VRInputConfig and start of VRUtils done

master
MostExcellent 2024-10-20 17:07:50 -07:00
parent d0cae51cca
commit 8313c57825
9 changed files with 229 additions and 35 deletions

38
.gitignore vendored
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@ -2,17 +2,6 @@
# Visual Studio 2015 user specific files # Visual Studio 2015 user specific files
.vs/ .vs/
#Jetbrains IDE files
.idea/
.fleet/
*.DotSettings
# VS Code files
.vscode/
*.code-workspace
# Linux Makefile
Makefile
# Compiled Object files # Compiled Object files
*.slo *.slo
@ -86,3 +75,30 @@ Plugins/*/Intermediate/*
# Cache files for the editor to use # Cache files for the editor to use
DerivedDataCache/* DerivedDataCache/*
# Visual Studio 2015+ user-specific files
.vs/
.vsconfig
*.user
*.userosscache
*.VC.opendb
# Don't ignore whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
#Files Ignored
Makefile.bin
Makefile
*.directory
.idea/*
.vscode/*
*.code-workspace
*.opendb
*.DotSettings
.fleet/
Cooked/*

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[/Script/EngineSettings.GeneralProjectSettings] [/Script/EngineSettings.GeneralProjectSettings]
ProjectID=B0DD2F214F0AC320FA72EB9C9432375E ProjectID=B0DD2F214F0AC320FA72EB9C9432375E
CopyrightNotice=Copyright Vagabond Rose Interactive, all rights reserved CopyrightNotice=Copyright

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// Copyright
#include "Input/VRInputComponent.h"

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// Copyright
#include "Input/VRInputConfig.h"
UInputAction* UVRInputConfig::FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound) const
{
if (!InTag.IsValid()) return nullptr;
for (const FVRTagInputAction& Action : NativeInputActions)
{
if (!Action.IsValid()) continue;
if (Action.InputAction && Action.InputTag.IsValid())
{
return Action.InputAction.Get();
}
}
if (bLogNotFound)
{
// TODO: Add logging for VRGAS
}
return nullptr;
}
UInputAction* UVRInputConfig::FindAbilityInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound) const
{
if (!InTag.IsValid()) return nullptr;
for (const FVRTagInputAction& Action : AbilityInputActions)
{
if (!Action.IsValid() && Action.InputTag.IsValid())
{
return Action.InputAction.Get();
}
}
if (bLogNotFound)
{
// TODO: Add logging for VRGAS
}
return nullptr;
}

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@ -0,0 +1,15 @@
// Copyright
#pragma once
#include "CoreMinimal.h"
#include "EnhancedInputComponent.h"
#include "VRInputComponent.generated.h"
UCLASS()
class VRGAS_API UVRInputComponent : public UEnhancedInputComponent
{
GENERATED_BODY()
};

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// Copyright
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Engine/DataAsset.h"
#include "VRInputConfig.generated.h"
class UInputAction;
USTRUCT(BlueprintType)
struct FVRTagInputAction
{
GENERATED_BODY()
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
TObjectPtr<UInputAction> InputAction = nullptr;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (Categories = "InputTag"))
FGameplayTag InputTag;
bool IsValid() const
{
return InputTag.IsValid() && InputAction != nullptr;
}
};
/**
*
*/
UCLASS(BlueprintType, Const) // Const for now, since we aren't doing anything beyond what lyra does here
class VRGAS_API UVRInputConfig : public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
TArray<FVRTagInputAction> NativeInputActions;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Meta = (TitleProperty = "InputAction"))
TArray<FVRTagInputAction> AbilityInputActions;
UFUNCTION(BlueprintCallable, Category = "Input")
UInputAction* FindNativeInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound = true) const;
UFUNCTION(BlueprintCallable, Category = "Input")
UInputAction* FindAbilityInputActionForTag(const FGameplayTag& InTag, bool bLogNotFound = true) const;
};

