void ACinemotusPlayerController::AbsoluteTick(float DeltaTime)
{

	
	TotalYawAbs += addYaw;
	UPrimitiveComponent* prim = GetPawn()->GetMovementComponent()->UpdatedComponent;
	//USceneComponent* sComponent = GetPawn()->GetRootComponent();
	//sComponent->SetRelativeLocation;

	bool SetPrimDirectly = true;
	FQuat finalQuat;

	if (((currentCaptureState&ECinemotusCaptureState::EAbsolute) == ECinemotusCaptureState::EAbsolute) && 
		((currentCaptureState&ECinemotusCaptureState::EAbsoluteOff) == 0))
	{
		finalQuat = FRotator(0, TotalYawAbs, 0).Quaternion()*(HydraLatestData->controllers[CAM_HAND].quat);
	}
	else
	{
		finalQuat =  FRotator(0, addYaw, 0).Quaternion()*prim->GetComponentQuat();
	}
	SetControlRotation(finalQuat.Rotator());
	if (SetPrimDirectly && prim)
	{
		prim->SetWorldLocationAndRotation(prim->GetComponentLocation(), finalQuat);// not sure need
	}


	HandleMovementAbs(DeltaTime, ((currentCaptureState&ECinemotusCaptureState::EAbsolute) == ECinemotusCaptureState::EAbsolute));
}
void ACinemotusPlayerController::RelativeTick(float DeltaTime)
{

	UPrimitiveComponent* prim = GetPawn()->GetMovementComponent()->UpdatedComponent;
	bool SetPrimDirectly = true;
	FQuat finalQuat;
	if ((currentCaptureState & ECinemotusCaptureState::ERelativeRotation) == ECinemotusCaptureState::ERelativeRotation)
	{
		FRotator rot = HydraLatestData->controllers[CAM_HAND].angular_velocity;
		const FQuat OldRotation = prim->GetComponentQuat();//GetControlRotation().Quaternion(); //TODO: hold onto a quaternion potentially
		const FRotator OldRotationRotator = OldRotation.Rotator();
		FRotator worldRotator = FRotator(0, DeadZone(rot.Yaw*DeltaTime, 0.0) + addYaw, 0);
		FRotator worldRotator1 = FRotator(DeadZone(rot.Pitch*DeltaTime, 0.0), 0, 0);
		FRotator localRotator = FRotator(0, 0, DeadZone(rot.Roll*DeltaTime, 0.0));
		const FQuat WorldRot = worldRotator.Quaternion();
		const FQuat pitchRot = worldRotator1.Quaternion();
		const FQuat LocalRot = localRotator.Quaternion();

		////This one does roll around local forward, pitch around world right flattened and yaw around world up
		////			FQuat finalQuat = pitchRot*WorldRot*((OldRotation*LocalRot));

		finalQuat = WorldRot*((OldRotation*LocalRot)*pitchRot);
	}
	else
	{
		finalQuat = FRotator(0, addYaw, 0).Quaternion()*prim->GetComponentQuat();
	}

	SetControlRotation(finalQuat.Rotator());
	if (SetPrimDirectly && prim)
	{
		prim->SetWorldLocationAndRotation(prim->GetComponentLocation(), finalQuat);// not sure need
	}



	HandleMovementAbs(DeltaTime, (currentCaptureState & ECinemotusCaptureState::ERelativeTranslation) == ECinemotusCaptureState::ERelativeTranslation);

}
void UGripMotionControllerComponent::TickGrip()
{
	if (GrippedActors.Num())
	{
		FTransform WorldTransform;
		FTransform InverseTransform = this->GetComponentTransform().Inverse();

		for (int i = GrippedActors.Num() - 1; i >= 0; --i)
		{
			if (GrippedActors[i].Actor || GrippedActors[i].Component)
			{
				// GetRelativeTransformReverse had some serious f*****g floating point errors associated with it that was f*****g everything up
				// Not sure whats wrong with the function but I might want to push a patch out eventually
				WorldTransform = GrippedActors[i].RelativeTransform.GetRelativeTransform(InverseTransform);

				UPrimitiveComponent *root = GrippedActors[i].Component;
				AActor *actor = GrippedActors[i].Actor;

				if (!root)
					root = Cast<UPrimitiveComponent>(GrippedActors[i].Actor->GetRootComponent());

				if (!root)
					continue;

				if (!actor)
					actor = root->GetOwner();

				if (!actor)
					continue;

				if (bIsServer)
				{
					// Handle collision intersection detection, this is used to intelligently manage some of the networking and late update features.
					switch (GrippedActors[i].GripCollisionType.GetValue())
					{
					case EGripCollisionType::InteractiveCollisionWithPhysics:
					case EGripCollisionType::InteractiveHybridCollisionWithSweep:
					{
						TArray<FOverlapResult> Hits;
						FComponentQueryParams Params(NAME_None, this->GetOwner());
						Params.bTraceAsyncScene = root->bCheckAsyncSceneOnMove;
						Params.AddIgnoredActor(actor);
						Params.AddIgnoredActors(root->MoveIgnoreActors);

						if(GetWorld()->ComponentOverlapMulti(Hits, root, root->GetComponentLocation(), root->GetComponentQuat(), Params))
						{
							GrippedActors[i].bColliding = true;
						}
						else
						{
							GrippedActors[i].bColliding = false;
						}
					}

					// Skip collision intersects with these types, they dont need it
					case EGripCollisionType::PhysicsOnly:
					case EGripCollisionType::SweepWithPhysics:
					case EGripCollisionType::InteractiveCollisionWithSweep:
					default:break;
					}
				}

