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 } } } } }