index1BoneName |
FName | Index2BoneName |
FName | Middle0BoneName |
FName | Middle1BoneName |
FName | Middle2BoneName |
FName | Ring0BoneName |
FName | Ring1BoneName |
FName | Ring2BoneName |
FName | Pinky0BoneName |
FName | Pinky1BoneName |
FName | Pinky2BoneName |
class USoundBase * | Grab_Cue |
FDateTime | LastNearGrabTime |
UCurveFloat * | DragCurve |
float | TempDragValue |
float | IndexPushInst |
float | GripPushInst |
float | Trackpad_Y |
float | HammerTouched |
bool | TrackpadTouched |
bool | bAllowAmmoGet |
float | PickDistance |
FRotator | InitialControllerRotation |
class UHapticFeedbackEffect_Base * | GrabHapticEffect |
class UHapticFeedbackEffect_Base * | HitSurfaceHapticEffect |
class UStaticMesh * | BeamMesh |
class UMaterial * | BeamMaterial |
bool | bGetHitHandle |
UMenuLoadingWidget * | MenuLoadingWidget |
float | fMenuOpenProgress |
bool | bInverveHandsPreority |
AActor * | VR_PauseMenu |
float | LastThumCurls |
float | LastIndexCurls |
float | LastMiddleCurls |
float | LastRingCurls |
float | LastPinkyCurls |
float | AngularConstrained |
bool | bLoadingRoom |
bool | bCheckGrabbedHitEvents |
AVR_HandInventory * | Inventory |
UPhysicsConstraintComponent * | EnabledConstraint |
UPhysicsConstraintComponent * | DisabledConstraint |
FFingerCurls | FingerCurls |
bool | bIsAimingToGrab |
bool | bIsClimbing |
USceneComponent * | CurrentGrabComponent |
bool | bInventoryAccess |
UVR_InventoryBox * | CurrentInventoryBox |
Hand class.
AVR_Hands::AVR_Hands | ( | ) |
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A Pressed.
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A Released.
void AVR_Hands::ActivateTeleporter | ( | ) |
void AVR_Hands::ApplyIKToABP | ( | FVector | EffectorLocation, |
float | Ratio, | ||
EFinger | Finger, | ||
bool | hit ) |
Apply Rotation to Animation blueprint.
Ration | |
Finger |
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B Pressed.
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B Released.
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void AVR_Hands::CalculateIKLocations | ( | FVector | WorldImpact, |
FVector & | EffectorLocation ) |
float AVR_Hands::CalculateRatio | ( | float | TraceLength, |
int | ArrowNumber ) |
Calculates Rotation.
TraceLength | |
ArrowNumber |
void AVR_Hands::CheckAimToGrab | ( | ) |
void AVR_Hands::CheckControllerAndPickDist | ( | ) |
Checks distance between Controller and Picked object .
void AVR_Hands::CheckFingerCollisionOverlap | ( | TArray< FName > & | FingerSocketsNames, |
TArray< FName > & | FingerBonesNames ) |
void AVR_Hands::CheckGrabPoss | ( | ) |
Check if the grab is possible.
void AVR_Hands::CheckHandsAndControllerDist | ( | ) |
Checks distance between Hands and Controller.
AActor * AVR_Hands::CheckInventory | ( | ) |
void AVR_Hands::CheckMenuButtonPress | ( | ) |
void AVR_Hands::CheckMenuProgressBar | ( | ) |
void AVR_Hands::CheckMenuStatus | ( | ) |
void AVR_Hands::CheckPhysBlend | ( | bool | force = false | ) |
void AVR_Hands::CheckTeleportIsActive | ( | ) |
Checks if Teleport is active. Updates Arc Spline , using UpdateArcSpline(bIsValidTeleportDestination, TracePoints) ; Updates Arc end point , using UpdateArcEndPoint(bIsValidTeleportDestination, TraceLocation).
void AVR_Hands::ClearArc | ( | ) |
Clears Arc.
void AVR_Hands::DestroyMenu | ( | ) |
void AVR_Hands::DisableTeleporter | ( | ) |
bool AVR_Hands::DoTryGrabbing | ( | FHitResult & | Hit, |
bool | ForceInteraction ) |
void AVR_Hands::EnableFingerCollision | ( | bool | Enable | ) |
void AVR_Hands::EnableLoadingRoom | ( | bool | Enable | ) |
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void AVR_Hands::GetEnabledBaseConstraint | ( | ) |
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bool AVR_Hands::GetMainMenuStatus | ( | ) |
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void AVR_Hands::GetTeleportDestination | ( | FVector & | MyLocation, |
FRotator & | MyRotation ) |
Gets teleport Destination.