				// Need to figure out best default behavior
				/*if (GrippedActors[i].bHasSecondaryAttachment && GrippedActors[i].SecondaryAttachment)
				{
				WorldTransform.SetRotation((WorldTransform.GetLocation() - GrippedActors[i].SecondaryAttachment->GetComponentLocation()).ToOrientationRotator().Quaternion());
				}*/

				if (GrippedActors[i].GripCollisionType == EGripCollisionType::InteractiveCollisionWithPhysics)
				{
					UpdatePhysicsHandleTransform(GrippedActors[i], WorldTransform);
				}
				else if (GrippedActors[i].GripCollisionType == EGripCollisionType::InteractiveCollisionWithSweep)
				{
					if (bIsServer)
					{
						FHitResult OutHit;

						// Need to use without teleport so that the physics velocity is updated for when the actor is released to throw
						root->SetWorldTransform(WorldTransform, true, &OutHit);

						if (OutHit.bBlockingHit)
						{
							GrippedActors[i].bColliding = true;

							if (!actor->bReplicateMovement)
								actor->SetReplicateMovement(true);
						}
						else
						{
							GrippedActors[i].bColliding = false;

							if (actor->bReplicateMovement)
								actor->SetReplicateMovement(false);
						}
					}
					else
					{
						if (!GrippedActors[i].bColliding)
						{
							root->SetWorldTransform(WorldTransform, true);
						}
					}
				}
				else if (GrippedActors[i].GripCollisionType == EGripCollisionType::InteractiveHybridCollisionWithSweep)
				{
					// Need to use without teleport so that the physics velocity is updated for when the actor is released to throw
					//if (bIsServer)
					//{
					FBPActorPhysicsHandleInformation * GripHandle = GetPhysicsGrip(GrippedActors[i]);
					if (!GrippedActors[i].bColliding)
					{
						// Make sure that there is no collision on course before turning off collision and snapping to controller
						if (bIsServer && actor && actor->bReplicateMovement)
						{
							FCollisionQueryParams QueryParams(NAME_None, false, this->GetOwner());
							FCollisionResponseParams ResponseParam;
							root->InitSweepCollisionParams(QueryParams, ResponseParam);
							QueryParams.AddIgnoredActor(actor);
							QueryParams.AddIgnoredActors(root->MoveIgnoreActors);

							if (GetWorld()->SweepTestByChannel(root->GetComponentLocation(), WorldTransform.GetLocation(), root->GetComponentQuat(), ECollisionChannel::ECC_Visibility, root->GetCollisionShape(), QueryParams, ResponseParam))
							{
								GrippedActors[i].bColliding = true;
							}
							else
							{
								GrippedActors[i].bColliding = false;
							}
						}
						
						// If still not colliding
						if (!GrippedActors[i].bColliding)
						{
							if (bIsServer && actor->bReplicateMovement) // So we don't call on on change event over and over locally
								actor->SetReplicateMovement(false);

							if (bIsServer && GripHandle)
							{
								DestroyPhysicsHandle(GrippedActors[i]);

								if(GrippedActors[i].Actor)
									GrippedActors[i].Actor->DisableComponentsSimulatePhysics();
								else
									root->SetSimulatePhysics(false);
							}

							root->SetWorldTransform(WorldTransform, false);
						}
						else
						{
							if (bIsServer && GrippedActors[i].bColliding && GripHandle)
								UpdatePhysicsHandleTransform(GrippedActors[i], WorldTransform);
						}

					}
					else if (GrippedActors[i].bColliding && !GripHandle)
					{
						if (bIsServer && !actor->bReplicateMovement)
							actor->SetReplicateMovement(true);

						root->SetSimulatePhysics(true);

						if (bIsServer)
							SetUpPhysicsHandle(GrippedActors[i]);
					}
					else
					{
						if (bIsServer && GrippedActors[i].bColliding && GripHandle)
							UpdatePhysicsHandleTransform(GrippedActors[i], WorldTransform);
					}
				}
				else if (GrippedActors[i].GripCollisionType == EGripCollisionType::SweepWithPhysics)
				{
					if (bIsServer)
					{
						
						FVector OriginalPosition(root->GetComponentLocation());
						FRotator OriginalOrientation(root->GetComponentRotation());

						FVector NewPosition(WorldTransform.GetTranslation());
						FRotator NewOrientation(WorldTransform.GetRotation());

						// Now sweep collision separately so we can get hits but not have the location altered
						if (bUseWithoutTracking || NewPosition != OriginalPosition || NewOrientation != OriginalOrientation)
						{
							FVector move = NewPosition - OriginalPosition;

							// ComponentSweepMulti does nothing if moving < KINDA_SMALL_NUMBER in distance, so it's important to not try to sweep distances smaller than that. 
							const float MinMovementDistSq = (FMath::Square(4.f*KINDA_SMALL_NUMBER));

							if (bUseWithoutTracking || move.SizeSquared() > MinMovementDistSq || NewOrientation != OriginalOrientation)
							{
								if (CheckComponentWithSweep(root, move, NewOrientation, false))
								{

								}
							}
						}

						// Move the actor, we are not offsetting by the hit result anyway
						root->SetWorldTransform(WorldTransform, false);
					}
					else
					{
						// Move the actor, we are not offsetting by the hit result anyway
						root->SetWorldTransform(WorldTransform, false);
					}
				}
				else if (GrippedActors[i].GripCollisionType == EGripCollisionType::PhysicsOnly)
				{
					// Move the actor, we are not offsetting by the hit result anyway
					root->SetWorldTransform(WorldTransform, false);
				}
			}
			else
			{
				if (bIsServer)
				{
					DestroyPhysicsHandle(GrippedActors[i]);

					GrippedActors.RemoveAt(i); // If it got garbage collected then just remove the pointer, won't happen with new uproperty use, but keeping it here anyway
				}
			}

		}
	}

}