Head Mounted VR 2.7
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AVR_LeverRotatable Class Reference

This is a physic lever rotatable class which player can rotate. More...

#include <VR_LeverRotatable.h>

+ Inheritance diagram for AVR_LeverRotatable:

Public Member Functions

 AVR_LeverRotatable ()
 
virtual void Tick (float DeltaTime) override
 
- Public Member Functions inherited from AVR_LeverBase
 AVR_LeverBase ()
 
virtual void Tick (float DeltaTime) override
 
virtual void SetParent (AStaticMeshActor *ParentActor)
 Sets door Parent(Door Frame or smth like that) More...
 
FORCEINLINE class UStaticMeshComponent * GetMesh () const
 Get Pickup Mesh More...
 
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. More...
 
- Public Member Functions inherited from AVR_Actor
 AVR_Actor ()
 
virtual void Tick (float DeltaTime) override
 
virtual bool IsColliding_Implementation ()
 
void OnHitCheckColliding (UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, FVector normalImpulse, const FHitResult &Hit)
 
- Public Member Functions inherited from IVR_InteractionInterface
bool IsGrabbed ()
 
bool CanPullGrab ()
 
void Grab (class UVR_HandComponent *MotionController, bool &HandleStatus, bool bFroceAttachHandle)
 Used for interaction with objects such as door More...
 
bool IsColliding ()
 
void Drop (class UVR_HandComponent *MotionController)
 Stop object interaction More...
 
void Shoot ()
 
bool IsHeldBy (class UVR_HandComponent *MotionController)
 Indetify if object is held by MotionController More...
 
bool CanNonVRInteract ()
 
bool ForceCheckForGrabComponents ()
 
void NonVRInteraction (AVR_Player *Player)
 
bool IsNonVRInteractTillStop ()
 
void Stop_NonVRInteraction (AVR_Player *Player)
 Stop object interaction More...
 

Protected Member Functions

virtual void BeginPlay () override
 
FORCEINLINE bool IsTurnedOn () const
 Returnes true if reached maximum of RotationLimit. More...
 
FORCEINLINE float GetCurrentAngle () const
 Returnes current rotation angle of lever. More...
 
virtual void BeginPlay () override
 
virtual void BeginPlay () override
 

Protected Attributes

float RotationLimit
 
EAxies RotationAxies
 
bool bInverse
 
float OnLimit
 
float OffLimit
 
- Protected Attributes inherited from AVR_LeverBase
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 lever rotatable class which player can rotate.

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

Constructor & Destructor Documentation

◆ AVR_LeverRotatable()

AVR_LeverRotatable::AVR_LeverRotatable ( )

Member Function Documentation

◆ BeginPlay()

void AVR_LeverRotatable::BeginPlay ( )
overrideprotectedvirtual

Reimplemented from AVR_LeverBase.

◆ GetCurrentAngle()

FORCEINLINE float AVR_LeverRotatable::GetCurrentAngle ( ) const
inlineprotected

Returnes current rotation angle of lever.

◆ IsTurnedOn()

FORCEINLINE bool AVR_LeverRotatable::IsTurnedOn ( ) const
inlineprotected

Returnes true if reached maximum of RotationLimit.

◆ Tick()

void AVR_LeverRotatable::Tick ( float  DeltaTime)
overridevirtual

Reimplemented from AVR_LeverBase.

Member Data Documentation

◆ bInverse

bool AVR_LeverRotatable::bInverse
protected

◆ OffLimit

float AVR_LeverRotatable::OffLimit
protected

◆ OnLimit

float AVR_LeverRotatable::OnLimit
protected

◆ RotationAxies

EAxies AVR_LeverRotatable::RotationAxies
protected

◆ RotationLimit

float AVR_LeverRotatable::RotationLimit
protected

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