MyLocation | Teleport Location |
MyRotation | Teleport Rotation |
void AVR_Hands::GrabActor | ( | ) |
If grab button is pressed.
void AVR_Hands::GrabbingObjectInWorld | ( | ) |
void AVR_Hands::HandPhysicsTick | ( | ) |
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Trigger Pressed.
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Trigger Released.
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Trigger Touch.
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Trigger UnTouch.
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void AVR_Hands::LineTraceAlongArrow | ( | class UArrowComponent * | ArrowToTrace, |
bool & | Hit, | ||
float & | TraceLength, | ||
FHitResult & | OutHits ) |
Trace line allong the arrow component.
ArrowToTrace | |
Hit | whether is hit or not |
TraceLength |
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void AVR_Hands::OnComponentBeginOverlap | ( | class UPrimitiveComponent * | OverlappedComp, |
AActor * | OtherActor, | ||
class UPrimitiveComponent * | OtherComp, | ||
int32 | OtherBodyIndex, | ||
bool | bFromSweep, | ||
const FHitResult & | SweepResult ) |
For Rumble Controller when overlapping valid StaticMesh.
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void AVR_Hands::OnHit | ( | AActor * | SelfActor, |
AActor * | OtherActor, | ||
FVector | NormalImpulse, | ||
const FHitResult & | Hit ) |
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Grip Pressed.
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Grip Released.
void AVR_Hands::ReleaseActor | ( | ) |
Release attached Actor.
void AVR_Hands::RumbleController | ( | float | Intensity, |
UHapticFeedbackEffect_Base * | HapticEffect ) |
Vibrate the Controller using the Habtics.
Intensity |
void AVR_Hands::SetAllFingerIK | ( | ) |
Sets all Fingers IK.
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void AVR_Hands::SetCurrentWidgetHand | ( | bool | ThisHand | ) |
Sets widget on current hand.
ThisHand |
void AVR_Hands::SetDontLostConnection | ( | bool | DontAllow | ) |
DontAllow |
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void AVR_Hands::SetHandIsColliding | ( | bool | IsColliding | ) |
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void AVR_Hands::SetInventoryAccess | ( | bool | Access | ) |
void AVR_Hands::SetInventoryBox | ( | UVR_InventoryBox * | InventoryBox | ) |
void AVR_Hands::SetLessPhysHands | ( | bool | newstatus | ) |
Sets bLessPhysHands.
newstatus |
void AVR_Hands::SetMainMenuStatus | ( | bool | MainMenuStatus | ) |
Turns on\off widget component.
MainMenuStatus |
void AVR_Hands::SetOwnerPawn | ( | AActor * | ActorToSet | ) |
Sets owner of the MotionController(Player)
MainMenuStatus |
void AVR_Hands::SetParentMotionController | ( | UVR_MotionControllerComponent * | MotionController | ) |
void AVR_Hands::SetSingleFingerIK | ( | UArrowComponent * | FingerTrace1, |
UArrowComponent * | FingerTrace2, | ||
UArrowComponent * | FingerTrace3, | ||
UArrowComponent * | FingerTrace4, | ||
EFinger | Finger ) |
Sets Ik for SingleFinger.
FingerTrace1 | Arrow 1 |
FingerTrace2 | Arrow 2 |
FingerTrace3 | Arrow 3 |
Finger | EFinger enum located in Variables.h |
void AVR_Hands::SetTeleportRotation | ( | FRotator & | NewTeleportRotation | ) |
Set Teleport Rotation , used in Player_Pawn.
