Files
integration/Source/Integration/Tangible.cpp

123 lines
3.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Tangible.h"
#include "TangibleManager.h"
UlxTangible::UlxTangible()
{
Manager = nullptr;
TangibleId = -1;
CurrentActor = nullptr;
ActorBlueprint = nullptr;
NearAccordingToLuprex = false;
NearAccordingToUnreal = false;
}
void UlxTangible::Init(UlxTangibleManager* tm, int64 id)
{
Manager = tm;
TangibleId = id;
}
bool UlxTangible::BlueprintIsTangible(TSubclassOf<AActor> bp) {
if (bp == nullptr) return true;
return bp->ImplementsInterface(UlxTangibleInterface::StaticClass());
}
void UlxTangible::SetActorBlueprintClass(TSubclassOf<AActor> bp) {
// If we're already of the right class, do nothing.
if (ActorBlueprint == bp) {
return;
}
// Sanity check the blueprint. Nullptr is allowed.
check(BlueprintIsTangible(bp));
// If there's already an actor, delete it.
if (CurrentActor != nullptr) {
// Remove the tangible component. This is probably
// unnecessary, but it makes it more likely that we'll
// catch bugs early.
UlxTangibleComponent* comp = CurrentActor->GetComponentByClass<UlxTangibleComponent>();
if (comp != nullptr) {
comp->DestroyComponent();
}
// Now destroy the actor itself. According to various
// documents I've read online, it may be necessary to take
// further steps to delete the object. Not clear.
CurrentActor->Destroy();
}
// Update the blueprint reference.
ActorBlueprint = bp;
// Now create a new actor, unless the BP is nullptr.
if (ActorBlueprint != nullptr) {
// Create the actor.
FActorSpawnParameters params;
FVector location(0, 0, 0);
FRotator rotation(0, 0, 0);
UWorld* w = Manager->GetWorld();
AActor* a = w->SpawnActor(ActorBlueprint, &location, &rotation, params);
// Insert a TangibleComponent into the actor.
UActorComponent* ac = a->AddComponentByClass(UlxTangibleComponent::StaticClass(), false, FTransform::Identity, false);
UlxTangibleComponent* tc = Cast<UlxTangibleComponent>(ac);
check(tc != nullptr);
// Make the tangible point to the actor and vice versa.
tc->Tangible = this;
CurrentActor = a;
}
}
void UlxTangible::UpdateAnimationQueue(std::string_view aq) {
AnimTracker.Update(aq);
TArray<uint64> aborted = AnimTracker.GetAborted();
for (uint64 hash : aborted) {
IlxTangibleInterface::Execute_AbortAnimation(GetActor(), hash);
}
FlxAnimationStep step;
ElxAnimationMode mode = AnimTracker.GetNextStep(step);
if (mode != ElxAnimationMode::INVALID) {
bool started = IlxTangibleInterface::Execute_StartAnimation(GetActor(), mode, step);
if (started) {
AnimTracker.StartedStep(step.Hash);
}
}
}
FVector UlxTangible::GetLocation() const {
if (CurrentActor == nullptr) {
return FVector(0,0,0);
} else {
return CurrentActor->GetActorLocation();
}
}
void UlxTangible::Destroy() {
SetActorBlueprintClass(nullptr);
Manager = nullptr;
TangibleId = -1;
CurrentActor = nullptr;
ActorBlueprint = nullptr;
AnimTracker.Clear();
NearAccordingToLuprex = false;
NearAccordingToUnreal = false;
}
FString UlxTangible::GetTangiblePlane(AActor* actor) {
UlxTangibleComponent* comp = actor->GetComponentByClass<UlxTangibleComponent>();
check(comp != nullptr);
return comp->Tangible->Plane.ToString();
}
void UlxTangible::SetTangiblePlane(AActor* actor, const FString& plane) {
UlxTangibleComponent* comp = actor->GetComponentByClass<UlxTangibleComponent>();
check(comp != nullptr);
comp->Tangible->Plane = FName(plane);
}