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// Copyright Epic Games, Inc. All Rights Reserved. // Copyright
#include "VRUtilsBPLibrary.h" #include "VRUtilsBPLibrary.h"
#include "VRUtils.h" #include "VRUtils.h"
UVRUtilsBPLibrary::UVRUtilsBPLibrary(const FObjectInitializer& ObjectInitializer) float UVRUtilsBPLibrary::GetPawnSpeedAlongVector(const APawn* InPawn, const FVector& InVector)
: Super(ObjectInitializer)
{ {
if (!InPawn) return 0.0f;
const FVector Velocity = InPawn->GetVelocity();
const FVector InVectorNormalized = InVector.GetSafeNormal();
return FVector::DotProduct(Velocity, InVectorNormalized);
}
// The following speed functions do not use GetPawnSpeedAlongVector to avoid one extra copy
float UVRUtilsBPLibrary::GetPawnForwardVectorSpeed(const APawn* InPawn)
{
if (!InPawn) return 0.0f;
const FVector Velocity = InPawn->GetVelocity();
const FVector ForwardVector = InPawn->GetActorForwardVector();
return FVector::DotProduct(Velocity, ForwardVector);
}
float UVRUtilsBPLibrary::GetPawnRightVectorSpeed(const APawn* InPawn)
{
if (!InPawn) return 0.0f;
const FVector Velocity = InPawn->GetVelocity();
const FVector RightVector = InPawn->GetActorRightVector();
return FVector::DotProduct(Velocity, RightVector);
}
float UVRUtilsBPLibrary::GetPawnUpVectorSpeed(const APawn* InPawn)
{
if (!InPawn) return 0.0f;
const FVector Velocity = InPawn->GetVelocity();
const FVector UpVector = InPawn->GetActorUpVector();
return FVector::DotProduct(Velocity, UpVector);
}
float UVRUtilsBPLibrary::GetDegreeDiff(const FVector& A, const FVector& B)
{
const float DotResult = FVector::DotProduct(A, B);
return FMath::RadiansToDegrees(FMath::Acos(DotResult));
} }

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@ -1,30 +1,49 @@
// Copyright Epic Games, Inc. All Rights Reserved. // Copyright
#pragma once #pragma once
#include "Kismet/BlueprintFunctionLibrary.h" #include "Kismet/BlueprintFunctionLibrary.h"
#include "VRUtilsBPLibrary.generated.h" #include "VRUtilsBPLibrary.generated.h"
/* /**
* Function library class. * Vagabond Rose core utility functions, exposed to blueprints.
* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint. */
*
* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
* Its lets you name the node using characters not allowed in C++ function names.
* CompactNodeTitle - the word(s) that appear on the node.
* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
* Good example is "Print String" node which you can find also by using keyword "log".
* Category - the category your node will be under in the Blueprint drop-down menu.
*
* For more info on custom blueprint nodes visit documentation:
* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
*/
UCLASS() UCLASS()
class UVRUtilsBPLibrary : public UBlueprintFunctionLibrary class UVRUtilsBPLibrary : public UBlueprintFunctionLibrary
{ {
GENERATED_UCLASS_BODY() GENERATED_BODY()
public:
#pragma region MovementSpeeds
/**
* Computes the pawn's speed along a given vector.
*
* @param InPawn The pawn whose speed is being measured. If null, the function returns 0.
* @param InVector The vector along which the speed is to be measured.
* @return The speed of the pawn along the provided vector.
*/
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
static float GetPawnSpeedAlongVector(const APawn* InPawn, UPARAM(ref) const FVector& InVector);
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
static float GetPawnForwardVectorSpeed(const APawn* InPawn);
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
static float GetPawnRightVectorSpeed(const APawn* InPawn);
UFUNCTION(BlueprintPure, Category = "VRUtils|Movement|Speed")
static float GetPawnUpVectorSpeed(const APawn* InPawn);
#pragma endregion
#pragma region Math
/**
* Calculates the angular difference in degrees between two vectors.
*
* @param A The first vector.
* @param B The second vector.
* @return The angular difference between the two vectors in degrees.
*/
UFUNCTION(BlueprintPure, Category = "VRUtils|Math")
static float GetDegreeDiff(const FVector& A, const FVector& B);
#pragma endregion
}; };

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"Editor" "Editor"
] ]
}, },
{
"Name": "GameplayAbilities",
"Enabled": true
},
{ {
"Name": "VRGAS", "Name": "VRGAS",
"Enabled": true "Enabled": true