NewTeleportRotation |
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void AVR_Hands::SetupConstraintDrives | ( | ) |
void AVR_Hands::SetupRoomScaleOutline | ( | ) |
Setup Room Scale Outline.
bool AVR_Hands::ShouldUseMainConstraints | ( | ) |
void AVR_Hands::ShowTeleportDestenation | ( | bool | IsValidTeleportDestination, |
FVector | TraceLocation, | ||
FRotator | TraceRotation ) |
void AVR_Hands::SpawnMenu | ( | ) |
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Thumb Pressed.
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Thumb Released.
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Sets true if Trackpad being Touched.
Status |
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bool AVR_Hands::TraceTeleportDestination | ( | TArray< FVector > & | TracePoints, |
FVector & | NavMeshLocation, | ||
FVector & | TraceLocation, | ||
FRotator & | TraceRotation ) |
Traces Teleport Destination , checks if teleport is possible.
TracePoints | |
NavMeshLocation | |
TraceLocation |
bool AVR_Hands::TryAimToGrab | ( | FHitResult & | Hit, |
bool | ForceInteraction ) |
bool AVR_Hands::TryGrabbing | ( | FHitResult & | Hit, |
bool | ForceInteraction ) |
void AVR_Hands::UpdateAllFingersCollision | ( | ) |
void AVR_Hands::UpdateAPressedAnimation | ( | UAnimSequence * | NewAnimation | ) |
void AVR_Hands::UpdateArcEndPoint | ( | bool | ValidLocationFound, |
FVector | NewLocation ) |
Updates Arc End Point.
void AVR_Hands::UpdateArcSpline | ( | bool | FoundValidLocation, |
TArray< FVector > | SplinePoints ) |
Updates Arc Spline.
void AVR_Hands::UpdateFingerCollision | ( | UCapsuleComponent * | Collision, |
USceneComponent * | Start, | ||
USceneComponent * | Tip ) |
void AVR_Hands::UpdateGrabAnimation | ( | UAnimSequence * | NewAnimation | ) |
void AVR_Hands::UpdateHandAnimation | ( | ) |
void AVR_Hands::UpdatePhysBlendForFinger | ( | EFinger | Finger, |
FFingerCurls | CurrentFingerCurls, | ||
bool | force = false ) |
void AVR_Hands::UpdateRoomScaleOutline | ( | ) |
Update Room Scale Outline.
void AVR_Hands::UpdateTriggerPressedAnimation | ( | UAnimSequence * | NewAnimation | ) |
void AVR_Hands::UpdateWidgetCursor | ( | ) |
Updates Widget Cursor.
void AVR_Hands::WakePhysics | ( | ) |
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Teleport Arc Direction.
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Teleport Arc End Point.
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Teleport Arc ArcSpline.
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Teleport arrow which shows the direction of rotation.
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bool AVR_Hands::bAllowTurnOffMenu |
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bool AVR_Hands::bDontLostConnection |
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bool AVR_Hands::bHitHand = false |
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bool AVR_Hands::bIsIndex_Pressed |
bool AVR_Hands::bIsIndex_Touch |
bool AVR_Hands::bIsOthers_Pressed |
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bool AVR_Hands::bIsThumb_Pressed |
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Box Component which helps to identify when to make connection of the constraint stronger.
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bool AVR_Hands::DontAllowDrop |
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Mesh which is attached to MotionController.
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Default scene root for line traces Line traces are used for finger IK.
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????
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????
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Sound to play each time we fire Empty Gun
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EControllerHand AVR_Hands::Hand |
bool AVR_Hands::HandIsColliding = false |
float AVR_Hands::HandOrientationZ |
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Hands scene root.
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float AVR_Hands::MaxPhysBlend |
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float AVR_Hands::MinPhysBlend |
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float AVR_Hands::PickPhysBlend |
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Physics Constraint Component - used for one of the grabing methods in AVR_StaticMesh.
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Hand Anim Instance.
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Physic hand mesh , connected to the FakeHandMesh using Physics Constraint Component.
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Teleport Ring mesh.
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Room Scale Mesh mesh.
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Default scene root.
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Teleport Cylinder mesh.
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FVector AVR_Hands::WantsToGripLocation |
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Widget Interaction Component used for pause menu.
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