Head Mounted VR 2.0
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AVR_LeverBase Class Reference

This is a physic base lever class which can interact with players hands. Look at lever rotatable or slide class. Use only if you want to develop new lever type. More...

#include <VR_LeverBase.h>

+ Inheritance diagram for AVR_LeverBase:

Public Member Functions

 AVR_LeverBase ()
 
virtual void Tick (float DeltaTime) override
 
virtual void SetParent (AStaticMeshActor *ParentActor)
 Sets door Parent(Door Frame or smth like that)
 
FORCEINLINE class UStaticMeshComponent * GetMesh () const
 Get Pickup Mesh.
 
void UpdateReturnForce (float Force, float Velocity, float Max_Force)
 This function allows us to change ReturnForce,VelocityStrength,MaxForce variables. You can play with parametrs if you want lever to get back to it's previos position.
 
- 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.
 

Protected Member Functions

virtual void BeginPlay () override
 

Protected Attributes

class USceneComponent * RootScene
 
class UStaticMeshComponent * Body_Mesh
 
class UVR_GrabComponentGrabComponent
 
class UPhysicsConstraintComponent * Body_PhysicsConstraint
 
class AStaticMeshActor * Parent_Actor
 
float ReturnForce
 
float VelocityStrength
 
float MaxForce
 
- Protected Attributes inherited from AVR_Actor
bool bIsColliding = false
 

Detailed Description

This is a physic base lever class which can interact with players hands. Look at lever rotatable or slide class. Use only if you want to develop new lever type.

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

Constructor & Destructor Documentation

◆ AVR_LeverBase()

AVR_LeverBase::AVR_LeverBase ( )

Member Function Documentation

◆ BeginPlay()

void AVR_LeverBase::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AVR_Actor.

Reimplemented in AVR_LeverRotatable, and AVR_LeverSlide.

◆ GetMesh()

FORCEINLINE class UStaticMeshComponent * AVR_LeverBase::GetMesh ( ) const
inline

Get Pickup Mesh.

Note
Blueprint Callable , Category = "Object|Grab"
Returns
Returns StaticMeshComponent

◆ SetParent()

void AVR_LeverBase::SetParent ( AStaticMeshActor * ParentActor)
virtual

Sets door Parent(Door Frame or smth like that)

Parameters
ParentActor

◆ Tick()

void AVR_LeverBase::Tick ( float DeltaTime)
overridevirtual

Reimplemented from AVR_Actor.

Reimplemented in AVR_LeverRotatable, and AVR_LeverSlide.

◆ UpdateReturnForce()

void AVR_LeverBase::UpdateReturnForce ( float Force,
float Velocity,
float Max_Force )

This function allows us to change ReturnForce,VelocityStrength,MaxForce variables. You can play with parametrs if you want lever to get back to it's previos position.

Member Data Documentation

◆ Body_Mesh

class UStaticMeshComponent* AVR_LeverBase::Body_Mesh
protected

◆ Body_PhysicsConstraint

class UPhysicsConstraintComponent* AVR_LeverBase::Body_PhysicsConstraint
protected

◆ GrabComponent

class UVR_GrabComponent* AVR_LeverBase::GrabComponent
protected

◆ MaxForce

float AVR_LeverBase::MaxForce
protected

◆ Parent_Actor

class AStaticMeshActor* AVR_LeverBase::Parent_Actor
protected

◆ ReturnForce

float AVR_LeverBase::ReturnForce
protected

◆ RootScene

class USceneComponent* AVR_LeverBase::RootScene
protected

◆ VelocityStrength

float AVR_LeverBase::VelocityStrength
protected

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